
ROSTO SOLIDARIO - ASSOCIACAO DE DESENVOLVIMENTO SOCIAL E HUMANO
ROSTO SOLIDARIO - ASSOCIACAO DE DESENVOLVIMENTO SOCIAL E HUMANO
30 Projects, page 1 of 6
assignment_turned_in ProjectPartners:Odisee vzw, Stockholm University, VOKA-KAMER VAN KOOPHANDEL OOST-VLAANDEREN, ASSOCIAZIONE ITALIANA DEL CONSIGLIO DEI COMUNI E DELLE REGIONI D'EUROPA - FEDERAZIONE VENETA, ROSTO SOLIDARIO - ASSOCIACAO DE DESENVOLVIMENTO SOCIAL E HUMANO +4 partnersOdisee vzw,Stockholm University,VOKA-KAMER VAN KOOPHANDEL OOST-VLAANDEREN,ASSOCIAZIONE ITALIANA DEL CONSIGLIO DEI COMUNI E DELLE REGIONI D'EUROPA - FEDERAZIONE VENETA,ROSTO SOLIDARIO - ASSOCIACAO DE DESENVOLVIMENTO SOCIAL E HUMANO,TUKE,Organization for International KOoperation and Solidarity Onlus,Slovak Chamber of Co,INNOSPECTRUM NYILT INNOVÁCIÓS SZOLGÁLTATÁSOK KUTATO-FEJLESZTO ÉS TANACSADO NONPROFIT KORLATOLT FELELOSSEGU TARSASAGFunder: European Commission Project Code: 2014-1-IT01-KA200-002484Funder Contribution: 436,552 EURThe project finds its rationale in the needs of training and education providers, students, production companies, ngos and the European Commission. The need for the ethical training of employees has already formally been acknowledged by the European Commission claiming to integrate CSR in the skills and competences of managers and employees. These are regarded as key elements in terms of individual responsibility development for a lifelong employability and its sustainability, thus the intensification of ethical skills education is a challenge both for the business and the educational sectors.In our globalized world changing our lifestyles and consumption patterns here means also having an impact on the southern hemisphere. For this reason raising awareness is becoming a necessity as well as a part of the mission of the ngos involved in international cooperation. Guiding principles of cooperation projects are not ever growth and development but mutual learning, solidarity and environmental sustainability. Therefore, education on human rights, respect for the environment and social diversity is required for adult audiences as well.All stakeholders of the project are represented in the partnership that is composed by 5 training providers, that include also 3 universities, two chambers of commerce (representing companies) and 2 ngos.The objective of the project was to enhance the quality and relevance of the learning offer in training, via developing new and innovative approaches, supporting the transfer of good practices and fostering the assessment of key-competences, including transversal skills like ethical ones, in order to enhance the role of ethical competences, to raise the awareness of companies on the issues of human rights, respect for the environment, the consumption of land and resources, i.e. values that are part of the ethical skills area of EQF for managers.To achieve this objective the project has worked with all stakeholders, represented in the partnership (training providers and universities, ngos and companies) and built up an innovative and attractive training catalogue. The catalogue has been planned upon the results of an international research coordinated by Stockholm UNiversity aimed at identifying 8 areas of interest to enhance the CSR culture in companies. Ngos and companies has been interviewed during the research. After the research results the partnership has designed the training format the has been characterized by a non formal part and informal part. So every training path is composed by a non formal session, an informal session and the assessment session. On the base of this structure a training catalogue has been drawn. It includes a slot of opportunities of non formal training courses based on the 8 identified areas. The non formal training can have several duration, depending on companies and students needs and availability. The training catalogue previews also informal sessions to be developed directly in the field. There are 64 different informal training sessions. The informal training can be developed in Europe and in contexts outside Europe. A lot of informal training sessions can be developed in contexts in which projects of cooperation for development are realized. The catalogue includes informal training sessions in 16 countries around the world.The training offer includes also a framework to evaluate the learning results gained during the courses. This framework previews also the aknowledgement of ECTS credits depending on the amount of hours attended and the learning results gained. The trainings included in the catalogue can be financed in several ways. For this purpose the partnership has developed a sustainability report that esplains the cost for each training path, both for the non formal and the informal sessions. The project has salso faced a good number of dissemination activities. In each partner country at least one multiplier event has been realized. Moreover the universities partners has made a good dissemination about the catalogue among other universities with seat in their country. The chambre of commerce has disseminated a lot with their associated companies. The training providers has disseminated among pupils and companies. Ngos has made a good dissemination activity addressed to companies and other ngos. It’s very interesting that ngos’ main dissemination target have been companies. It confirms the great interest of the non profit sector to cooperate with business sector.The project is having good impacts in the organizations: ODISEE and VOKA has already realized the second edition of the Summer school for sustainable business (page 18 of the catalogue), Oikos Onlus has realized the first edition of the refugees simulation (see page 21 in the catalogue). Innospectrum has received the first request by a very big company that want to partecipate in the training offered by the catalogue
