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Applications open for Youth Learning Projects

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Deadline: 03-Jul-2026

This funding call supports youth-led group initiatives that enable disadvantaged young people to develop practical skills through hands-on learning and real-world problem-solving. It is designed to promote active learning approaches where young participants collaborate to design and build solutions that address local community needs.

The programme is based on experiential education principles, meaning participants learn by doing rather than through traditional classroom instruction. It encourages innovation, creativity, and social engagement while building confidence and employability skills among youth.

Projects must be implemented in countries where Orange operates, excluding a specified list of countries, and must directly respond to real local challenges.

Purpose and Strategic Goals

The main purpose of the programme is to empower disadvantaged youth by giving them opportunities to develop technical, social, and problem-solving skills through collaborative projects.

Key goals include:

  • Strengthening youth employability and practical skill development
  • Promoting social inclusion and equal opportunity for disadvantaged youth
  • Encouraging digital literacy and responsible use of technology, including AI awareness
  • Supporting innovation through FabLab-based prototyping and design thinking
  • Enhancing teamwork, leadership, and communication skills
  • Connecting youth projects to real community needs and Sustainable Development Goals
  • Building confidence through public presentation and real-world validation

The programme prioritizes learning environments that combine creativity, technology, and community engagement.

Key Focus Areas

The initiative supports a wide range of interdisciplinary learning and innovation areas.

Core focus areas include:

  • Youth skills development and capacity building
  • Cross-disciplinary, project-based learning approaches
  • Local problem-solving and community innovation
  • Social inclusion and empowerment of disadvantaged youth
  • Digital literacy and responsible use of digital technologies
  • Artificial intelligence awareness and ethical digital skills
  • FabLab-based prototyping, engineering, and fabrication
  • Community engagement and stakeholder collaboration
  • Alignment with Sustainable Development Goals (SDGs)
  • Experiential and active learning methodologies

Programme Approach and Learning Model

The programme is built on an “active pedagogy” model where learning happens through direct experience, teamwork, and problem-solving.

Key features include:

  • Minimum of 35 hours of collaborative group work per project
  • Youth-led design and implementation of solutions
  • Focus on real-life challenges rather than theoretical exercises
  • Emphasis on creativity, experimentation, and iteration
  • Strong collaboration between youth, mentors, and local partners

This approach helps participants build both technical and soft skills in a practical setting.

Project Requirements

All projects must meet strict design and implementation criteria to ensure real impact.

Core Requirements

  • Must address a clearly defined local need
  • Must involve disadvantaged youth aged 13–25
  • Must be youth-led with active group participation
  • Must include at least 35 hours of structured project work
  • Must produce a tangible, functional solution or prototype
  • Must include public presentation of results

Partnership Requirements

  • Collaboration with a local organisation, community group, cooperative, or company is mandatory
  • Partner must validate project needs and participate in evaluation
  • FabLab partner or equivalent prototyping facility is required
  • Referral partners (schools, NGOs, refugee groups, cultural organisations) are required if applicants do not directly work with disadvantaged youth

Eligible Activities

Projects can include:

  • Designing and building prototypes or digital tools
  • Developing solutions for community challenges
  • Creating sustainable development solutions linked to SDGs
  • Using FabLabs for fabrication and testing
  • Collaborative digital innovation projects
  • Community-based problem-solving initiatives

Ineligible Activities

The programme does NOT fund:

  • Top-down training or teacher-led programmes
  • Standalone digital workshops without project output
  • Media production-only projects (e.g., films, campaigns)
  • Intercultural travel or exchange programmes
  • Mentoring-only initiatives without hands-on projects
  • Infrastructure construction projects

Funding Rules

Funding is designed to directly support youth project delivery and participation.

Eligible costs include:

  • Project coordination and development support
  • Materials, tools, and prototyping resources
  • Partner collaboration costs
  • Participant-related support costs

Ineligible costs include:

  • General organisational overheads
  • Staff salaries unrelated to the project
  • Non-project or administrative expenses
  • Activities not directly linked to youth project delivery

Importantly:

  • Participation must be free for all young participants
  • Funding must directly support learning-by-doing activities

Implementation Requirements

Projects must demonstrate strong organisational and delivery capacity.

Key expectations include:

  • Clear implementation plan and timeline
  • Defined roles within youth teams
  • Strong partner engagement strategy
  • Balanced gender participation
  • Structured session planning and learning objectives
  • Evidence of feasibility and technical capacity

Duration and Funding Cycle

  • Projects run for 1 year per funding cycle
  • Annual call for applications
  • Projects may be renewed for up to 3 years
  • Renewal depends on evaluation results and progress reporting
  • Continued funding requires updated project plans and demonstrated impact

Geographic Eligibility

Projects must be implemented in countries where Orange operates, excluding:
France, Belgium, Botswana, Burkina Faso, Cameroon, Central African Republic, Democratic Republic of the Congo, Egypt, Guinea, Guinea-Bissau, India, Ivory Coast, Jordan, Liberia, Madagascar, Mali, Morocco, Moldova, Poland, Romania, Senegal, Sierra Leone, Slovakia, Spain, and Tunisia.

Why the Programme Matters

This programme is important because it shifts youth education from passive learning to active creation. It gives disadvantaged young people real opportunities to build skills, solve community problems, and develop confidence through practical experience.

By combining digital innovation, FabLab technology, and community engagement, it strengthens both employability and social inclusion. It also helps youth understand how technology, sustainability, and teamwork can be applied to real-world challenges.

Common Mistakes to Avoid

Applications often fail due to:

  • Lack of genuine youth leadership in project design
  • Projects without a clear local problem or need
  • Missing FabLab or prototyping partner
  • Treating the project as a training course instead of a creation process
  • No tangible final output or solution
  • Insufficient involvement of disadvantaged youth
  • Weak implementation plan or unclear roles

Tips for a Strong Application

Strong proposals clearly demonstrate hands-on impact and collaboration.

Best practices include:

  • Ensure youth actively design and lead the project
  • Clearly define the local problem being solved
  • Include a strong FabLab or technical partner
  • Focus on building a working prototype or solution
  • Integrate digital skills and responsible tech use
  • Show clear involvement of disadvantaged youth
  • Plan for public presentation and community validation

Frequently Asked Questions (FAQ)

What is the main purpose of the programme?

  • To empower disadvantaged youth through hands-on learning
  • To develop practical skills by solving real local problems
  • To promote inclusion, creativity, and digital innovation

Who can participate?

  • Youth aged 13–25
  • Priority for disadvantaged young people
  • Must be part of a group-based, youth-led project

What kind of projects are supported?

  • FabLab-based prototypes
  • Digital tools or software solutions
  • Community problem-solving projects
  • SDG-related innovation initiatives

What is required in every project?

  • Minimum 35 hours of group work
  • A clear local problem definition
  • A FabLab or technical partner
  • Public presentation of results

What funding cannot be used for?

  • Staff salaries or general overheads
  • Pure training or workshops
  • Media production-only projects
  • Travel-only or mentoring-only programmes

How long do projects last?

  • 1-year funding cycle
  • Renewable up to 3 years based on evaluation

Why is youth leadership important?

  • It ensures real skill development through ownership
  • It builds confidence, creativity, and responsibility
  • It improves long-term employability and engagement

Conclusion

This youth-led innovation programme empowers disadvantaged young people to become problem-solvers by engaging them in real-world, hands-on projects. Through collaboration, digital innovation, and FabLab-based creation, it builds essential skills, strengthens social inclusion, and connects youth learning directly to community needs and global sustainability goals.

For more information, visit Orange.

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