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9.00 Intro and Catching up

12.15 Lunch

14.00 Driving to Melliste school and youth center

19.00 Dinner at Green Room

Free evening

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9.30 Morning session: Digital Competences and terminology

10.45 Coffee break

11.00 Digital tools

12.15 Lunch

14.30 Afternoon session: Digital tools fair

16.00 Coffee break

16.15 Analysis of my own practices and competences

17.45 Evaluation

18.15 Dinner

20.00 Sauna night in the hotel

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9.30 Morning session: youth work transformation to the digital world

10.45 coffee

11.00 Strategies for integrating digital tools into STEM

12.15 Lunch

14.00 Drive to Peedu and Elva

15.30 Sessions in Elva: Criteria for choosing the right digital tools. Select tools for specific STEM activities.

18.15 Dinner in Elva

20.30 Twisted Cultural evening?

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9.30 Morning session:

10.45 Coffeebreak

11.00

12.15 Lunch

15.00 Using gamification for STEM learning Group activity: Design a STEM game.

19.00 Dinner in Püssirohukelder

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9.30 Morning session: Design a STEAM game. Implementation

10.45 Coffee

10.00 Design a STEAM game. Implementation and feedback

12.15 Lunch

14.00 AHHAA

Free evening

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9.30 Morning session

10.45 Coffee

11.00 Youth Info

12.15 Lunch

13.00 Drive to Alatskivi

14.00 Closure activity. Evaluation of the training at Alatskivi school

17.00 Tour in Alatskivi Castle

18.00 Dinnet in Alatskivi Castle

19.00 Driving back to the hotel

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Check out this Presentation designed by lihtsaltmariliis.

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App for multimedia guides, interactive scavenger hunts and treasure hunts for smartphones and tablets.

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Hotel: Tartu Hotel

Working room: Atlantise maja or Green Room Cafe

Wifi in working room: open

Phone nr Mariliis: +372 55584097

Phone nr Grete: +372 51988743

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Write in the comments your thoughts about today:

feelings, emotions

things you learnt or got to know

explain how todays activities are connected to STEAM in your opinion

Rate the day from 1-10

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Password for editing: STEMProjekt

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Common abbreviation for four closely connected areas of study: science, technology, engineering and mathematics., Application of game elements in a non-game environment, A type of play activity, conducted in the context of a pretended reality, in which the participant(s) try to achieve at least one arbitrary, non-trivial goal by acting in accordance with rules.

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Technological development and digitalisation impact society and the lives of young people in many ways. Indeed, one of the focus areas of youth work is to support the growth and development of young people in an increasingly digital world. Youth work also plays an important role in closing the digital divide and promoting digital agency.

Digital youth work is based on the idea that new technology must be utilised in youth work to make services and activities intended for young people better, more accessible and more meaningful. Digital youth work can be used to create opportunities and spaces for young people to develop their critical, ethical and creative thinking related to technological development and the digital future.

Digital youth work is focused on digitalising the youth work sector and the practices within. Digital youth work is not a separate discipline or method within youth work, but rather something intertwined with all areas of youth work. Digital youth work can, for example, be implemented in the context of cultural youth work, youth participation, youth information and counselling, open youth work or outreach work - in other words, any and all forms of youth work.

At its best, digital youth work links seamlessly with other youth work performed by the organisation and the related goals.

According to the EU expert group on 'Risks, opportunities and implications of digitalisation for youth, youth work and youth policy' (2018) digital youth work:

means proactively using or addressing digital media and technology in youth work

is not a youth work method - digital youth work can be included in any youth work setting (open youth work, youth information and counselling, youth clubs, outreach youth work, etc.)

has the same goals as youth work in general, and using digital media and technology in youth work should always support these goals

can happen in face-to-face situations as well as in online environments - or in a mixture of these two. Digital media and technology can be either a tool, an activity or content in youth work

is underpinned by the same ethics, values and principles as youth work.