more_vert assignment_turned_in ProjectPartners:FUNDACION ASPAYM CASTILLA Y LEON, BIDERBOST BOSCAN & ROCHIN SL, ASOCIATIA INSTITUTUL DE CERCETARE SI STUDIUL CONSTIINTEI CUANTICE, ROSTO SOLIDARIO - ASSOCIACAO DE DESENVOLVIMENTO SOCIAL E HUMANO, CENTRO INTERNAZIONALE PER LA PROMOZIONE DELL'EDUCAZIONE E LO SVILUPPO ASSOCIAZIONEFUNDACION ASPAYM CASTILLA Y LEON,BIDERBOST BOSCAN & ROCHIN SL,ASOCIATIA INSTITUTUL DE CERCETARE SI STUDIUL CONSTIINTEI CUANTICE,ROSTO SOLIDARIO - ASSOCIACAO DE DESENVOLVIMENTO SOCIAL E HUMANO,CENTRO INTERNAZIONALE PER LA PROMOZIONE DELL'EDUCAZIONE E LO SVILUPPO ASSOCIAZIONEFunder: European Commission Project Code: 2021-1-ES02-KA220-YOU-000028576Funder Contribution: 122,970 EUR"<< Background >>The social entrepreneurship ecosystem is made up of different actors that interrelate with each other to develop the ideal environment in which creative solutions and innovation are born. Education should be the promoter of cooperation in our ecosystem and in society itself.Social innovation (S.I.) are all those products, services, processes, models, forms of relationship, etc. of anything that implies that there is a novelty or improvement in the satisfaction of a need and that has a positive social impact. For there to be innovation we do not need to invent from scratch, many times by giving something that already exists a spin we can improve its functionality and if we do it in terms of social impact, that is, benefits for people, we are talking about social innovation .Social innovation aims to solve or improve the way we deal with social problems or needs With people. In other words, for there to be social innovation, people have to be empowered so that there are co-creation processes to respond to these needs. Social innovation goes from the bottom up and without the participation of the people this would not be possible.All economic and social experts worldwide agree that we are facing an unprecedented crisis, so that social organizations must be prepared to develop, under social entrepreneurship, innovation and creativity, new solutions that meet the needs of new needs caused by the pandemic caused by Covid-19. Youth take a special role in our society, as they are more connected than ever thanks to the technologies and information they share, and whose creativity, critical thinking and capacity for innovation typical of their youth gives them inspiration for change and power. transformation in their communities.We are experiencing a hidden inequality that is added to those more structural, such as gender, racial or economic, and that determines who has the opportunity and tools to discover and exercise their potential to improve their environment and who does not. Entrepreneurship and social innovation remain a privilege in the hands of very few and that is where the need for our project ""The Factory of Ideas - Creative Social Entrepreneurship for the New Reality"" arises as it will offer the tools, knowledge and skills necessary to promote the potential of the target groups (educators, youth workers, counselors and youth leaders who act as active agents of social transformation) with the aim of promoting the most disruptive social innovation. That is why we must take advantage of the potential of youth, generating new and creative ideas that mitigate the crisis we face, through the most creative and agile digital social innovation, being the protagonists of a systematic change.The entities that make up this association for cooperation work with groups of young people with fewer opportunities and that is why this project will generate in our professional structures valuable tools to promote new entrepreneurship and digital social innovation projects that respond to the new needs of our attention groups. Our youth workers, youth leaders and educators will increase their capacities and competencies to contribute to a substantial improvement in our social responses and will allow us to face with greater capacity and creativity the new social challenges that we face.<< Objectives >>The main objective of this project is based on creating an association to promote transnational cooperation in the field of work with the youth population in order to develop, test and implement innovative methods through the use of virtual gamification as a creative educational tool. With these methods it is intended to improve the competences of youth by promoting their skills, abilities and values, favoring curious minds that create creative solutions, which allow to promote social entrepreneurship and creativity tools, which act as a transforming lever of the crisis caused by Covid- 19.Specific objectives:O1. Create innovative practices in the field of youth through the development of a methodology based on virtual gamification, with which to acquire key skills in social entrepreneurship to generate creative responses focused on digital social innovation.O2. Increase the possibilities of transferring innovative methodologies and non-formal education among youth workers and educators, using a production of project results that they can access to understand how to develop and promote social entrepreneurship in response to the new reality caused by the Covid-19 