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1. we will take with us the list of resources/the links and explore/extend research;
2.

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1. how not to only use technology, but how to use it with a purpose
2. resources, publications - very useful (for writing a project)
3. not just playing videogames online, but being online and profit from it - lacking knowledge (both teachers, students, parents)
4. it is important to take care of well-being (camera fatigue, online fatigue)
5. empowering young ppl to become active citizens - how to use technology to become active and responsible, not only being negative
6. it's important to interact, use interactive games, etc.

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1. The importance of find out online channels that young people are using
2.Sharing resources is important
3. Gamification of activities
4.Difficult for youth workers to adjust/understand to new platforms where youngsters are moving like Tik-Tok

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- new challanges (tehnology, knowledge, space ...
- Need for physiological support
- To educate YW
- Ethical questions
- - From theory to practise

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Learning more about digital competences and how to determine them

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1. The thought that inclusion also passes through digital means
2. How to create a safe space online: psychological and practical sides
3. Inclusion also passes through hardware and connection availability

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1. How young people are not involved to create and design many platforms. Many youth workers not trained to work online.

2. That through Erasmus+ you can do job shadowing and exchange best practices, not only mobilities.

3. Open to hearing different approaches of doing digital youth work. Interesting to hear how others are working with this, their approaches / cause & opportunity

4. Gaming community!! So far was ignoring them, or focusing on negative aspects of gaming, as youth workers - but we need to utilise the community (eg: Discord)

5. All resources shared (eg: The digital competence wheel - to recognise where we are “lacking”)

6. Teaching other youth workers how to engage with the digital tools can be challenging.

7. 2nd speech - how they go to schools to reach the children was interesting.

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I will certainly try to apply it to my daily work, even to my studio as a stimulus to new research to go deeper into this topic, and to share it with my peers

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We found some tools to connect activities through music on different digita channels

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We got some possible project ideas

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Partnerships with schools give the opportunity to reach young students with fewer opportunities
Young people may face obstacles in digital world

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- Certificate of safety for channels and preventing harmful and illegal content and interaction
- Which channels?? Let young people tell you that
- Two ways to implement tools correctly: digital mentors & engage kids to become influencers (getting paid)
- We have to consider the limitations given by government, management, etc.

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-share the information that we got today and in the previous seminar with collegues, volunteers, youngsters
-modify the existing online activities in order to make them more interesting and actractive/interactive to young people

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1. use resources
2. share frameworks with my team
3. change the mindset - inclusion is not the same in the offline world than online
4. media literacy would be a grrat subject to work with European teachers through eTwinning project

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We will take with us this positive , optimistic approach= using with confidence digital field with students;
one question- how can we do our best to obtain the same benefits during the online events with youth

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Digital access  for everybody.

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The pandemic gave us the confirmation that digital skills are necessary and to be addressed as early as in primary schools - embed in the curriculum, eg: make sure children have antivirus, etc.

Challenge: cannot engage with youth online the same way as in a physical environment

Plans to focus more on how to meaningfully use Internet for general purposes while working with youth and how to use internet more safely

Gaming - tricky topic, need to approach it critically. gamification an evolving concept. engaging in gaming communities can be quite useful for reaching youth

don’t try to simulate real life environment in online environments (eg: youth exchanges), cannot expect the same commitment

Can reach out to more youth in different corners of the world via the online environment