Site icon fundsforNGOs

International Call for projects: Learning Differently 2026

Close-up of the word 'Education' printed in bold on a curved white surface.

#image_title

Deadline: 03-Jul-2026

The Learning Differently programme supports innovative projects that help disadvantaged young people aged 13 to 25 build skills through active pedagogy and learning by doing. Projects must involve participants working together on a group project for at least 35 hours and producing a useful, tangible solution that responds to a real local need.

The programme focuses on youth empowerment, social inclusion, digital technology, responsible digital practices, self-confidence, motivation, collaboration, creativity, communication, critical thinking, and re-engagement with education, employment, and community life. All activities must be free for participants.

What is the Learning Differently Programme?

The Learning Differently programme supports projects that help disadvantaged young people learn through practical experience.

The programme is based on active pedagogy, where participants develop skills by working together on real projects rather than through traditional top-down instruction.

It is designed for organisations supporting young people who may be disconnected from education, employment, training, or community life.

Main Purpose of the Programme

The main purpose of the programme is to help young people develop confidence, skills, motivation, and social connections through practical learning.

The programme aims to:

Target Beneficiaries

The programme is intended for disadvantaged young people aged 13 to 25.

Target participants may include:

Core Learning Approach

Projects must be based on active pedagogy and learning by doing.

Participants should learn by actively creating, testing, collaborating, problem-solving, and presenting their work.

The learning process should help participants build practical and transferable skills.

Minimum Project Time Requirement

Participants must work together on a group project for a minimum of 35 hours.

This time should allow young people to:

Required Project Outcome

Each project must result in a useful and tangible solution.

This means the project should produce something practical, visible, or usable, such as:

The solution should be meaningful for the partner, community, organisation, company, cooperative, or Sustainable Development Goal being addressed.

Local Need Requirement

Projects must address a real local need.

The need may be connected to:

Preference will be given to projects that respond to an external request.

Partnership Requirement

Each project must include an operational partnership with the entity whose need is being addressed.

The partner should help:

This partnership ensures that the project is connected to a real need rather than being an isolated training activity.

Digital Technology Requirement

The use of digital technology is mandatory.

Projects must include the use of:

Projects should also raise awareness of responsible digital practices, including responsible use of digital tools and awareness of responsible artificial intelligence.

FabLab Requirement

Projects must have access to a FabLab or a FabLab partner.

This is required for:

A FabLab partner can help young people use tools, machines, and digital manufacturing methods to create their final solution.

Responsible Digital Practices

Projects should help young people understand how to use digital tools responsibly.

This may include awareness of:

Eligible Project Themes

The programme supports projects that combine active learning, youth empowerment, digital technology, and community impact.

Eligible themes include:

Partner Organisations Supporting Young People

Projects should be implemented in partnership with organisations that directly support disadvantaged young people.

Where applicants do not directly work with the target group, they must include a referral partner.

The referral partner should provide:

Final Presentation Requirement

Participants are expected to present the solutions they create to project partners.

This final presentation helps young people:

Funding Use

The requested budget must be realistic and directly linked to project implementation.

Funding may be used for:

All activities must remain free for participants.

What is Not Funded?

Funding cannot be used for:

Applicants should ensure that the budget is practical, transparent, and connected to the project’s learning and community objectives.

Ineligible Project Types

Certain types of projects are not eligible if they stand alone as the main activity.

Ineligible projects include those that consist solely of:

Projects should not be passive or one-directional. They must involve active, collaborative learning and result in a tangible solution.

Organizational Capacity Requirement

Applications will be assessed based on the organisation’s capacity to implement the project successfully.

Applicants should demonstrate:

Key Concepts Explained

Active Pedagogy

Active pedagogy is a learning approach where participants gain knowledge and skills by doing, experimenting, collaborating, and solving real problems.

Learning by Doing

Learning by doing means participants build skills through hands-on activities rather than only through lectures or theory.

FabLab

A FabLab is a fabrication laboratory where people can use digital tools, machines, software, and materials to design, prototype, and manufacture objects.