crisis, betting on digitization and the need for creative solutions.O3. Promote the organizational development of 5 entities with diverse cultural and organizational experiences and strengthen their cooperation association, developing and disseminating the production of results of the project created in the field of youth education.Target group: our proposal is aimed at educators, youth workers, counselors and youth leaders who act as active agents of social transformation through entrepreneurship and digital social innovation, especially aimed at young people with fewer opportunities. We will offer results designed to serve different groups of young people with fewer opportunities, tested and useful to generate knowledge, skills and abilities, which favor digital innovation and social entrepreneurship to generate greater opportunities among their service groups, causing greater and better responses to their needs and promoting equal opportunities. The project offers these target groups concrete work tools and specific suggestions to use these new non-formal education methods to improve their knowledge of social entrepreneurship and increase their motivation to generate creative ideas that respond to the new needs caused by the pandemic.Thanks to the implementation of this project, we will be able to increase the competences, knowledge, abilities and skills, favoring creative minds that favor social entrepreneurship and digital innovation as a powerful and creative tool in the fight against the crisis caused by Covid-19.<< Implementation >>The project ""The Factory of Ideas - Creative Social Entrepreneurship for the New Reality"" has as a fundamental methodology the active collaboration of the 5 partners that make up the cooperation association, which will guarantee the achievement of the proposed objectives, as well as the appropriate development of planned activities.Each of the activities that make up the final set of the project provide sustainability and guarantee the final objectives, which makes the aforementioned collaborative methodology the central axis of the key to success.The main coordination of the project will fall to ASPAYM, although it is true that all partners will help in its development, contributing the ideas they have acquired in their extensive experiences within the framework of the Erasmus + program.The activities that will follow the specific monitoring methodology are:1. Project management. The ASPAYM Castilla y León Foundation will be in charge of this aspect, under the permanent collaboration of the other partners involved. Thanks to this activity, it will be possible to achieve the proposed objectives, both the specific and the main, in addition to the different indicators. To carry out project management, different methods will be used, such as evaluation forms, meeting minutes, reports of team activities and financial management through the financial managers of each of the organizations.2. Initial and final press conferences or press releases. All partners will plan an event for the launch of the project, thanks to which it will be promoted and disseminated among those interested in it. Each entity will be responsible for its own event, informing the coordinating organization about it.3. Methodology of development of the production of results: it is described in each field of production of results of the project, but as a general aspect, the result has a main coordinator (selected from the association for having more experience in that activity / field) than is responsible for coordinating the production of results. The result is the responsibility of all partners, so the 5 organizations will work together to complete all the indicators and results of the project. The evaluation will be made by each partner, including the comments of the others (feedback transmitted in periodic Zoom meetings). All the evaluation will be carried out by the coordinator, using the management instruments agreed by all the partners in the first transnational meeting. The main coordinator of the production of the project result will be ASPAYM CYL, given its extensive experience in the development of tangible results through learning based on gamification techniques.4. Transnational meetings between the partner entities of the work team. Every 5 months approximately, a transnational meeting will be held in each of the partner countries. Thanks to the holding of these meetings, adequate coordination and teamwork is guaranteed by the 5 entities, which will help to achieve objective number 3, based on favoring the organizational development of 5 entities and on strengthening their association for the cooperation.5. Multiplier events. The Spanish partners (ASPAYM and BB&R) will be in charge of holding a multiplier event, which will temporarily coincide with the last transnational meeting. In it, it is intended to promote and disseminate the result that has been generated, as well as the activities that have been developed throughout the project. It has been agreed to have a total number of 60 participants in this event, including the partners. Likewise, each of the entities, one month before this multiplier event, will carry out one in their countries to promote the dissemination of the results in their localities of origin, guaranteeing their dissemination.