Sobre
Playlist
Regístrate
21

Digital Rights

Participar
Panorama generalInsignias

Digital Rights

Participar

Contenido

Young people are online every day, meaning they actively exercise their digital rights while also being vulnerable to their violation. In this playlist, you will learn how to support and protect young people in the digital world.

Digital youth work plays a crucial role in promoting respect for these rights and raising awareness of the associated risks. We will look at the ethical frameworks and practical steps you can take to create a safe digital environment for and with young people. This forms the basis for trust in online relationships.

Key Focus Areas in this Playlist:
  • Viewing digital rights as an opportunity within youth work (C3.1).
  • Awareness-raising on young people’s digital rights and their risks (C3.2).
  • Supporting digital safety and resilience (C3.3).

About the Digital Competence Check
This playlist is directly linked to Competence Area 3 of the Digital Competence Check Digital rights, which is based on the European DYW SNAC Model. The Check covers 5 areas, 14 specific competences, and 38 indicators, helping you to map your starting proficiency level. By following this playlist, you will specifically target and improve the skills identified as areas for development.

This playlist features activities from the platform, all directly connected to this competence area. It is up to you to decide which activities are the most interesting and relevant for your professional development.

Within each activity, you will find four different badges. One badge is specifically intended for the Youth Worker. There are also badges for the Youth Worker's Manager and for Young People, should you wish to involve them in your development. This joint growth path is essential and is rooted in the Digital Systemic Team approach. Evidence shows that digital youth work is best realised when these four roles (Youth Worker, Manager, Young Person) collaborate.

Actividades a realizar

Complete las siguientes actividades, gane insignias y verá el progreso de su lista de reproducción actualizada
Ethical Communication in Volunteering: Online course
Obligatorio
2 días
Ver actividad completa

Contenido

This best practice example invites youth workers to explore how Augmented Reality (AR) can be used to create engaging and interactive experiences for young people, enhancing storytelling and learning.

Through hands-on exploration and creative design, participants will learn how to use AR to add digital layers to the real world, transforming static images and objects into dynamic learning tools.

By completing this activity, you will:
  • Understand the potential of AR for storytelling and interactive learning in youth work.
  • Learn how to design and implement AR experiences using readily available tools.
  • Identify how AR can be used to enhance engagement and participation in youth work settings.


Get Inspired

Augmented Reality (AR) offers a unique way to bridge the digital and physical worlds, adding layers of information and interaction to everyday objects. As demonstrated by the work of Life on Marzj, AR can transform artworks, photos, and even clothing into dynamic experiences that capture attention and spark curiosity.


Explore This Example

Life on Marzj, created by Dutch AR artist Maartje Simons, showcases the creative potential of AR by integrating animations and music into artworks and products.

This approach demonstrates how AR can be used to tell stories, enhance learning, and create memorable experiences for audiences.
The core idea is to use AR to add layers of information and interactivity to the real world, making learning more engaging and accessible. This approach can be applied in various youth work contexts, from educational workshops to community projects.


How can you use Augmented Reality (AR) in Youth Work?

Digital Storytelling for Community Engagement:
  • Use AR to create interactive narratives that explore local community history, cultural heritage, or social issues.
  • Example: Young people create AR experiences that overlay historical photographs onto present-day locations, telling the story of their neighborhood's evolution.

AR for Social Inclusion and Accessibility:
  • Develop AR applications that provide audio descriptions or visual aids for individuals with disabilities, making cultural events or public spaces more accessible.
  • Example: An AR app that translates museum exhibits into sign language or provides audio commentary for visually impaired visitors.

AR for Youth-Led Advocacy Campaigns:
  • Empower young people to use AR to create interactive campaigns that raise awareness about social issues they care about, such as environmental protection or youth rights.
  • Example: Young people create AR posters that, when scanned, display videos or animations highlighting the impact of climate change on their local area.

AR for Skill Development and Career Exploration:
  • Use AR to create virtual job shadowing experiences or interactive simulations that introduce young people to different career paths.
  • Example: An AR application that allows young people to explore the work of a local artist or engineer by overlaying digital information and interactive elements onto real-world workspaces.

