Youth voice is essential to the design, development and delivery of our work. From strategy development to implementation of projects, programmes and events – young people are at the heart of decision making.
Our Youth Voice in Place guide, compiled from experience working with Sport England on their Place Expansion work, aims to support your delivery of youth voice and influence activity through a place approach.
Below you will find guidance, tools, resources and success factors that can be adapted appropriately to suit the unique conditions of your communities & place.
In addition to the resources available, StreetGames can offer you plenty of additional and bespoke support. Please do get in touch, referencing ‘Youth Voice in Place’ for us to direct you to the right person.
Resources
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Space
Shared vision and mission statement:
Youth Voice in Place – Example Brief
Power Mapping:
Communication:
Email Template (initial email about what the project was about) – coming soon
Example Conversation Capture Form (Microsoft Forms)
Doorstep Sport Ingredients – 5 Rights
Safeguarding:
Considerations when creating a Youth Voice space
Get in touch if you are interested in exploring how StreetGames can play a potential role.
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Voice
Research:
Capacity Building & Commissioning:
Youth Voice Activities:
Youth Voice Activity Resources
Peer Research model and support
Communication:
Other:
Play Their Way – resources for coaching children
Get in touch if you are interested in exploring how StreetGames can play a potential role.
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Audience
Data Synthesis & Analysis:
Check and Challenge Session:
Get in touch if you are interested in exploring how StreetGames can play a potential role.
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Influence
Develop plans and proposals:
Consolidate and communicate insight:
Community partnership events:
Other:
Lundy four ‘Fs’ feedback process
Get in touch if you are interested in exploring how StreetGames can play a potential role.
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Impact
Develop a plan to measure impact:
Consolidate and communicate insight into accessible format:
Example Visual Executive Summary
Ripple Effect Mapping (REM):
Ripple Effects Mapping online training resource
How Ripple Effect Mapping can provide new insights
Get in touch if you are interested in exploring how StreetGames can play a potential role.
Case study
Get Hull Active
In Hull we supported Get Hull Active by: engaging over 300 young people, aged 11 – 18 years old through peer research, surveys, workshops and events; synthesising and reviewing the insight to present and test initial learning with partners and young people; and creating a series of reports to present learning in place, informing a proposal submission to Sport England for potential investment in Hull.
