How GoINNO helps
For youth organisations, GoINNO translates complex topics into practical activities, resources, pilots and educator support.
Youth work and future skills
GoINNO supports youth projects through entrepreneurship, digital skills, health education, serious games, inclusion and practical learning resources.
Youth organisations connects GoINNO's practical experience with the project examples, resources and contact paths that matter for this topic.
Practical direction
For youth 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 work fit
GoINNO's youth-facing evidence is strongest where projects need practical resources, serious-game logic, entrepreneurship activities, prevention education and youth-worker support.
Youth projects can use GoINNO for education-focused prevention, health literacy, wellbeing and serious-game resources while specialist health partners own clinical expertise.
The project library connects youth work to entrepreneurship, digital learning, career orientation, STEM motivation and inclusion.
Outputs can be shaped as youth-worker guides, activity packs, pilot workshops and dissemination-ready learning materials.
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.