OUTCOMES

WP1. PROJECT MANAGEMENT

Monitoring Progress and Quality: The progress, quality, and achievements of all activities will be tracked using a defined schedule sequence, as illustrated in the GANTT chart. The project employs the PDCA cycle – Planning, Development, Knowledge Exchange Workshop, Best Practice Sharing, Check, and Act.

Stakeholder Involvement: Key partners, experienced project managers, and partners with operational responsibility for project activities are involved in quality assurance and project progress monitoring. At the Kick-off Meeting, Executive Committee Job quality inspectors are appointed.

Executive Committee Formation: The committee will consist of one person per partner, monitoring from four perspectives: products, processes, partnership, and coordination.

Leadership of Results Activity: This task involves monitoring the implementation of results.

Evaluation: The progress, quality, and achievement of project activities will be assessed through both quantitative and qualitative formative evaluations. A quantitative summative evaluation will also be conducted at the project’s conclusion.

Quantitative Indicators: These will measure contacts with youth organizations, stakeholders, and website visitors.

The tasks within this work package are designed to ensure effective project management, with a focus on continuous monitoring, stakeholder engagement, and evaluation to achieve the desired outcomes.

WP2. Methodology Handbook for Digital Finance 4 Youth

Creation of Approachable Content: The aim is to develop content that is accessible for decision-makers, integrating a youth professional training curriculum.

EQF Framework-Based Course: The course will be structured around the European Qualifications Framework (EQF), focusing on the Learning Outcomes Matrix for skills, abilities, and knowledge requirements. It will comprise 25 hours of face-to-face training and 50 hours of personalized online study on the project platform.

Contextual-Based Modules: These modules will offer logical understanding, strategies, and a list of didactic content to support the presentation of the study.

Problem-Based Learning Resources: The training course will utilize problem-based learning resources and video tutorials, enabling Youth Leaders to address the skills identified in the Learning Outcomes Matrix (LOM).

Adaptability: The content will serve as a continuous benchmark for partner work, allowing for tailoring to suit local environments and needs.

Instructor Notes and Practice Tips: Lessons will be complemented by instructor notes and practice tips, integrating with the Learning Outcome Matrix (LOM) and referencing relevant Learning Outcomes, skills, abilities, and knowledge required for task completion by participants.

WP3. MoneyGame App for Digital Finance 4 Youth

  1. Development of the “Young Money” Mobile Application: SOC will create an open-source mobile application that allows young individuals to play the “Young Money” game, simulating the management of a virtual household budget.
  2. Target Audience: The app is designed for youth and professionals working with them, including youth organizations, parents, career advisors, housing associations, and local authorities. It aims to provide foundational knowledge in basic digital finance management.
  3. Simulation of Real-Life Financial Scenarios: The game will represent traditional life events, such as earning a salary, managing household budgets, making investment payments, handling debt and credit cards, and saving for the future. It will also simulate significant life events like purchasing a first car and moving out of the parental home.
  4. Educational Focus: The game will test users’ financial knowledge by presenting them with high-risk and high-interest product offers, emphasizing the importance of making informed financial decisions.
  5. Main Objective: The primary goal is to educate youth, their support workers, educators, and parents on understanding digital finance. The game aims to demonstrate how understanding digital money can create opportunities for young people in the labor market, improve credit scores, and promote mental well-being.
  6. User Experience: The game will allow users to create personalized avatars, enhancing immersion and communication effectiveness. The objective is to boost confidence in digital environments, enabling youth to replicate their virtual experiences with real money in the real world.
  7. By the end of this work package, a fully operational 2D Mobile Game Application called “Young Money” will be available for use by training providers, parents, educators, career advisors, and other professionals.

WP4. Training Tool Kit for Digital Finance 4 Youth

  1. Assessment and Need Analysis: Led by Elderberry and supported by all partners, this task aims to define the specific needs of learners, particularly youth leaders and managers, in relation to the required skills for Digital Finance 4 Youth. This involves conducting digital surveys and interviews to map the experiences, skills, and aspirations of youth.

  2. Toolkit Objective: The primary goal is to transfer skills and competencies to those working with youth in life skills and training. This ensures that educators can effectively guide their teaching not only based on social and environmental values but also on holistic youth development and future training events.

  3. Addressing the Impact of COVID-19: Recognizing the challenges posed by the pandemic, especially the shift towards digitalization, the toolkit aims to equip educators in youth centers with the necessary tools and knowledge to adapt and remain resilient.

  4. Promotion of Sustainable Projects: Emphasizing the importance of sustainability, the toolkit encourages the adoption of projects that consider environmental, social, and governance (ESG) factors. Such projects aim to create a lasting positive impact, aligning with the increasing emphasis funders place on supporting sustainable initiatives.

The overarching objective of this work package is to provide educators and key workers with a comprehensive toolkit that not only imparts essential skills but also addresses contemporary challenges, ensuring the holistic development of youth in the realm of digital finance.

 

WP5. Dissemination of results of Digital Finance 4 Youth

Collaboration with Key Stakeholders: The dissemination strategy is grounded in active collaboration with essential stakeholders. This approach ensures that all project partners invest time and resources to develop synergies and connections among key stakeholder organizations and individuals. The goal is to ensure that project results reach the target audience for appropriate exploitation.

End-User Results Development: The project results are tailored according to the users’ needs and requirements. These results undergo a dynamic development process based on continuous user feedback. The consortium’s structure guarantees the active participation of users in this process.

Target Audience for Dissemination: The primary audience for dissemination activities includes youth providers, professionals, frontline staff, and associations involved in enhancing the training and skills of young individuals. The project also targets those working in the life skills sector.

Reaching Stakeholders in Youth: The project aims to connect with stakeholders in the youth sector who can benefit from the achieved results. This includes professionals and organizations involved in improving training and skills for young people.

Continuous Development Process: The dissemination strategy emphasizes the continuous development of project results based on user feedback. This iterative approach ensures that the project’s outcomes remain relevant and meet the evolving needs of the target audience.