🔑 Key Information

Activity ⭐️ Title

VR/AR - From Questions to Worlds: Interactive Story + Analog Game + AI Video Events


Activity 🔶 Type | 📆 Dates | 📍Location

Seminar

24 September 2026 | Zoom, Greece


🌍 Erasmus+ explained — the complete beginner's guide to Europe's largest youth programme.Millions of young people have taken part in Erasmus+ since its launch, but many still don't fully understand what the programme actually includes, who it's for, or how to get involved. This in-depth guide breaks down everything: the different types of mobility, funding opportunities, eligibility criteria, and what you can realistically expect from participating. If you've ever wondered whether Erasmus+ is right for you, this guide gives you all the answers in one place. 👉 https://youthworkshub.org/15096/


❗️What Is This Training About?

Turn real issues from their youth work into interactive stories and low‑tech games. Using branching narratives, analog play and short AI‑generated videos, participants design questions that open dialogue and action.


🏘️ How Erasmus+ youth projects create lasting change in local communities. The impact of Erasmus+ goes far beyond the individuals who participate. Local communities, host organisations, and even entire neighbourhoods are shaped by the projects that take place within them. This article explores the broader social impact of Erasmus+ youth exchanges — from building intercultural understanding to empowering grassroots organisations — and makes a compelling case for why these projects matter beyond the personal level. 👉 https://youthworkshub.org/3595/


ℹ️ Description About The Opportunity

An experiential online lab for trainers and youth workers that combines the spirit of Ask Better, Teach Better with the creative tools of Play to Learn. The focus is on how powerful questions can be turned into interactive stories, low‑tech games and short AI‑generated video events that help young people explore complex situations in a safe, playful way.

Participants start from their own practice: each small group brings one concrete issue from their work with young people (for example participation, conflict, online behaviour, inclusion, or the impact of AI). They turn this into a single “How might we…?” question which becomes the core of the activity. Building on this, they design a very simple branching story in 3–4 scenes, where different types of questions and choices lead to different outcomes. This can be done with basic digital tools or even on paper, so the method stays accessible.

The next step is to translate the story into a physical game. Groups create a simple shared space or board, define roles and a common goal, and design question cards and event cards that players draw as they move through the situation. The game is intentionally low‑tech, using materials that are easy to find in any youth setting (paper, markers, scarves, balls, simple objects), to show that meaningful game design does not require expensive equipment.

As an additional layer, participants experiment with short AI‑generated videos to “bring to life” 2–3 key events from their story. These videos are used as live triggers during the game: when an AI‑video event appears, the group pauses, watches, and must first describe what they see and formulate new questions before deciding how to act in the game. In this way, AI is framed as a prompt for reflection and questioning, not as a source of ready‑made answers.

Throughout the workshop, attention is given to inclusion, emotional safety and ethics around using AI‑generated media. The session closes with reflection on how each game functions as a question about real youth work situations, and how trainers can adapt the method with their own groups.

Stages: 

1. From issue to “How might we…?” question

Participants bring a real situation from their youth work practice (e.g. low participation, conflict, online behaviour, use of AI). Through short guided reflection they translate it into a clear, positive and open “How might we…?” question, which becomes the starting point for the whole process.

2. Interactive story – branching paths

Based on this question, small groups create a short story with 2–3 key moments where characters must choose between different questions or responses. Each choice leads to a different outcome, showing how the way we ask changes the direction of the story. The interactive story can be built with simple digital tools or on paper, keeping the method accessible.

3. Analog game – turning the story into play

Next, the story is transformed into an analog game (board or role‑play). Groups design a simple shared space, define roles and a common goal, and create question cards and event cards. As players move through the game, they must use questions to respond to situations that mirror real youth work challenges.

4. AI‑generated video events

For selected event cards, participants create short AI‑generated videos that “bring the scene to life” (for example a tense group moment, a difficult online message, a turning point in a project). When such an event appears in the game, the group pauses, watches the video, and first formulates new questions before deciding how to act. AI is used as a trigger for deeper observation and reflection rather than as a source of ready‑made answers.