AR for Cultural Expression and Identity:
  • Use AR to allow young people to express their cultural identidy.
  • Example: An AR application that allows youth to create digital layers to traditional clothing, or art, that explains the cultural meaning behind them.

AR for Youth-Led Tours:
  • Allow youth to create AR tours of their local area, that highlight places that are important to them.
  • Example: youth create an AR tour of their favorite places, and add stories, and information to these places.

AR for collaborative art projects:
  • Allow youth to collaborate in AR art projects.
  • Example: youth create an AR mural that can be viewed on a wall, and that changes when different users add to it.

With AR, you can create immersive and engaging experiences that capture the attention of young people and make learning more interactive.


Claim Open Badge for Recognition

Upon successful completion of the activity, you can claim the digital badge recognizing your increased knowledge on how to:
  • Use AR to create interactive storytelling and learning experiences.
  • Design and implement AR projects in youth work settings.
  • Enhance youth engagement and participation through AR.


Who created this resource?

This approach to using Augmented Reality (AR) in youth work is inspired by the creative work of Life on Marzj and adapted by the Dutch Cities of Learning Network.


Who is behind this activity and badge?

Dutch Cities of Learning Network and Life on Marzj developed this activity and badge to support digital youth work and creative learning.

Next steps:
Try this approach in your own youth work setting. Start by experimenting with simple AR apps and tools. Explore how AR can be used to enhance your existing activities and projects. Then, explore more resources on digital storytelling and interactive learning at https://www.digitalyouthwork.net/.



Material

  • Website Life on Marzj

Consigue la insignia de actividad

Augmented recognitioner Consigue esta insignia

This badge recognizes youth workers and managers who explore and reflect on the use of Augmented Reality (AR) as a tool for creating interactive and engaging learning experiences in youth work settings. The badge demonstrates your understanding of how AR can enhance storytelling, creativity, and participation among young people.

By earning this badge, you show that you are curious in using AR not only for its novelty, but for meaningful dialogue, skill development, and youth empowerment.

Dutch Cities of Learning Network and Life on Marzj value badge earners’ efforts and contributions and issue this badge after reviewing the provided evidence.

Tareas
Tarea no.1
Evidencia verificada por: Un organizador de actividades
Reflect on your current or future youth work activities and share a short text (or audio) addressing these questions:

  • Where and how could you use Augmented Reality (AR) to engage young people in a learning process?

Think about the specific themes (e.g., local history, cultural expression, environmental awareness), the format (e.g., interactive exhibitions, AR scavenger hunts, digital storytelling), and the role you would take as a facilitator in creating an immersive and engaging experience.


