DIGITAL SKILLS FOR YOUNG PEOPLE
Date: March 2022 - Present
Funded by: Suffolk Community Foundation, Babergh & Mid Suffolk District Council & The National Lottery
Project Manager: Jon Betts
Since opening our Digital Hub - The Vault - in Spring 2022, we have run a multi-phase project providing subsidised digital training to young people aged 8-16. In three years, the project has provided over 900 placements for young people and provided opportunities for both digital and personal skills development.
The Vault was established after a comprehensive community survey revealed strong need for facilities providing access to non-curriculum digital skills. Feedback from our network of over 2,500 young people has identified the need for engaging social activities which minimise the time spent isolated using digital technology at home. Now a community asset, The Vault to provides an accessible and inclusive hub where young people can meet, explore a variety of digital based subjects and to focus on those most suited to their interests.
We have received funding from Suffolk Community Foundation (Phase1 - March to September 2022), Babergh & Mid Suffolk District Council (Phase 2 - November 2022 to August 2023), and The National Lottery (Phase 3 - July 2023 to February 2024) to run programmes of free school trips and low-to-no cost after school and holiday sessions.
Throughout the project we have been working with a network of 28 schools and industry professional tutors to deliver sessions including coding, 3D modelling, game design, video editing, music production and robotics, across various skill levels. All software used in sessions is free to access allowing all participants opportunities to continue self-driven projects and learning at home.
Read more about project need, impact and outcomes below.
Date: March 2022 - Present
Funded by: Suffolk Community Foundation, Babergh & Mid Suffolk District Council & The National Lottery
Project Manager: Jon Betts
Since opening our Digital Hub - The Vault - in Spring 2022, we have run a multi-phase project providing subsidised digital training to young people aged 8-16. In three years, the project has provided over 900 placements for young people and provided opportunities for both digital and personal skills development.
The Vault was established after a comprehensive community survey revealed strong need for facilities providing access to non-curriculum digital skills. Feedback from our network of over 2,500 young people has identified the need for engaging social activities which minimise the time spent isolated using digital technology at home. Now a community asset, The Vault to provides an accessible and inclusive hub where young people can meet, explore a variety of digital based subjects and to focus on those most suited to their interests.
We have received funding from Suffolk Community Foundation (Phase1 - March to September 2022), Babergh & Mid Suffolk District Council (Phase 2 - November 2022 to August 2023), and The National Lottery (Phase 3 - July 2023 to February 2024) to run programmes of free school trips and low-to-no cost after school and holiday sessions.
Throughout the project we have been working with a network of 28 schools and industry professional tutors to deliver sessions including coding, 3D modelling, game design, video editing, music production and robotics, across various skill levels. All software used in sessions is free to access allowing all participants opportunities to continue self-driven projects and learning at home.
Read more about project need, impact and outcomes below.
Community Involvement
Residents and young people across Mid Suffolk have been involved from the outset of The Vault and community members are regularly consulted via online surveys and face-to-face feedback to shape the programming and help us evolve to efficiently address changing needs. In 2024, we launched our largest community feedback project aimed at gaining direct feedback from 7 to 15 year olds, giving our local young people a voice in shaping the community facility - reaching nearly 3000 young people. Responses proved incredibly valuable in identifying which digital subjects and skills were of greatest interest to new cohorts of students.
Our project further supports young people to build an awareness and care of their wider community as young volunteers - actively sharing knowledge and supporting their younger peers. Through this project we will continue to develop ways of attracting more young volunteers to get involved.
Increasing Need for Digital Skills
The Learning & Work Institute says the number of young people taking IT subjects at GCSE has dropped 40% since 2015 and the UK is heading towards a "catastrophic" digital skills shortage "disaster". Their research reveals that 70% of young people expect employers to invest in teaching them digital skills on the job, but only half of the employers surveyed in the study are able to provide that training. This is at the same time that consulting giant Accenture says demand for AI, cloud and robotics skills is soaring. "There's been a digital acceleration in all sectors, creating new skill needs, so that could explain the jump." But fewer than half of British employers believe young people are leaving full-time education with sufficient advanced digital skills.
Further the removal of social opportunities during COVID-19 lockdowns caused significant damage to young peoples’ mental wellbeing and development. Particularly children diagnosed/self-diagnosed as neuro-diverse or those with screen time and gaming addictions - many of which now face debilitating mental health difficulties including anxiety, lack of confidence and depression. These issues are compounded in rural areas due to low population density, insufficient public transport and lack of facilities.
Project Outcomes
Providing low-to-no cost workshop sessions across a variety of non-curriculum digital subjects has ensured that children from all backgrounds across Mid-Suffolk and South Norfolk have equal opportunities to participate in skills learning. Providing sessions that directly appeal to young people’s special interests has supported regular engagement in a safe, attractive and inspired space where they can learn to collaborate and communicate. We have refined this model over the past 3 years and proven to positively impact confidence and wellbeing and reduces feelings of anxiety and isolation.
