MEFER

Status: Ongoing
Main Priority Area: Education & Training
Budget: 250 000 €
Venue: Norway,Spain,Poland,Turkiye,Serbia,Croatia
Duration: 24 Months

Project Overview

Project Overview
MEFER: Metaverse Futures—Education Beyond Realms
Empowering youth workers across Europe through immersive technologies (AR, VR, XR), digital ethics, and collaborative networking.

Background

EU Youth Strategy 2019–2027
This strategy promotes engagement, connection, and empowerment for all young people. It underscores the urgent need to enhance digital skills and adapt youth work to the digital era, aligning with MEFER’s aim to integrate immersive technologies in youth services.

European Digital Education Action Plan
Recognizing the increasing role of digital transformation in education and training, the action plan calls for innovative approaches to upskilling and lifelong learning. By focusing on the Metaverse, AR, and VR, MEFER directly addresses this need, offering youth workers new platforms and tools to support young people’s growth.

Psychological & Ethical Considerations
Research highlights the mental health challenges associated with continuous online engagement, especially among youth. MEFER’s emphasis on digital ethics, cybersecurity, and virtual well-being helps youth workers create safe, supportive spaces in immersive environments.

Barriers to Access and Inclusion
Digital gaps persist, whether due to limited infrastructure, low digital literacy, or a lack of inclusive tools. MEFER seeks to ensure that immersive technologies cater to young people from diverse backgrounds, including marginalized communities, by integrating inclusive design principles in all training materials.

Bridging the Gap: MEFER’s Approach

  • Enhancing Youth Worker Competencies: Providing specialized training in immersive technologies, digital safety, and ethical considerations.

  • Fostering Collaboration: Building a network of stakeholders—youth workers, educators, tech experts—to exchange ideas and best practices.

  • Utilizing Immersive Tools: Developing a 3D Virtual Learning Platform, integrating AI-driven or interactive modules, simulations, and pilot testing to refine strategies.

Overall Objectives of the Project

OVERALL OBJECTIVE
To strengthen youth workers’ capacity to effectively mentor young people in immersive digital environments, promoting ethical engagement, digital literacy, and long-term well-being.

PROJECT PURPOSE
To develop and implement immersive technology-based curricula, practical resources, and collaborative tools that support youth workers in delivering enriched, inclusive, and future-focused youth services.

  1. Objective 1
    Launch a specialized training curriculum (minimum 8 modules) on AR, VR, Metaverse, digital ethics, and youth mental well-being within the first 9 months of the project.

  2. Objective 2
    Engage and train at least 150 youth workers across partner countries within two years, targeting a balanced representation of urban and rural participants.

  3. Objective 3
    Pilot a 3D Virtual Learning Platform with 30 youth workers, collecting feedback to achieve at least an 80% satisfaction rate by the end of the first year.

Work Packages

  • WP1: Project Management & Coordination

  • WP2: Data Collection & Needs Assessment

  • WP3: Curriculum & 3D Virtual Platform Development

  • WP4: Dissemination & Sustainability

Project Results

Impact & Expected Results

  1. Enhanced Digital Capacity
    Youth workers gain the knowledge and confidence to guide young people in immersive digital realms safely and ethically.

  2. Increased Reach and Inclusivity
    Project outputs (curriculum, 3D platform) become easily accessible, helping marginalized communities engage in digital learning opportunities.

  3. Improved Well-Being
    The focus on mental health ensures youth workers can address psychological challenges related to extended online engagement.

  4. Stronger Collaboration
    A growing network of professionals, policymakers, and organizations working collectively on innovative youth work practices.

Over the next 24 months, MEFER will deliver a solid framework of knowledge, resources, and community engagement. By the project’s completion, youth workers across Europe will be better equipped to harness immersive technologies, promote digital literacy, and foster safe, inclusive, and dynamic learning environments for young people.

Stay Informed and Get Involved
Interested in MEFER’s progress or want to participate in upcoming surveys and pilot tests? Keep an eye on our social media channels, sign up for our newsletter, or reach out to the coordination team at [contact email]. Together, we can redefine the future of youth work—Beyond Realms!

Partners

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© 2024 Furim. Alle rettigheter reservert. Laget med 💙 av Urest

Bli med i vårt nyhetsbrev for å holde deg oppdatert på funksjoner og utgivelser.

Ved å abonnere godtar du vår personvernerklæring og gir samtykke til å motta oppdateringer fra selskapet vårt.

© 2024 Furim. Alle rettigheter reservert. Laget med 💙 av Urest

Bli med i vårt nyhetsbrev for å holde deg oppdatert på funksjoner og utgivelser.

Ved å abonnere godtar du vår personvernerklæring og gir samtykke til å motta oppdateringer fra selskapet vårt.

© 2024 Furim. Alle rettigheter reservert. Laget med 💙 av Urest