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Co-Creating International Youth Spaces in Roblox

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Co-Creating International Youth Spaces in Roblox

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This online learning path guides youth workers and young people through running an international youth exchange within Roblox. By co-creating a virtual world, young groups from different countries meet, build together, and develop essential digital skills through non-formal learning. It also supports managers in youth work settings to implement virtual youth work in their organisation.

Why learn and build on Roblox?
Based on core principles of digital learning and creation, this path uses Roblox because:
  • Think Multiplayer: Young people see Roblox as a social space where they can explore and hang out with friends—they want and expect to interact together. Young people from different countries can meet other young people in guided situations of youth work, breaking down geographical barriers naturally.
  • Active Learning: True learning happens by doing. When young people are actively engaged in building 3D environments rather than passively listening, they absorb and retain knowledge much better. In youth work, this is our core method: hands-on creation replaces passive consumption.
  • Safe and Civil Digital Citizenship: Working on this platform allows us to practice collaborative digital citizenship skills. The platform works continuously with safety experts so that learners can confidently engage in shared experiences. This provides a structured framework for our Safer Space agreements.
  • We Have the Learners’ Attention: Every day, millions of young people come to Roblox to explore and share experiences. As youth workers, our philosophy is to meet young people where they already are. We are simply transforming their existing interest into an educational, cross-border journey.
  • Screen-Based Flexibility: Not every youth club has VR hardware. Every activity in this module is designed to be completed using either a VR headset or a standard computer screen, ensuring no young person is excluded.

Age Guidelines & VR Readiness
  • Age 12+ (Standard Baseline): Most VR headsets are legally and physically designed for ages 13 and up. In a supervised youth work environment, 12 years old is our minimum baseline for safe use.
  • Age 10–11 (Conditional Readiness): Younger participants (ages 10 and 11) can use VR successfully if the youth worker evaluates that they are ready for it. They must be able to follow safety rules and communicate clearly with the team.
  • Screen Alternative: To ensure a comfortable experience for everyone, any participant can choose to switch to a computer screen at any time if they prefer it or require screen rest.



Activities to complete

Complete the following activities, earn badges and you will see your playlist progress updated
Technical Setup & Digital Literacy
Mandatory
1 hour 30 minutes
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This final activity brings the non-formal learning cycle to a successful close, focusing on youth leadership, public presentations, and capturing practical data to make the project design easy to repeat.

1. How the learning happens: Youth-Led Public Exhibitions
The project finishes with a live, virtual community opening. Instead of the youth workers presenting the world, the young creators take complete charge of the event.
  • Public Speaking & Leadership: Young people act as expert tour guides, leading live walkthroughs for parents, friends, and managers.
  • The Learning Outcome: Explaining their choices, building techniques, and international teamwork to an outside audience locks in their confidence. It makes the real-world value of their non-formal learning journey completely visible to the community.

2. Future Impact: Documenting Successful Learning Patterns
To ensure the project's long-term value, youth workers analyze what worked well and what fell short during the sessions. They convert their direct field experience into simple, practical notes so that other youth centres can easily replicate the model:
  • Technical Workarounds: Clear notes on how to handle multi-user server lag or headset connection hitches smoothly during a live session.
  • Digital Icebreakers: A list of the specific Zoom-based games and energy activators that worked best to keep attention high before jumping into building.
  • Drop-In Management: Proven methods for welcoming and integrating late-stage or drop-in youth into an ongoing build without disrupting the core team.


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Badge informationEndorsements
This badge is part of the international "Co-Creating International Youth Spaces in Roblox" educational framework. It marks the final capstone achievement in personal growth and leadership under the European LifeComp framework. To earn this badge, the learner stepped into a public-facing leadership role, communicating effectively to present technical project outcomes to an external audience during a live exhibition, and completing a formal self-reflection matrix. This capstone achievement has been individually reviewed, verified, and approved by a qualified youth worker.
Tasks
Task no.1
Evidence verified by: one activity organiser
What you need to do:
Step 1: Attend the final Grand Opening Exhibition online.
Step 2: Act as an expert tour guide by walking an external guest (like a parent, peer, or manager) through your completed virtual spaces.
Step 3: Gather with your international team inside the virtual hub for an international group screenshot.
Step 4: Navigate to the Reflection Corner in the game and type in one final comment about what this shared journey meant to you.
Activities: 5
Started: 1
Completed playlist: 0
Time to complete: 6 hours
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Organisers

Cities of Learning Network

Badge issuer recognized with

Awero not-for-profit organisation manages this platform and develops it together with leading educational organisations. The European Union's programme Erasmus+ granted co-funding for building the first version of this platform. Contact support@awero.org.
Platform
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Co-funded by the Erasmus+ programme of the European Union
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