In bringing these young people from surrounding communities together, they will be supported to reach their potential through cultivating new relationships, building confidence and developing social skills through participating in digital workshops.
Outcomes for the project include -
Measured Impact:
From self-reporting participation surveys and parental/caregiver feedback, Digital Skills for Young People project has -
Further, we have received overwhelmingly positive feedback from Parents and caregivers, highlighting the impact on their children's confidence, enthusiasm for learning, and the convenience of local access to digital education.
Project funded by
Community Involvement
Residents and young people across Mid Suffolk have been involved from the outset of The Vault and community members are regularly consulted via online surveys and face-to-face feedback to shape the programming and help us evolve to efficiently address changing needs. In 2024, we launched our largest community feedback project aimed at gaining direct feedback from 7 to 15 year olds, giving our local young people a voice in shaping the community facility - reaching nearly 3000 young people. Responses proved incredibly valuable in identifying which digital subjects and skills were of greatest interest to new cohorts of students.
Our project further supports young people to build an awareness and care of their wider community as young volunteers - actively sharing knowledge and supporting their younger peers. Through this project we will continue to develop ways of attracting more young volunteers to get involved.
Increasing Need for Digital Skills
The Learning & Work Institute says the number of young people taking IT subjects at GCSE has dropped 40% since 2015 and the UK is heading towards a "catastrophic" digital skills shortage "disaster". Their research reveals that 70% of young people expect employers to invest in teaching them digital skills on the job, but only half of the employers surveyed in the study are able to provide that training. This is at the same time that consulting giant Accenture says demand for AI, cloud and robotics skills is soaring. "There's been a digital acceleration in all sectors, creating new skill needs, so that could explain the jump." But fewer than half of British employers believe young people are leaving full-time education with sufficient advanced digital skills.
Further the removal of social opportunities during COVID-19 lockdowns caused significant damage to young peoples’ mental wellbeing and development. Particularly children diagnosed/self-diagnosed as neuro-diverse or those with screen time and gaming addictions - many of which now face debilitating mental health difficulties including anxiety, lack of confidence and depression. These issues are compounded in rural areas due to low population density, insufficient public transport and lack of facilities.
Project Outcomes
Providing low-to-no cost workshop sessions across a variety of non-curriculum digital subjects has ensured that children from all backgrounds across Mid-Suffolk and South Norfolk have equal opportunities to participate in skills learning. Providing sessions that directly appeal to young people’s special interests has supported regular engagement in a safe, attractive and inspired space where they can learn to collaborate and communicate. We have refined this model over the past 3 years and proven to positively impact confidence and wellbeing and reduces feelings of anxiety and isolation.
In bringing these young people from surrounding communities together, they will be supported to reach their potential through cultivating new relationships, building confidence and developing social skills through participating in digital workshops.
Outcomes for the project include -
- Bringing Young People Together: Providing an inclusive, welcoming space where children from diverse social / economic backgrounds connect through a shared interest in digital skills through learning to collaborate, problem-solve, communicate, build strong relationships, improve resilience, supporting positive mental health and fostering a sense of belonging.
- Helping Young People Reach their Potential: Offering vital opportunities for young people aged 7-15 to overcome social and learning barriers at an early age, by developing essential communication skills, supporting pathways to grow friendships, and therefore becoming more confident and independent when engaging with the wider community.
- Accessible to All: Reducing inequalities and ensure equal access to opportunities by reducing background / cost related barriers to participation. Providing free workshop places helps alleviate families’ financial pressures - such as lack of disposable income, high travel and activity costs – whilst providing opportunities that positively enhance the wellbeing and prospects of their children.
- Inclusive Learning: Low session numbers (maximum 8 individuals per session), softly lit and sound-proofed hub provides a low-stimulation environment to support neuro-diverse and anxious young people to access skills and social opportunities. This facility is unique within East Anglia, providing inclusive and nurturing environment for neuro-diverse individuals to socialise and build relationships.
- Inspiring Future Careers: Inspiring young people to consider careers related to technology and digital skills. Supporting individuals to have long-term economic and career benefits for the community.
Measured Impact:
From self-reporting participation surveys and parental/caregiver feedback, Digital Skills for Young People project has -
- Significantly increased self-reported levels of confidence, self-esteem and wellbeing
- Improved social skills including communication and collaboration
- Reduction in self reported levels of anxiety, loneliness and isolation
- Increased friendships and connections
- Increased knowledge and confidence of computing, technology and digital skills
- Increased motivation in exploring digital subjects
Further, we have received overwhelmingly positive feedback from Parents and caregivers, highlighting the impact on their children's confidence, enthusiasm for learning, and the convenience of local access to digital education.
Project funded by