Habilidades

#Good Level. Helps young people to understand the difference between facts, mis/dis-information, and, in general, to critically analyse information.
#Excellent Level. Supportes young people to improve their behaviours in looking for trustworthy sources or running their own online research.
#Excellent Level. Supports young people to develop counter-narratives to a case of fake news or disinformation.
#Excellent Level. Helps young people to critically analyse current communication challenges related to the information crisis and the use of synthetic media.
#Fair Level. Sensitise young people on situations when they are not fairly treated in the digitalised world.
#Good Level. Set with young people learning objectives on how to support their digital rights.
#Fair Level. Discusses with young people about the type of digital content they want to produce
#Good Level. Learns to integrate practice-based learning (non-formal learning) and youth participatory approaches in digital youth work practiceer personality.
#Excellent Level. Supports young people to assess their learnings after running their digital rights activities, and identify new ways of how to address them.
#Good Level. Understands digital youth work in a broad context of social effects and economic interests of digital transformation; applies solid ethical principles to both digital and traditional youth work.
#Excellent Level. Supports young people to assess their learnings after running their digital rights activities, and identify new ways of how to address them.
#Excellent Level. Supports young people and other youth workers to set goals for meaningful digital youth work, assess them and reflect jointly on the outcomes.
#Excellent Level. Supports young people to create their communities, based on pre-set learning objectives, while reflecting on the results.
#Fair Level. Askes young people to critically assess the practices of the youth work offering.
#Good Level. Sets with young people learning objectives for digital youth work.
#Excellent Level. Supports young people to assess their learnings after running their digital rights activities, and identify new ways of how to address them.
#Excellent Level. Supports young people and other youth workers to set goals for meaningful digital youth work, assess them and reflect jointly on the outcomes.
#Excellent Level. Empowers youth groups to use their critical thinking and imagination in order to discuss the ethical implications and find solutions to issues such as profiling, algorithmic filtering or algorithmic bias.
#Fair Level. Knows how to support young people to collectively, as a group, gather and reflect on online information (non-formal learning is social knowledge production).
ESCO
#develop a recycling program
ESCO
#checking recycling procedures
ESCO
#advising about pollution prevention
ETS-TR
#Consciously provides space for dialogue and interaction taking into account learners’ values and beliefs and offers space to reflect on them in the educational context
#Excellent Level. Creates different types of digital content and knows how to support others in similar processes (eg. podcasts; videos)
#Excellent Level. Empowers youth groups to use their critical thinking and imagination in order to discuss the ethical implications and find solutions to issues such as profiling, algorithmic filtering or algorithmic bias.
#Good Level. Knows how to organise educational and participatory activities connected to youth’s digital rights, and has been organised several with organisation.
#Good Level. Sets with young people learning objectives for digital youth work.
#Elementary Level. Uses basic digital tools and devices to run some digital youth work activities with young people, based on own intuition
#Excellent Level. Supports young people to create their communities, based on pre-set learning objectives, while reflecting on the results.
#Excellent Level. Supports young people to assess their learnings after running their digital rights activities, and identify new ways of how to address them.
#Excellent Level. Constantly assess, together with young people and/or other youth workers on the quality of the digital work and reflects what has been learned; as an intentional process part of the digital youth work strategy.
#Good Level. Plans and implements multiple digital youth work activities, using a diversity of digital tools
#Excellent Level. Shares practices, as a member of a network, which meets regularly and aims at developing digital youth work.
#Excellent Level. Supports young people and other youth workers to set goals for meaningful digital youth work, assess them and reflect jointly on the outcomes.
#Excellent Level. Supports young people and other youth workers to set goals for meaningful digital youth work, assess them and reflect jointly on the outcomes.
#Excellent Level. Empowers youth groups to use their critical thinking and imagination in order to discuss the ethical implications and find solutions to issues such as profiling, algorithmic filtering or algorithmic bias.
#Excellent Level. Supports young people to assess their learnings after running their digital rights activities, and identify new ways of how to address them.
#Excellent Level. Creates different types of digital content and knows how to support others in similar processes (eg. podcasts; videos)
#Good Level. Sets with young people learning objectives for digital youth work.
#Excellent Level. Supports young people to assess their learnings after running their digital rights activities, and identify new ways of how to address them.
#Excellent Level. Supports young people and other youth workers to set goals for meaningful digital youth work, assess them and reflect jointly on the outcomes.
