The project aimed to empower young people to become proactive, self-aware, and socially responsible changemakers by strengthening their entrepreneurial mindset and personal development competences through non-formal education, with a strong focus on inclusion and equal access to European opportunities. The main objectives were to enhance participants’ understanding of entrepreneurship as a mindset connected to initiative, adaptability, and lifelong learning; to support their development as active changemakers by building leadership, critical thinking, and productivity skills; and to provide practical tools for creativity, intercultural collaboration, and problem-solving, particularly for young people with fewer opportunities.
The target group consisted of young people from Romania, Hungary, the Republic of Moldova, Czechia, and Slovakia, representing diverse cultural, educational, and social backgrounds. Up to 80% of participants were young people with fewer opportunities, including individuals from rural areas, socio-economically disadvantaged contexts, and with limited access to youth information services. For many of them, this project represented their first direct contact with Erasmus+, the European Solidarity Corps, or Eurodesk.
To achieve its objectives, the project implemented a series of interactive activities, including “Unlocking the Entrepreneurial Mindset,” “Mindset Reset: From Procrastination to Action,” “How to Pitch: Pitching Skills,” and a Start-up Market Simulation. These activities combined self-reflection with hands-on practice, allowing participants to explore personal attitudes, acquire practical skills, and apply their learning in safe, simulated environments.
The project was based on youth-led, participant-centred non-formal learning methods. These included interactive workshops, role play, theatre-based activities, simulations, peer-to-peer learning, open discussions, brainstorming sessions, learning-by-doing approaches, educational games, energisers, and structured reflection groups. Innovation and creative thinking were further encouraged through the use of the SCAMPER method, design-thinking tools, and collaborative problem-solving challenges, ensuring accessibility and meaningful participation for all learners.