RESOURCES

The project will produce results available in the 5 languages of the partnership (EN, FR, BG, LT, CZ).

Goal

Our goal is to improve digital skills education for youngsters (16-30) to develop their participation in the workplace through the use of Escape Rooms.

The guide provides the project’s pedagogical framework for youth workers to understand the educational approach, objectives and needs we want to address. It explains how to integrate ER scenarios and implement them into youth activities for specific pedagogical purposes.

A workshop programme for ER creation

The workshop programme is an open resource to help create your ER scenario.

Activity sheets for trainers

The 15 activity sheets are a collection of pedagogical sequences for implementing step-by-step ER in youth work practice related to digital and entrepreneurship skills.

Escape room scenarios

The 12 escape room scenarios are digital and escape games to create in situ with all the relevant guidance for youth workers to use, reuse, replicate and adapt them.

A self-training programme for youngsters

This self-training program is a workbook that gathers several resources, such as learning methods or information sheets, to guide and support youngsters in their learning process.

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