YouthVerse: AI & VR Empowerment (31/03/2025 – 08/04/2025)
2024-1-PL01-KA151-YOU-000222530

The objectives of this staff exchange are:

  • to explore and evaluate digital tools that can enhance the effectiveness of youth work, enabling participants to leverage modern technologies for communication, education, and engagement with young people.
  • to equip participants with tools for fostering digital literacy and safety among young people, helping them navigate the challenges, opportunities, and security risks presented by modern technologies.
  • to design, create, and test digital-based tools and applications aimed at enhancing youth engagement, learning, and development, fostering innovation in youthwork practices.
  • to develop skills for maintaining a healthy balance between digital and offline experiences by integrating practices that promote well-being, such as mindfulness, alongside the use of technology.

01/04/2025: Introduction & first steps in VR

The week started with creative introduction games where participants got to know each other in an approachable way. Groups reflected on expectations, concerns, and contributions. A challenging but fun city quest was followed by a first introduction to virtual reality. Participants tried out VR headsets and played some simple games to get familiar with the technology.

02/04/2025: Digital footprint & mindfulness

The day started with an interactive session on digital footprints. Participants explored what traces they leave online and how easily personal information can be found. They then learned more about digital safety and critical handling of technology. The afternoon alternated between practical VR exercises and sessions on mindfulness, intending to learn to switch more consciously between “on” and “off” in a digital context.

03/04/2025: Offline reflection & mental health

The day started with a mindful walk without digital devices to Solacz Park, where we had to learn the route by heart as we had no mobile phone. This walk was followed by a reflection on our relationship with technology. In the afternoon, the focus was on mental health in young people. Participants shared personal experiences, researched statistics and good practices, and worked in groups on informative and visual presentations. The day ended with their own VR art creations that expressed feelings and insights.

04/04/2025: Artificial Intelligence and ethics

AI took center stage, with practical exercises around using ChatGPT. Participants learned how AI can help structure thoughts, elaborate ideas, and even come up with projects. In groups, they worked on solidarity projects using the Erasmus+ guide and AI tools. The day ended with a debate on ethical dilemmas when using AI.

05/04/2025: Preparing workshops

After a playful theatre energiser, participants worked around themes that appealed to them personally. Smaller groups started preparing their own workshops, supported by short VR sessions in Rec-rooms, where participants played and created together in a virtual world.

06/04/2025: Own workshops in practice

In the morning, participants continued working on their workshops, which they presented to the group themselves in the afternoon. My group combined mindfulness with VR and AI: through relaxation exercises and VR painting, participants were able to experience the difference between drawing with a busy head and with a relaxed mind. Based on their drawings about an “ideal world”, AI created personal dream landscapes, which came to life in a visual way. The second group conducted a workshop around first aid, which used VR simulations to explore situations such as broken bones, burns and open wounds. This was followed by a practical exercise in which participants learned the steps to render aid to an unconscious person. Both workshops were evaluated afterwards and provided with valuable feedback from the group and facilitators.

07/04/2025: Sports, dance and completion

The day started actively with two workshops around movement, both in VR and in the real world. The first workshop focused on volleyball: participants played the game alternately in VR and on the court. The physical version chose sitting volleyball, with a specific focus on inclusion and the experience of people with reduced mobility. The second workshop revolved around dance. Again, it experimented with movement in both environments. In VR, the main focus was on the effect of dancing with and without music. Finally, all elaborated workshops were bundled so that they can be reused or shared later. The week ended with a collective review and evaluation.