What MEFER leaves behind
A needs assessment, a six-module curriculum, a 3D learning platform and the materials that fill it. All of it is public.
Learning you walk around in
Built by BEYOND42 in Belgrade, the platform runs in a normal web browser. You make an avatar, you land at the Info Desk, and you choose where to go. No headset, no download, no client to install.

Educational Area
The six modules. Each opens with an info banner and an introductory video, then up to eight buttons holding the lecture, readings, resources, scenario and self-assessment.
Conference Area
Live streaming and embedded recordings. Built to carry project events such as the Dubrovnik Expo panel, and to host the recordings afterwards.
Workshop Area
Space for facilitated sessions run by partners and by youth organisations using the curriculum with their own groups.
Social Area
Interactive avatars and scenario-based encounters, in the same visual language as the module scenarios. Where people meet rather than study.

Getting in
- Registration asks for first name, last name, email and a password. That is all.
- Runs in a standard desktop or laptop browser. A headset is optional, never required.
- Terms, privacy policy and the EU and organisational disclaimers are published inside the platform.
- No progress gating and no forced sequence. Go straight to the module you need.
- Around 150 youth workers take part in the pilot, running June to October 2026.
The platform will not be switched off when the project closes on 31 December 2026. BEYOND42 is preparing hosting for the years after.
Six modules, six owners
Work package 2 collected the evidence, the needs assessment turned it into a blueprint, and each partner wrote the module closest to its expertise. The application foresaw eight modules; overlapping topics were merged into six, and METU reviewed all of them.
01Understanding Immersive Technologies and PlatformsCKM Dubrovnik · Croatia · Technical foundation and conceptual literacy
To help youth workers understand the nature, potential and limits of immersive technologies (VR, AR, XR, Metaverse) and to build a solid technical and conceptual foundation for using them responsibly in youth work.
- Definitions and types of immersive technologies: VR, AR, MR, XR
- Overview of the platforms and tools that matter for youth work
- Educational, awareness-raising and engagement applications
- Principles of immersion and presence in learning experiences
- Accessibility, cost and inclusion considerations
- Technical opportunities and limits for youth-focused activities
CKM Dubrovnik, Croatia
Open in the platformSoon02Ethics and Well-being in Immersive Digital EnvironmentsFURIM Institutt · Norway · Non-negotiable protocols and holistic digital well-being
To raise awareness of ethical responsibility and promote digital well-being in immersive environments, so that immersive technology in youth work stays safe, responsible and human-centred.
- Ethical dilemmas around identity, consent, privacy and data protection
- Representation, bias and fairness in immersive content
- Informed participation, digital rights and ethical responsibility
- Psychological, emotional and physical effects of immersive environments
- Digital fatigue, anxiety, stress and emotional regulation
- Self-care: movement, eye health, posture, ergonomics, motion sickness
- Effects on attention, sleep and overall well-being
- Balance between online and offline life, mindfulness and digital detox
- Case studies on ethical decisions and well-being in immersive programmes
FURIM Institutt, Norway
Open in the platformSoon03Inclusive, Diverse and Multicultural Engagement in Immersive Digital SpacesMETU · Türkiye · Inclusive participation and conflict-sensitive engagement
To equip youth workers with the awareness and skills to foster inclusive, multicultural and conflict-sensitive participation in immersive digital environments.
- Diversity, inclusion and intersectionality in immersive spaces
- Intercultural communication and unconscious bias in virtual settings
- Inclusive representation and accessibility in immersive design
- Digital inequalities and access barriers
- Where conflict comes from in online and virtual collaboration
- Digital empathy, mediation and conflict management
- Practical conflict resolution scenarios in virtual teams
- Cross-cultural collaboration in immersive projects
- Building equitable participation, trust and belonging
METU, Türkiye
Open in the platformSoon04Virtual Mentorship and Peer Support SystemsSOMOS Europa · Spain · Facilitating digital relationships
To empower youth workers to design and facilitate virtual mentorship and peer support that strengthens collaboration, trust and resilience among young people in digital environments.
- The role of mentorship and peer support in digital communities
- Building trust and empathy in online and virtual settings
- Structuring an effective virtual mentoring relationship
- Designing peer support models for young people
- Strengthening collaboration and mutual support through digital tools
- Tools and platforms for online mentoring and peer collaboration
SOMOS Europa, Spain
Open in the platformSoon05Content Creation and Curation for Virtual EnvironmentsYES · Poland · Innovative design and practical storytelling
To develop the ability to design, produce and curate creative, ethical and engaging content for immersive and virtual environments.
- Fundamentals of content creation and curation in immersive settings
- Storytelling, visual design and narrative engagement
- Gamification and motivational design
- Designing interactive learning and awareness-raising scenarios
- Ethics, copyright and responsible content creation
- Practical tools and examples such as CoSpaces, Genially, Mozilla Hubs and Classcraft
YES, Poland
Open in the platformSoon06Digital Infrastructure, Security and TroubleshootingBEYOND42 · Serbia · Technical resilience and safe management
To strengthen technical literacy and confidence in managing immersive technologies, while keeping digital practice safe, secure and sustainable.
- Setting up, running and maintaining immersive technologies
- Common technical problems and how to troubleshoot them
- Data protection, cybersecurity and digital safety awareness
- Safe user behaviour and privacy management
- Managing financial and technical barriers
- Building technical resilience and knowing when to ask for help
BEYOND42, Serbia
Open in the platformSoonGet the outputs
Where a link is not yet live, the output is still being finalised for publication.