<< Results >>The expected results of the project will be:1. Production of results:A toolkit will be developed, called ""The Factory of Ideas - Creative Social Entrepreneurship for the New Reality"", which will allow to apply the learning methodology based on virtual gamification, which will enhance the acquisition of competencies, skills, abilities and generation of creative ideas for the implementation of social entrepreneurship projects based on virtual digitizationThe kit is made up of the following elements:- Methodological guide: It is a virtual manual adapted for educators, youth workers, counselors and youth leaders in the field of youth, which includes theoretical content on the implementation and development of social entrepreneurship and digital social innovation, work methodology, tools support, repository of digital tools and application advice. It will include a prior investigation of the current importance of social entrepreneurship and digital social innovation as a means to mitigate the effects of the economic, social and health crisis caused by Covid-19. It will also collect an analysis on virtual gamification as an educational tool and its effects of application in the field of youth, especially related to young people with fewer opportunities. Special attention will be paid to generating an accessible methodological guide adapted to groups with fewer opportunities to promote inclusive, motivating and innovative education. This guide will be the necessary resource to be instructed in the application of the methodology.- Virtual educational game ""The Factory of Ideas - Creative Social Entrepreneurship for the New Reality"": This virtual educational game will suppose a gamified learning experience that will allow to visualize, assimilate and acquire the competences, skills, abilities and generation of creative ideas for the implementation ongoing social entrepreneurship projects based on virtual digitization. A learning methodology based on virtual gamification will be developed, in order to achieve better results, either to better absorb some knowledge, improve some skill, or reward specific actions. The user will acquire knowledge and skills points, which will allow them to acquire knowledge and skills, in a motivating simulated environment loaded with learning resources.2. Impact on partner organizations:Partner entities will improve their skills in project management, especially transnational projects. Other results will be those obtained after the full implementation of the project and respond to the professionalization of educators and youth workers and the development of the youth field in general. After the completion of the project, all the organizations that have been part of the project consortium will be able to carry out activities using the project results for their target group, they will be able to train other youth educators and youth workers in this methodology and they will have in their portfolio a large experience that combines digital content, educational methodologies through virtual gamification, non-formal education and youth education.3. Impact on society as a wholeWith the development of this project, it is expected, on the one hand, to publicize the opportunities offered by the Erasmus Plus Program and, on the other, to contribute, to the extent of our possibilities, to mitigating the crisis caused by Covid-19, training youth in the implantation, development and sustainability of social entrepreneurship projects, which allow them to provide creative solutions to the new problems caused by the pandemic."
more_vert assignment_turned_in ProjectPartners:University of Salamanca, ODISEE, STIFTELSEN HOGSKOLAN I JONKOPING, ROSTO SOLIDARIO - ASSOCIACAO DE DESENVOLVIMENTO SOCIAL E HUMANO, BIDERBOST BOSCAN & ROCHIN SLUniversity of Salamanca,ODISEE,STIFTELSEN HOGSKOLAN I JONKOPING,ROSTO SOLIDARIO - ASSOCIACAO DE DESENVOLVIMENTO SOCIAL E HUMANO,BIDERBOST BOSCAN & ROCHIN SLFunder: European Commission Project Code: 2020-1-ES01-KA226-HE-095688Funder Contribution: 138,563 EUR"Among the six priorities of the European Commission for 2019-2024, is that of ""A Europe fit for the digital age"" which, in turn, promotes the strategies of ""A European Strategy for Data"" and ""Big Data Value Public -Private Partnership ”. These actions, among many other issues, aim for the European Union (EU) to become an ecosystem that offers value through Big Data to generate innovative educational, business and public service models that directly benefit companies, universities, researchers, public administrations and European citizens (as a whole).To achieve this, it is essential to strengthen the knowledge, capacities and competencies of European universities (teachers and students) and companies (managers and staff) in relation to Statistics and Big Data so that both are capable of producing , analyse, use and/or create value from the data.From this context, the #BigDataForAll initiative was born with the following primary objectives:1. Update professors/professionals competences on how to design, implement and evaluate gamification processes for teaching (in general), especially Statistics and Big Data (in particular) through a MOOC.2. Connect Universities with SMEs/NGOs that require personnel with knowledge and skills in Statistics and Big Data, so that between these actors they jointly develop an educational itinerary through a gamification process (digital game) that responds to this need.3. Update Statistics and Big Data competences to students/youth through the previous gamification process (digital game), so that they increase their chances of insertion into the labour market (connecting them with SMEs/NGOs that require personnel with these knowledge / skills)."
