How GoINNO helps
For youth and adult-learning organisations, GoINNO translates complex topics into practical activities, resources, pilots and educator support.
Non-formal and lifelong learning
GoINNO supports youth, adult-learning and non-formal education partners with digital skills, health literacy, inclusion, wellbeing, entrepreneurship, employability and lifelong-learning approaches.
Youth and adult-learning organisations connects GoINNO's practical experience with the project examples, resources and contact paths that matter for this topic.
Practical direction
For youth and adult-learning organisations, GoINNO translates complex topics into practical activities, resources, pilots and educator support.
3 documented project examples connect this topic to GoINNO's work.
Open the partner profile or contact GoINNO when assessing fit for a proposal, pilot or training activity.
Youth, adult and non-formal learning fit
GoINNO supports youth organisations, adult-learning providers and non-formal education partners where complex topics need to become useful activities, resources and workshops.
Learning materials can support digital confidence, cybersecurity, AI literacy, access needs and practical everyday use.
Education-focused resources can address prevention, wellbeing and health literacy while specialist partners hold clinical roles.
Workshops can connect growth mindset, initiative, career confidence, practical planning and future-skills learning.
Related evidence
WellME uses a web-based serious game and youth co-design to help adolescents understand the risks of vaping and tobacco while supporting youth workers with modern digital methods.
SkillsXcellerateSkillsXcellerate equips youth and youth workers with entrepreneurship, growth mindset and business planning resources that support young people on their path to independence.
AR4STEMAR4STEM created augmented-reality STEM materials and teacher guidance to make science learning more interactive while encouraging girls to see themselves in STEM careers.
Digital platformProject output: Online educational video game on vaping and tobacco consequences from WellME.
Digital platformProject output: Enhanced youth worker competencies in digital and gamification methodologies from WellME.
Digital platformProject output: Improved youth engagement and knowledge about e-cigarette and tobacco risks from WellME.