5. Reflection and transfer to practice

In the final stage, participants reflect on three levels: which questions opened or closed dialogue, how it felt to play the game and interact with the videos, and how they can adapt this process with their own groups of young people. Each game is treated as a living question about their practice, which can be replayed, modified and used in different contexts.

Training overview

This Seminar is

for 16–24 participants

from Erasmus+ Youth Programme countries , Other countries in the world , Partner Countries Neighbouring the EU

and recommended for

Youth workers, Trainers, Youth leaders, Youth project managers, Youth coaches, Youth researchers, 15-50

Working language(s):

English

Organiser:

Artemis Sapountzoglou (Others)

Sapounofouska Events & More is a creative interdisciplinary team specialised in children’s parties, educational programmes, non-formal learning activities, and participatory events. The team brings together educators, facilitators, artists, and creators of imaginative group experiences, with a strong focus on playful engagement, inclusion, creativity, and meaningful human interaction.

Its framework of activity combines STEAM education, educational robotics, theatrical play, music-and-movement activities, improv theatre, group dynamics, outdoor experiences, educational games, creative workshop design, and interactive festive elements such as bubble show-inspired experiences. The team designs activities for children, young people, educators, and communities, creating spaces where learning, expression, movement, and celebration can coexist in an organic and joyful way.

The educational methodology behind the event is informed by non-formal education, experiential learning, STEAM principles, and the 5E model, which supports a learning journey from curiosity and exploration to meaning-making, extension, and reflection. This makes the event suitable not only as a participatory experience, but also as a space for educational inspiration and practical learning design.

At the heart of the team’s philosophy is the belief that play, creativity, movement, imagination, collaboration, and embodied participation can create powerful conditions for learning and connection. Through its events and educational programmes, Sapounofouska seeks to build experiences that are lively, inclusive, memorable, and grounded in the idea that learning can be both meaningful and joyful.


10 practical tips to write a stronger Erasmus+ or ESC application and actually get selected. With growing competition for spots in Erasmus+ and ESC projects, a well-crafted application can genuinely make or break your chances. This guide shares 10 concrete, actionable tips based on what selection committees actually look for — covering everything from how to frame your motivation to the common mistakes that get applications rejected. If you're serious about getting selected, take the time to read this before you hit submit. 👉 https://youthworkshub.org/8396/


📥 Contact

Contact for questions:

Artemis Sapountzoglou

E-Mail:

Phone: +306944533091


💶 Costs

Costs

Participation fee

20€

Accommodation and food

-

Travel reimbursement

-


📜 Certificate

https://youthworkshub.org/15122


⚠️ Important Dates

Application deadline (24h UTC): 31 August 2026

Date of selection: 2 September 2026


🔗 Official Link

https://www.salto-youth.net/tools/european-training-calendar/training/vr-ar-from-questions-to-worlds-interactive-story-analog-game-ai-video-events.15065/


⚠️ Important Notice

Youth Works Hub is not the organiser, partner, or representative of the listed projects. This listing is shared for information only, based on details from the source. Deadlines, eligible countries, dates, and other details may change or be withdrawn at any time, and all funding, reimbursements, and allowances are set by the project coordinator or National Agency. Applications go directly to the coordinator or hosting organisation through the official link. Listings may include third-party links (ESC Portal, infopacks, forms) that Youth Works Hub does not control. Always verify the details on the official project page before applying.

Youth Works Hub is not the organiser, partner, or representative of the listed projects. This listing is shared for information only, based on details from the source. Deadlines, eligible countries, dates, and other details may change or be withdrawn at any time, and all funding, reimbursements, and allowances are set by the project coordinator or National Agency. Applications go directly to the coordinator or hosting organisation through the official link. Listings may include third-party links (ESC Portal, infopacks, forms) that Youth Works Hub does not control. Always verify the details on the official project page before applying.