more_vert assignment_turned_in ProjectPartners:S.C. PREDICT CSD CONSULTING S.R.L., ODISEE, Tyto srl, idycos - imagen, diseño y consultoría social s.l.u., Mesogeiako Kentro Perivallontos +2 partnersS.C. PREDICT CSD CONSULTING S.R.L.,ODISEE,Tyto srl,idycos - imagen, diseño y consultoría social s.l.u.,Mesogeiako Kentro Perivallontos,ROSTO SOLIDARIO - ASSOCIACAO DE DESENVOLVIMENTO SOCIAL E HUMANO,Amycos Organización No Gubernamental para la Cooperación SolidariaFunder: European Commission Project Code: 2021-1-ES01-KA220-VET-000025741Funder Contribution: 292,491 EUR"<< Background >>In 2015, the UN adopted the 2030 Agenda for Sustainable Development, an opportunity for countries and their societies to embark on a new path that could improve living standards of all, leaving no one behind. The Agenda consists of 17 Sustainable Development Goals (SDGs) and our goal is to promote the sustainability values included in the ""2030 Agenda"" and the growth of a global consciousness formed by people capable of internalising those same values and transforming them into sustainable daily practices.On 22 January 2020, the UN announced the start of the decade of action, urging to accelerate sustainable solutions through global, local and individual action. The Stairway to SDG 3.0 project wants to generate concrete and more structured actions, following the UN's call.Our main priority in this project is to address the digital transformation within Vocational Education and Training where we think it is necessary to bring practices and innovative tools in the educational proposals and processes in relation to the values of sustainability.Specifically, we think it is necessary to address, work on and promote online educational activities based on gamification, augmented reality, AI, videos, animations, etc.All this without losing sight of the basis of the project and our will to continue working on the SDGs, which inevitably touch on many of the priorities of the programme:-Environment and the fight against climate change: SDG 13; 14; 15.-Inclusion and diversity in all fields of education, practice, youth and sport: SDGs 4, 5 and 10.- Common values such as solidarity, peace, civic participation and civic engagement: SDGs 16 & 17Stairway to SDG 3.0 will cut across all these priorities but we want to focus our action to bring about a ""digital transformation by building digital readiness, resilience and capacity"".Indeed, with our digital innovations, we will train teachers by engaging them in an active process of understanding the content, opportunities, tools and impact of digital transformation. On the other hand, students, by regularly using our tools and interacting/participating in a virtual community, will be able to learn, improve and internalise the values of sustainability in a more coherent way in an increasingly digitised world.In terms of sectoral priorities, Stairway to SDG 3.0 focuses on the VET sector because we want to give continuity to a process of paradigm shift that we are carrying on since 2019, confirming the needs to implement training and awareness actions towards sustainability also in this area, which is often neglected due to the characteristics of the Curriculum (which are usually very technical and specific) and the profiles of the students (who seem not interested in these topics).<< Objectives >>The overall objective of the project is to promote the sustainability values of Agenda 2030 and the 17 SDGs, and the growth of a global consciousness made up of people capable of internalising these same values and transforming them into everyday, sustainable practices.Beyond the global nature of the SDGs we deal with, our new project remains specifically focused on those professionals, educators, teachers, tutors, who, due to their position, have the possibility to spread a message, raising awareness and promoting a daily debate based on experimentation and innovation. During our first project ""SusTAinability makeRs"" the WAY to Sustainable Development Goals""(2019-1-ES01-KA202-064622), we have worked on an educational proposal to transfer these values to teachers and VET schools to prepare them to be our Sustainability Makers. Stairway to SDG 3.0 wants to maintain and promote this same educational proposal and its methodological framework, but at the same time it wants to create and give technological and innovative tools to teachers to develop and increase the efficiency and quality of the learning process. Concretely we have identified as tangible results of the project one:- E-learning platform- 2D GameOur e-learning platform and all its elements including the 2D e-game, will be designed to help teachers to introduce the SDGs to their students. Through our innovative digital activities, we want to reach even more students in a more direct and intuitive way for them.The ultimate goal is to continue to foster a multidisciplinary, interdisciplinary and technological approach to prepare and train teachers in the context of VET.