Dienst van SURF
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In a society with increasingly unequal access to opportunities and an expanding pressure on youngsters to perform, safe spaces where socially vulnerable youngsters are allowed to learn and develop valuable skills are highly important. In the Youngsterdam project, professional youth workers support these youngsters in organizing their own activities through applying the method Youth Organizing. This youth work method invites and motivates youngsters to organize activities initiated by themselves. Through these non-formal learning experiences, youngsters experience positive encounters with peers and others from their neighbourhood – increasing their social participation – have the opportunity to develop their talents, and gain insights into their future. In addition, they could learn to bear responsibility and gain useful communication and organization skills. Innovative in this approach is the application of Open Badges: a digital system for the (international) recognition of non-formal learning experiences. This tool can enhance youngsters’ learning process by continuously motivating them to learn and allowing for (self-)recognition of skills and experiences.In a learning community of youth workers, researchers, students and social work educators we aim to co-create knowledge focused on the following question: To what extent does Youth Organizing in combination with Open Badges motivate youngsters to gain new learning experiences in a voluntary, non-formal learning environment? Under supervision of researchers, Social Work students will obtain empirical data through structured observations and in-depth interviews with youngsters and youth workers. Additionally, through this learning community, youth workers can reflect on their own actions and methods. Results are expected in Winter 2022.
The online environment, where the boundaries between the domains of home, school, work, and leisure are blurred, poses new challenges for youth work practice. Due to limited research on this subject matter, the theoretical underpinnings of the online youth work practice are constrained. The fulfilment of youth work’s aims online, the position it can take in the online context, and its relation to its partners in the online lifeworld need a theoretical base. This paper seeks to analyse the role of youth work in the online lifeworld according to adolescents and youth work’s partners. The research was conducted in the Netherlands in collaboration with 14 youth work organisations. A qualitative research design was used: group conversations with young people and semi-structured interviews with youth work’s partners (i.e., parents, schools, informal networks, neighbourhood support teams, police, and municipal officials). The findings indicate that youth work in the online lifeworld, according to the respondents, is part of the general youth work practice, with a primary role of addressing the developmental needs of young people and creating new developmental opportunities. This role is expected to be fulfilled by engaging and connecting with young people in the online lifeworld and providing them instrumental, informational, socioemotional, and cognitive support. To do so, according to the partners, youth workers can make use of their vantage position in the online relationship with adolescents in order to access online information relevant for support and prudent prevention aimed at adolescents’ development. This vantage position may potentially encourage a collaboration between young people and partners, and between the online and offline youth work practice.
Erasmus project about training cultural workers for facilitating rural youths culture
MUSE supports the CIVITAS Community to increase its impact on urban mobility policy making and advance it to a higher level of knowledge, exchange, and sustainability.As the current Coordination and Support Action for the CIVITAS Initiative, MUSE primarily engages in support activities to boost the impact of CIVITAS Community activities on sustainable urban mobility policy. Its main objectives are to:- Act as a destination for knowledge developed by the CIVITAS Community over the past twenty years.- Expand and strengthen relationships between cities and stakeholders at all levels.- Support the enrichment of the wider urban mobility community by providing learning opportunities.Through these goals, the CIVITAS Initiative strives to support the mobility and transport goals of the European Commission, and in turn those in the European Green Deal.Breda University of Applied Sciences is the task leader of Task 7.3: Exploitation of the Mobility Educational Network and Task 7.4: Mobility Powered by Youth Facilitation.
The latest IPCC Report (2022) provided by the UN shows us that, to guarantee a safe future for upcoming generations, we must change how we lead our lives on several levels. However, the increasing urgency to act and behave in a way that is not damaging the climate is bringing many psychological concerns to young generations. Worldwide reports are demonstrating how the issue of eco-anxiety is increasing daily, and how young people are feeling more hopeless than ever. Climate change has become a climate crisis, and individuals are experiencing pressure and fear incessantly (Marks et al., 2021). We, as Climate Streamers, have often found ourselves in this situation as well, but rather than freezing, we decided to take this challenge and think of solutions. Therefore, with the support of Breda University of Applied Sciences, the Performatory community, the BUas Startup Support Team, and outside mentors, we created Climate Streamers Foundation: a new youth-led non-profit organisation and a movement working towards a more inclusive and less polarised climate action. By working with leisure elements and a positive and appreciative approach, we want to give back hope, voice and power to the youth and inspire each other genuinely and sustainably. The purpose of this application is to allow us to elaborate a feasibility study concerning our MVP (minimum viable product), the card game, and boost the overall concept. We intend to implement the researched data to improve the design and sales management. The card game aims to stimulate appreciative conversations by giving space to players to express their opinions and personal stories and it is designed so everyone can play it, regardless of background and knowledge. After giving 200 games in production, we launched the card game in July 2022.