
Aydin Efeler Halk Egitim Merkezi ve ASO Mudurlugu
Aydin Efeler Halk Egitim Merkezi ve ASO Mudurlugu
2 Projects, page 1 of 1
assignment_turned_in ProjectPartners:Aydin Efeler Halk Egitim Merkezi ve ASO Mudurlugu, AC Amics de la Biblioteca de la Fonteta, Efeler Kaymakamligi, Foundation Pro Scientia Publica, MPIRMPAKOS D. & SIA O.E. +2 partnersAydin Efeler Halk Egitim Merkezi ve ASO Mudurlugu,AC Amics de la Biblioteca de la Fonteta,Efeler Kaymakamligi,Foundation Pro Scientia Publica,MPIRMPAKOS D. & SIA O.E.,Aydin Egitim,Kultur ve Sanat Dernegi,Institut za raziskovanje in usposabljanje v vzgoji in izobrazevanju - IVIZFunder: European Commission Project Code: 2020-1-TR01-KA204-093120Funder Contribution: 116,300 EURWith our project, we aim to acquire basic skills and competences, develop and support individuals, increase learning performance, and also aim to enable adults to learn innovative practices in the digital age.To create a learning process (game / simulation) that encourages the process of eliminating the digital deficiencies of adults (digital immigrants) born before 1980, who do not have digital competence primarily in the digital age in continuous development and change.With the game that starts concretely at the table and continues in the digital environment, it will soften the transition process of adults who experience technological disabilities to the digital space. With game-based learning approaches, it will motivate learners to succeed and develop continuously, increase self-esteem, improve themselves, facilitate cooperative learning, etc. will benefit in areas.With this game, the dialogue between young people and adults will increase, so that social inclusion will take place. With our “EDI” project, DIGITAL MIGRANTS will be brought to DIGITAL MELESIS by providing basic digital competencies of adults.The main objectives of the project are:-Developing the basic skills and competencies of low skilled individuals in digital aspects- To find a job or to ensure their continuity in their jobs- Providing an opportunity for an innovative educational environment to individuals who have completed the compulsory education age-To contribute to the integration process of individuals who were born with digital inability due to the age they were born.-To give digital skills training with innovative methods and techniques-Design and develop a special game-based learning method in order to develop adult's digital skills- Ensuring harmony between international organizations and adults- To bring 21. century digital skills to the target audience- To integrate innovative approaches to education in adult education- To participate in active citizenship within the framework of Erasmus +- To support intercultural interaction among the involved partners- To Increase social inclusion levels among the participants- To exchange of good practices and experiences among the involved partners-To contribute to the development of language competencesWithin the scope of these goals and methodology, each partner organization will provide digital equality between communities that will use their knowledge and skills from their internal dynamics on our project title, ELEMINATION OF DIGITAL INAQUALITY.Collaboration with TPMs will be expanded with workshops, multipler events, sustainability will be ensured with the digital advisory office to be established and will be used in the long term.Our target groups, which will be discussed in the short and long term, were born before 1980;• an employee with insufficient basic digital skills,• Those who are excluded from compulsory education,• pensioners,• unemployed,• housewifes,• trainers, experts or practitioners working in the field of adult education• decision makers at local, regional, national and European level;• Press and media constitute our target group in order to announce our project to wider audiences.Our project will provide effects in 6 different dimensions; on the participants, on the participating organizations, on the target groups, at the local level, at the National level, in the EU / International Dimension. In the short term, it will provide the elimination of basic digital insufficiency on the participants and target groups.In the long term, it will enable adults living in different communities to look at the same problems from the same perspective to raise awareness on common problems with a common project.
more_vert assignment_turned_in ProjectPartners:Associazione Let's Keep Learning Onlus, aydin kulturel gelisim dernegi, Aydin Efeler Halk Egitim Merkezi ve ASO Mudurlugu, ANAPTIXIAKO KENTRO THESSALIAS, ARTEMISAWORLD, S.L. +2 partnersAssociazione Let's Keep Learning Onlus,aydin kulturel gelisim dernegi,Aydin Efeler Halk Egitim Merkezi ve ASO Mudurlugu,ANAPTIXIAKO KENTRO THESSALIAS,ARTEMISAWORLD, S.L.,Agena proje egitim ve danismanlik A S,FOXPOPULIFunder: European Commission Project Code: 2017-1-TR01-KA204-046822Funder Contribution: 133,881 EURWe focus on the development of an innovative non-formal game-based education simulation tool to enhance and improve communication and presentation skills with a focus on entrepreneurship for adults and through play and practice, teach them basic presentation and communication skills, the objective on finding employment or become an entrepreneur so they can be applied effectively in real life, in particular enhancing their self-confidence in presenting themselves thus increasing their chances of finding and maintaining suitable employment and abilities to communicate in an effective way. It will be an interaction game that makes the social dimension the main element of one’s mechanism. In general games which are not competitive can be considered interaction games, where there are no adversaries to beat, but where the goal of the game is essentially merely fun and interaction among the participants. The main objective is to create a learning environment (game/simulation) which simulates the communication and presentation skills process and stimulates the development of entrepreneurial attitudes and competences of adults. As the main learning outcome of this game/simulation is situated in the field of attitudes, it permits the expansion of the primary target group (young people), aspiring entrepreneurs, to include training specific target groups; marginalised groups such as migrants and unemployed, are more likely to have self efficacy difficulties. Setting up a new partnership with this project will stimulate the exchange of local and international experiences, expertise and vice-versa. As an ideal complement to the realization of the project, the participating countries will focus on intercultural learning and non-formal working methodologies development in a multicultural context. Major milestones will be: -to design and develop a specific game-based learning method for simulation training of adults with an aim of encouraging their entrepreneurship skills; -to test and evaluate the impact of a game-based approach in formal teaching and pedagogic methodologies for adults; -to validate the proposed approach as a means of learning and evaluate its impact on adult learners. The project will be carried out transnationally because the synergy between international organizations and adults, will guarantee the knowledge and comprehension of different cultural realities and stimulates intercultural dialogue.
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