<< Implementation >>The project will be developed in two phases, the first one will be dedicated to the development of the project results and the second one where these results will be tested through 6 different pilot experiences, in order to later provide the eventual definitive improvements. At the same time, in this second phase we will create a Handbook of good practices reporting on the pilot experiences carried out.In the first phase, each organisation will research and develop methodologies and digital tools suitable for carrying out our educational and awareness-raising activities in relation to the SDGs.We will analyse and develop new activities for our e-learning platform and we will research and create games and challenges to educate for sustainability. We will do this by promoting a participatory process through meetings and working groups with teachers and stakeholders who are involved daily in the VET context.During this period, we will organise two transnational face-to-face meetings and two online meetings (to take advantage of existing digital tools and thus reduce CO2 emissions). We will also organise two training meetings to increase the digital competences of the participants and officially launch the results of the project which will be ready (December 2023) to be used on an experimental basis in different contexts.So, the second phase will consist in making a good use, monitoring and evaluation of the e-learning platform and the 2D game through pilot projects, carried out in educational and vocational training centres in the different partner countries.Also in this phase, we will intensify the efforts to disseminate and give visibility to the results of the project by planning the 6 multiplier events and we will prepare our handbook of good practices where the 6 pilot experiences in the various partner countries will be reflected.In this phase, there will be two face-to-face transnational meetings to facilitate the planning of the activities.<< Results >>Our first intellectual result will be an E-learning Platform (R1), in which we will create specific educational activities that can help teachers to carry out the Stairway to SDG methodological proposal that we have developed in the previous European project and that we want to promote, disseminate and experiment deeper with this new project. The second result of the project (R2) is a 2D game that will expand the educational possibilities and will be more suitable for the digital context. By posing individual challenges (and/or as a team) in some of the areas, we will define the SDG’s as priorities and we will offer a learning process that from a virtual reality can modify behaviours and habits in people's real lives.Through an experimentation of these innovative, technological and digital tools, we will test the effectiveness of these results by developing pilot experiences structured and coordinated with our partners, in vocational training schools in the six countries of the project, Spain, Greece, Belgium, Romania, Portugal and Italy.These pilot experiences will be transcribed in a Handbook of Good Practices that will be translated into seven languages: English, Spanish, Portuguese, Italian, Greek, Romanian, Dutch.During the life of the project, we expect to achieve the following results:- At least 30 educators will be actively involved in the process of building the technological results;- At least 6 vocational training centres will experiment new tools and methodologies, being an active part of an innovative action. That will be an example for other organisational systems beyond the geographical scope of the participating partners;- Compilation of materials, didactic activities, experiences and good practices on sustainability in different languages and formats;- Participation of practitioners in the various training activities and transactional meetings foreseen by the project;- Spaces of creation and inspiration to improve and give continuity to the results developed in the framework of the project; - Increasing awareness of the global agenda of the SDGs;- Visualisation and social recognition of both the centres that incorporate innovative strategies, as well as their workers and users;- Motivation to implement the results by educational and training institutions;- Improvement of the competences and knowledge of all professionals in the participating organisations, both in the educational and/or training centres and in the participating NGOs, universities and companies;- Increasing awareness and empowerment of the students of the educational and/or training centres in social and human issues."
more_vert assignment_turned_in ProjectPartners:Galileo.it S.r.l., Gazi University, THOMAS MORE MECHELEN-ANTWERPEN, Learnmera Oy, UCLan Cyprus +2 partnersGalileo.it S.r.l.,Gazi University,THOMAS MORE MECHELEN-ANTWERPEN,Learnmera Oy,UCLan Cyprus,ROSTO SOLIDARIO - ASSOCIACAO DE DESENVOLVIMENTO SOCIAL E HUMANO,IPSFunder: European Commission Project Code: 2022-1-PT01-KA220-HED-000087984Funder Contribution: 250,000 EUR<< Objectives >>TIME2ACT@SD aims to contribute to the development of knowledge, skills, and attitudes, as well as changing of behaviours among European higher education (HE) students, in the field of sustainable development (SD) and SD Goals (SDG), through the development of interactive content, digital tools, and innovative teaching methodologies, based on the use of the gamification, for HE teachers' use in formal and non-formal education.<< Implementation >>TIME2ACT@SD will be developed through:a) Transnational studies with HE students and teachers to identify skills’ gaps on the SD/SDG topic;b) Development of interactive content and digital/innovative tools, namely using immersive and gamification approaches; c) SD/SDG training workshop and bootcamps to promote HE students’ attitudes and behaviours changing through learning by doing;d) Strengthening the cooperation partnership and exploitation of the project’s results to other HEI stakeholders<< Results >>The TIME2ACT@SD results will be: - 3 transnational studies with HE students and teachers about SD topics (scientific papers); - 3 MOOC and 3 webinars aiming to promote the HE students' literacy on environmental, social and economic sustainability;- web/mobile based and immersive games on SD;- 1 virtual workshop on educational games; - 2 sustainability bootcamps; - 1 online platform; - focus groups with HEI stakeholders; - 1 international conference.
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