Digital youth work in practice

Because digital youth work is not a separate discipline but can be connected to all youth work, the implementation methods and forms of digital youth work are diverse. Digital youth work can even be conducted without digital devices. Digital youth work can, for example, be discussing the phenomena related to gaming culture with a young person or guiding young people to be respectful to others on social media.

Some examples of digital youth work practice:

1. Digitality as a tool in youth work

The focus is on digitalising youth work operations to make them more accessible and meaningful.

utilising digital tools in participatory activities

reaching young people through social media

online guidance for vulnerable youth

2. Digitality as an activity in youth work

The focus is on learning by doing and practical applications:

game education-based activities, such as a game development club

digital crafts and maker activities

utilising location-based mobile apps in adventure education.

3. Digitality as content in youth work

The focus is on questions related to digitalisation:

discussions on phenomena encountered online

organising events related to digital youth cultures, such as YouTuber meet and greets

utilising digital media, such as blogs, in self-expression.

The history of digital youth work in a nutshell
Conventionally, Finnish youth work has often been quite quick to utilise new media and technological features and phenomena. Digital gaming equipment, for example, has been more or less standard in youth centres since the 1980s alongside pool tables.

As communications networks (videotex, internet) took over Finland, youth work started building its first websites for communication purposes in the late 1980s and 1990s. In the early 2000s, youth workers would engage young people in the online communities and social media channels that they would naturally frequent. The term online youth work was adopted at this time. It refers to online discussions between young people and youth workers on social media, for example.

In order to gain a better understanding of the overall picture of digital media and technology as part of youth work, the concept of digital youth work needs to be solidified alongside online youth work.

The constantly accelerating development of technology is also reflected in youth work, as new types of online tools, AI, wearable technology and social media services become more commonplace. The seamless merging of digital technology with other activities in the 2010s finally put an end to trying to separate digital youth work from face-to-face work or examining it as a separate form of work. This means that you should not limit digital youth work to only mean youth work conducted online, but to have it encompass all of youth work.

Sources:

European guidelines for digital youth work: https://www.digitalyouthwork.eu/guidelines/

Lauha, Tuominen, Merikivi & Timonen 2016: Minne menet, digitaalinen nuorisotyö?

EU expert group on 'Risks, opportunities and implications of digitalisation for youth, youth work and youth policy': Developing Digital Youth Work: https://op.europa.eu/fi/publication-detail/-/publication/fbc18822-07cb-11e8-b8f5-01aa75ed71a1

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Technological development and digitalisation impact society and the lives of young people in many ways. Indeed, one of the focus areas of youth work is to support the growth and development of young people in an increasingly digital world. Youth work also plays an important role in closing the digital divide and promoting digital agency.

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For games in moodle

https://moodle.org/plugins/mod_game

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Tinkercad | From mind to design in minutes

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Tinkercad is a free, easy-to-use app for 3D design, electronics, and coding.

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DigComp into Action. Get Inspired. Make it Happen.

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Do the following exercises to get familiar with DigComp which is a key tool and source of inspiration to help Europe respond to – and anticipate - the impact of all things digital.

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Feel free to add.

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What is Gamification? A Few Ideas (Updated Version)

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Youth information workshop guidlines (in Estonian)

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Youth information workshop guidlines (in Estonian)

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Siit leiad noorteinfo teemaga seotud materjalid ja videod. Need on suunatud noortega töötavatele või noortele teenuseid pakkuvatele asutustele, mis toetavad noorteinfo arendamise, noorteinfo teenuse ja noorteinfotöö läbiviimise mõtestamist. KORDUMA KIPPUVAD [...]

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Ensuring Quality in Youth Information and Counselling

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Ensuring Quality in Youth Information and Counselling

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Meisterdamisjuhendid: https://education.lego.com/en-us/product-resources/mindstorms-ev3/downloads/building-instructions/

Lego EV3 rakendus kasutamiseks (ka see sisaldab juhendeid) EV3 Classroom: https://education.lego.com/en-us/downloads/mindstorms-ev3/software/