#Excellent Level. Supports young people to create their communities, based on pre-set learning objectives, while reflecting on the results.
#Excellent Level. Empowers youth groups to use their critical thinking and imagination in order to discuss the ethical implications and find solutions to issues such as profiling, algorithmic filtering or algorithmic bias.
#Excellent Level. Engages young people on equal footing in the planning, running and evaluation of digital activities; they are an integral part of the strategic approach to digital transformation.
#Excellent Level. Supports young people and other youth workers to set goals for meaningful digital youth work, assess them and reflect jointly on the outcomes.
#Excellent Level. Shares practices, as a member of a network, which meets regularly and aims at developing digital youth work.
#Excellent Level. Empowers youth groups to use their critical thinking and imagination in order to discuss the ethical implications and find solutions to issues such as profiling, algorithmic filtering or algorithmic bias.
#Excellent Level. Supports young people to assess their learnings after running their digital rights activities, and identify new ways of how to address them.
#Excellent Level. Creates different types of digital content and knows how to support others in similar processes (eg. podcasts; videos)
#Excellent Level. Understands the benefits and risks of gaming and XR, knows how to deal with them and how to guide young people to ethical platforms; when needed, refers young people to specialised support in case of excessive/inappropriate use.
#Excellent Level. Supports young people to assess their learnings after running their digital rights activities, and identify new ways of how to address them.
#Excellent Level. Engages young people on equal footing in the planning, running and evaluation of digital activities; they are an integral part of the strategic approach to digital transformation.
#Good Level. Gathers a group of young people to engage in technological activities and agreed about their learning outcomes
#Good Level. Sets together with young people educational aims for their own digital content production
#Good Level. Sets with young people learning objectives for digital youth work.
#Excellent Level. Engages young people on equal footing in the planning, running and evaluation of digital activities; they are an integral part of the strategic approach to digital transformation.
#Excellent Level. Supports young people to create their communities, based on pre-set learning objectives, while reflecting on the results.
#Excellent Level. Supports young people to assess their learnings after running their digital rights activities, and identify new ways of how to address them.
#Excellent Level. Shares practices, as a member of a network, which meets regularly and aims at developing digital youth work.
#Excellent Level. Supports young people and other youth workers to set goals for meaningful digital youth work, assess them and reflect jointly on the outcomes.
#Excellent Level. Understands the benefits and risks of gaming and XR, knows how to deal with them and how to guide young people to ethical platforms; when needed, refers young people to specialised support in case of excessive/inappropriate use.
#Excellent Level. Creates different types of digital content and knows how to support others in similar processes (eg. podcasts; videos)
#Good Level. Gathers a group of young people to engage in technological activities and agreed about their learning outcomes
#Excellent Level. Understands the benefits and risks of gaming and XR, knows how to deal with them and how to guide young people to ethical platforms; when needed, refers young people to specialised support in case of excessive/inappropriate use.
#Excellent Level. Creates different types of digital content and knows how to support others in similar processes (eg. podcasts; videos)
#Excellent Level. Supports young people to assess their learnings after running their digital rights activities, and identify new ways of how to address them.
#Fair Level. Supports young people to learn social skills through participation in digital communities, such as discussion groups, life-style sites, vlogs or gaming.
#Good Level. Plans and implements multiple digital youth work activities, using a diversity of digital tools
#Good Level. Sets with young people learning objectives for digital youth work.
#Excellent Level. Runs digital youth work activities that are based on the guidelines of organisation, the ideas of young people, and on the principles set by the national and European organisations.
#Excellent Level. Engages young people on equal footing in the planning, running and evaluation of digital activities; they are an integral part of the strategic approach to digital transformation.
#Excellent Level. Supports young people and other youth workers to set goals for meaningful digital youth work, assess them and reflect jointly on the outcomes.
#Excellent Level. Develops an ability to kick-off an innovative spirit in digital youth work activities; intentionally updates competences in the field, and is aware of trends but also policies in the field.
#Excellent Level. Shares practices, as a member of a network, which meets regularly and aims at developing digital youth work.
#Excellent Level. Guides a youth group to develop their own initiative on digital rights - using a project, an online study, or managing an exchange program.
#Excellent Level. Knows the key elements of main European digital regulations in the digital field and knows how to ethically apply them in youth work contexts.