Responsible Artificial Intelligence

Responsible artificial intelligence means understanding how AI tools should be used ethically, safely, transparently, and with awareness of their risks and limitations.

Social Cohesion

Social cohesion refers to stronger trust, connection, cooperation, and participation among people in a community.

Sustainable Development Goal

A Sustainable Development Goal is one of the global goals adopted by the United Nations to address social, economic, and environmental challenges.

How the Programme Works

Organisations submit project proposals that combine active learning, digital technology, and a real local need.

Participants work together for at least 35 hours on a group project.

They use digital tools or FabLab resources to create a tangible solution.

The project partner validates the need, supports development, and participates in the final presentation.

Young people gain confidence, skills, motivation, and stronger connections to education, employment, and community life.

How to Apply

Applicants should prepare a proposal that clearly explains the project design, target group, partnerships, digital component, budget, and expected outcomes.

Suggested Application Steps

  1. Confirm that the project targets disadvantaged young people aged 13 to 25.
  2. Identify the local need the project will address.
  3. Secure an operational partner connected to that local need.
  4. Ensure the project is based on active pedagogy and learning by doing.
  5. Design a group project lasting at least 35 hours.
  6. Define the tangible solution participants will create.
  7. Confirm access to digital tools, digital machines, software, or FabLab resources.
  8. Secure a FabLab or FabLab partner for prototyping and manufacturing.
  9. Include awareness of responsible digital practices and artificial intelligence.
  10. Partner with an organisation that directly supports the target youth group.
  11. Include a referral partner if the applicant does not directly support the target group.
  12. Prepare a realistic budget.
  13. Ensure all activities are free for participants.
  14. Exclude general operating costs and permanent staff salaries.
  15. Describe the final presentation to project partners.
  16. Submit the application according to the programme requirements.

Assessment Considerations

Applications may be assessed based on project quality, youth impact, partnerships, and implementation capacity.

Review may consider:

Expected Results

Funded projects should help young people build confidence, skills, motivation, and social connections.

Expected results may include:

Why It Matters

Many disadvantaged young people need practical opportunities to rebuild confidence, discover their abilities, and reconnect with learning, work, and community life.

Traditional training alone may not be enough for young people who have experienced exclusion, dropout, unemployment, or low motivation.

The Learning Differently programme supports hands-on group projects that help young people learn by creating something useful for others.

Tips for Strong Applications

A strong application should clearly show how young people will learn by doing.

Applicants should focus on:

Applicants should avoid describing the project as only a training course, workshop, mentoring activity, or media activity.

Common Mistakes to Avoid

Applicants should carefully check the learning-by-doing and digital requirements.

Common mistakes include:

FAQ

What is the Learning Differently programme?

It is a funding programme supporting innovative projects that help disadvantaged young people develop skills through active pedagogy and learning by doing.

Who are the target participants?

The programme targets disadvantaged young people aged 13 to 25.

What is the minimum project duration for participants?

Participants must work together on a group project for at least 35 hours.

What must each project produce?

Each project must result in a useful and tangible solution that responds to a real local need.

Is digital technology required?

Yes. Projects must use digital technology such as digital machines, software, or FabLab resources.

Are projects required to have a FabLab partner?

Yes. A FabLab or FabLab partner is required for prototype development and object manufacturing.

Can funding cover permanent staff salaries?

No. Funding cannot be used for general operating expenses or the salaries of permanent staff.

Conclusion

The Learning Differently programme supports practical, youth-centred projects that help disadvantaged young people build confidence, motivation, social connections, and future-ready skills through learning by doing. By requiring a 35-hour group project, digital technology, a tangible solution, a local need, and strong partnerships, the programme ensures that young people learn through meaningful action.

Strong applications will demonstrate active pedagogy, clear youth support, a real local need, operational partnerships, FabLab access, responsible digital awareness, a realistic budget, free participation, and measurable benefits for young people and their communities.

For more information, visit Orange Foundation.

Exit mobile version