#Excellent Level. Confident in using a diversity of digital tools and platforms to support youth work and deliver youth work services. (e.g. advanced technological equipment, digital cameras or software, AI tools)
#Excellent Level. Engages young people on equal footing in the planning, running and evaluation of digital activities; they are an integral part of the strategic approach to digital transformation.
#Excellent Level. Implements a process, designed with organisation, through which assess together with young people the individual and organisational priorities/needs connected to digital transformation.
#Excellent Level. Confident in using a diversity of digital tools and platforms to support youth work and deliver youth work services. (e.g. advanced technological equipment, digital cameras or software, AI tools)
#Excellent Level. Supports young people to assess their learnings after running their digital rights activities, and identify new ways of how to address them.
#Good Level. Ensures that young people with fewer opportunities have participated in digital learning activities, such as thematic events, problem-solving, producing their own content, or vlogs.
#Excellent Level. Shares practices, as a member of a network, which meets regularly and aims at developing digital youth work.
#Excellent Level. Supports young people and other youth workers to set goals for meaningful digital youth work, assess them and reflect jointly on the outcomes.
#Fair Level. Supports young people to learn social skills through participation in digital communities, such as discussion groups, life-style sites, vlogs or gaming.
#Excellent Level. Supports young people to assess their learnings after running their digital rights activities, and identify new ways of how to address them.
#Excellent Level. Supports young people and other youth workers to set goals for meaningful digital youth work, assess them and reflect jointly on the outcomes.
#Excellent Level. Shares practices, as a member of a network, which meets regularly and aims at developing digital youth work.
#Excellent Level. Empowers youth groups to use their critical thinking and imagination in order to discuss the ethical implications and find solutions to issues such as profiling, algorithmic filtering or algorithmic bias.
#Excellent Level. Supports young people to create their communities, based on pre-set learning objectives, while reflecting on the results.
#Excellent Level. Engages young people on equal footing in the planning, running and evaluation of digital activities; they are an integral part of the strategic approach to digital transformation.
#Excellent Level. Supports young people to assess their learnings after running their digital rights activities, and identify new ways of how to address them.
#Excellent Level. Supports young people to create their communities, based on pre-set learning objectives, while reflecting on the results.
#Excellent Level. Supports young people and other youth workers to set goals for meaningful digital youth work, assess them and reflect jointly on the outcomes.
#Excellent Level. Creates different types of digital content and knows how to support others in similar processes (eg. podcasts; videos)
#Excellent Level. Empowers youth groups to use their critical thinking and imagination in order to discuss the ethical implications and find solutions to issues such as profiling, algorithmic filtering or algorithmic bias.
#Fair Level. Supports young people to learn social skills through participation in digital communities, such as discussion groups, life-style sites, vlogs or gaming.
#Excellent Level. Supports young people to assess their learnings after running their digital rights activities, and identify new ways of how to address them.
#Excellent Level. Empowers youth groups to use their critical thinking and imagination in order to discuss the ethical implications and find solutions to issues such as profiling, algorithmic filtering or algorithmic bias.
#Excellent Level. Supportes young people to improve their behaviours in looking for trustworthy sources or running their own online research.
#Excellent Level. Engages young people on equal footing in the planning, running and evaluation of digital activities; they are an integral part of the strategic approach to digital transformation.
#Excellent Level. Supports young people to create their communities, based on pre-set learning objectives, while reflecting on the results.
#Excellent Level. Supports young people who independently carries out their content production
#Fair Level. Participates regularly in local, national and/or international e-meetings and e-seminars.
#Awareness-raising on young people’s digital rights and their risks
ESCO
#data privacy
#Good Level. Creates a safe context for digital use and suggested young people to protect themselves from potential cybersecurity threats.
#Fair Level. Knows how to support young people to collectively, as a group, gather and reflect on online information (non-formal learning is social knowledge production).
#Excellent Level. Supports young people to create their communities, based on pre-set learning objectives, while reflecting on the results.
#Good Level. Learns to integrate practice-based learning (non-formal learning) and youth participatory approaches in digital youth work practiceer personality.
#Fair Level. Discusses with young people about the type of digital content they want to produce
#Fair Level. Advises young people on their basic functional skills, such as critically navigating through a variety of websites and platforms.
#Excellent Level. Runs digital youth work activities that are based on the guidelines of organisation, the ideas of young people, and on the principles set by the national and European organisations.
#Good Level. Runs digital youth work activities based on the guidelines of organisation.
#Excellent Level. Develops an ability to kick-off an innovative spirit in digital youth work activities; intentionally updates competences in the field, and is aware of trends but also policies in the field.
#Good Level. Learns to integrate practice-based learning (non-formal learning) and youth participatory approaches in digital youth work practiceer personality.
#Fair Level. Knows how to easily find online information about young people, and uses in planning digital youth work.
#Good Level. Ensures that young people with fewer opportunities have participated in digital learning activities, such as thematic events, problem-solving, producing their own content, or vlogs.
#Fair Level. Supports young people to learn social skills through participation in digital communities, such as discussion groups, life-style sites, vlogs or gaming.
#Excellent Level. Confident in using a diversity of digital tools and platforms to support youth work and deliver youth work services. (e.g. advanced technological equipment, digital cameras or software, AI tools)
#Fair Level. Discusses with young people about the type of digital content they want to produce
#Fair Level. Exchanges views with young people about their online safety and security.
#Good Level. Understands digital youth work in a broad context of social effects and economic interests of digital transformation; applies solid ethical principles to both digital and traditional youth work.
#Elementary Level. Understands that youth workers and young people should learn together.
#Fair Level. Knows how to support young people to collectively, as a group, gather and reflect on online information (non-formal learning is social knowledge production).
#Good Level. Empowers young people to co-create digital content together with other youth workers/professionals
#Excellent Level. Understands the benefits and risks of gaming and XR, knows how to deal with them and how to guide young people to ethical platforms; when needed, refers young people to specialised support in case of excessive/inappropriate use.
#Good Level. Creates a safe context for digital use and suggested young people to protect themselves from potential cybersecurity threats.
#Excellent Level. Creates different types of digital content and knows how to support others in similar processes (eg. podcasts; videos)
#Excellent Level. Engages young people on equal footing in the planning, running and evaluation of digital activities; they are an integral part of the strategic approach to digital transformation.
#Good Level. Knows how to organise educational and participatory activities connected to youth’s digital rights, and has been organised several with organisation.
#Excellent Level. Supports young people and other youth workers to set goals for meaningful digital youth work, assess them and reflect jointly on the outcomes.
#Fair Level. Supports young people to learn social skills through participation in digital communities, such as discussion groups, life-style sites, vlogs or gaming.
#Fair Level. Askes young people to critically assess the practices of the youth work offering.
#Excellent Level. Empowers youth groups to use their critical thinking and imagination in order to discuss the ethical implications and find solutions to issues such as profiling, algorithmic filtering or algorithmic bias.
#Excellent Level. Supports young people to create their communities, based on pre-set learning objectives, while reflecting on the results.
#Excellent Level. Supports young people to assess their learnings after running their digital rights activities, and identify new ways of how to address them.
#Excellent Level. Empowers youth groups to use their critical thinking and imagination in order to discuss the ethical implications and find solutions to issues such as profiling, algorithmic filtering or algorithmic bias.
#Good Level. Sets together with young people educational aims for their own digital content production
#Excellent Level. Engages young people on equal footing in the planning, running and evaluation of digital activities; they are an integral part of the strategic approach to digital transformation.
#Good Level. Ensures that young people with fewer opportunities have participated in digital learning activities, such as thematic events, problem-solving, producing their own content, or vlogs.
#Good Level. Gathers a group of young people to engage in technological activities and agreed about their learning outcomes
#Good Level. Learns to integrate practice-based learning (non-formal learning) and youth participatory approaches in digital youth work practiceer personality.
#Excellent Level. Supports young people and other youth workers to set goals for meaningful digital youth work, assess them and reflect jointly on the outcomes.
#Good Level. Plans and implements multiple digital youth work activities, using a diversity of digital tools
#Fair Level. Knows how to support young people to collectively, as a group, gather and reflect on online information (non-formal learning is social knowledge production).
Actividades: 20
Iniciado: 51
Lista de reproducción completada: 50
Tiempo para completar: 2 días 6 horas 15 minutos
Compartir:

Organizadores

Digital Youth Work Resource Hub
Badgecraft alberga esta plataforma y la desarrolla junto con organizaciones líderes educativas. El consorcio Europeo desarrolla esta plataforma con la cofinanciación del programa Erasmus+ de la Unión Europea.
Plataforma
Cambiar a otro idioma:
Cofinanciado por el programa Erasmus+ de la Unión Europea
InicioMapaActividadesPlaylist