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MRU

Mykolas Romeris University
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52 Projects, page 1 of 11
  • Funder: European Commission Project Code: 341380
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  • Funder: European Commission Project Code: 2021-2-DE02-KA210-ADU-000051308
    Funder Contribution: 30,000 EUR

    << Objectives >>The project strives to contribute to the uptake of information security competences among European citizens and employees. By establishing discussions regarding frameworks and educational approaches in this field, the project will develop a level playing field for a European approach. By developing materials for approaching, engagementand sensitization of employees in SMEs, the project delivers tool to help build awareness for the importance of safety bahviour in digital world.<< Implementation >>The project is going to implement three iterative activities. First, frameworks and regulations will be analyzed regarding low-threshhold information security, which is relevant for SMEs and citizens alike. Secondly, a lead-user steering panel will be formed of experts from the DACH and Baltic region to discuss experiences on education and the findings from Activity 1. The panel develops seed materials, which engage initially citizens working SMEs in information security (Activity 3).<< Results >>The project will contribute to a more systemic and consequent discussion about the need of citizen education in the domain of information security across the EU. With the provision of a plattform for exchange and information dissemination, and the development of seeding materials for engagement and awareness rising, this project paves the way for coherent capability building, the uptake of digital skills and broader focus on the negative aspects of digitalization in the modern society.

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  • Funder: European Commission Project Code: 2021-2-DE02-KA210-VET-000051512
    Funder Contribution: 30,000 EUR

    << Objectives >>The SOCIAL projects strives to facilitate European citizens in responsibly participating in digital environments. The project sets out the steps of awareness risingfor security threats, the faciliation to secure compliance of individual rights in the digital space and, finally, the realization of true sovereignty - the execution of ownership, responsibility and independence in the digital world.<< Implementation >>Education and Training are the most important angles to unlock competences necessary for digital sovereignty. Therefore, information exchange and knowledge transfer lay at the heart of this project. The first activity establishes common grounds on the status quo of information security awareness among citizens from the member countries, meanhwile activity two entails the transfer of existing tools, which support especially SMEs and SMOs to develop information security competences.<< Results >>The project will provide important insights necessary for the development of a larger application. By broadening the perspective of information security education and training to the realm of citizenship, the project aims to transfer findings from the education of personnel within SMEs into a wider reality. To the end of establishing new focal points, the exchange and transfer of knowledge and existing tools will be conducted and evaluated via user satisfaction surveys.

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  • Funder: European Commission Project Code: 2022-1-EE01-KA220-HED-000089329
    Funder Contribution: 400,000 EUR

    << Objectives >>The current security situation in Europe demonstrates well the need for a MA program which will provide the knowledge on hybrid threats.Main objectives of this Project are aiming to develop a research-based comprehensive international Curriculum enabling the delivery of a Masters' course with the specific focus on tackling hybrid threats. The Curriculum would include study materials on each topic. In addition, the system for the uptake of micro-qualifications/credentials would be developed.<< Implementation >>The planned activities are multi-folded: first, a scientific research agenda will be developed promoting thus the research of hybrid threats and related topics in a systematic manner. Second, Project Partners' academic staff members will attend training on hybrid threats. Third, the Curriculum development which forms the core of this Project. The Curriculum would be available for EU and non-EU training institutions for the implementation and future integration into national Masters' studies.<< Results >>Main results of this project are: 9 scientific articles dedicated to hybrid threats; a ready-made Masters' Course Curriculum in line with EQF level 7 requirements; the methodology and study materials for students; and the system for micro-qualifications/credentials uptake. This project would provide a new knowledge and skills for academic staff members enabling recognizing and tackling hybrid threats, as well as personal experiences gained during the project implementation.

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  • Funder: European Commission Project Code: 2017-1-PL01-KA204-038869
    Funder Contribution: 52,300 EUR

    "Originally, we conducted ICT trainings for seniors with the traditional class-teaching method. However, we have observed that the same people are re-registering for courses. This phenomenon was exacerbated by changes in operating systems. The return of seniors to computer courses for us meant the ineffectiveness of traditional methods. We started to conduct research in this area and it turned out that seniors are learning to repeat certain sequences of actions, but they have serious concerns about finding their own solutions. As a result, we started to look for more effective educational methods. Games in this area gave the best results during the preliminary research. We decided to play urban games because they fully express the mobility of smartphones and, at the same time, meet the health objectives related to the need to move around in urban space on a daily basis. This is how the idea of developing a comprehensive educational programme for the elderly was born. It was important that the proposed educational programme should not only prepare seniors to use new technologies, but also be presented in an interesting and effective way. For this reason, it was decided to test the effectiveness of the city game as an educational method. It is worth noting that in the approach to learning based on edutainment, the main goal is fun, and learning is in a way a ""side effect"". Shifting the focus from learning to learning associated with taking some effort to gain knowledge or skills - for fun, which is associated with activity nice and easy, is a certain novelty in the education of the elderly. The result of these efforts was the project Location-based games as a contemporary, original, and innovative method of seniors' teaching and learning. (LoGaSET), carried out under the coordination of the Pro Scientia Publica Foundation (Poland), together with partners from Lithuania (Mikolo Romeiro University in Vilnius), Slovakia (Cyril and Methodius University in Trnava) and Great Britain (Kairos Europe). During the project period (01.11.2017 - 30.04.2019): a smartphone programme for senior citizens was developed, which can be implemented in both classroom and urban games; a pilot and main phase were carried out, the results of the research were developed. On completion of the project, an open-access methodology guide for senior citizens’ educators in the field of applying new technologies using the classwork method and location-based games (Good Practice Book) was published in four languages: Polish, English, Lithuanian and Slovak. The experiment compared the classroom and lesson method, which dominates the educational offer addressed to seniors, with the method compliant with the strategy of edutainment - the location-based game.With the implementation of educational goals in mind, an identical didactic programme was prepared, which included training for seniors in the following fields: Mobile application installation, QR code scanner handling, Taking photographs and sending them by MMs, Creating films and audio files, Using WhatsApp, Using Google Maps navigation, Applying Google Maps to plan travelling by public transport Using Google Translator, Using Trip Advisor, Combining work using different applications (evaluation of classes)Original application operating manuals in versions for Android and iPhone were prepared for each module. The study programme, instructions and all teaching tools were translated into the partners’ mother tongues.They were involved in the project: 4 partner institutions, 23 supporting institutions, 153 senior citizens, 14 researchers, 66 educators and observers, 7 photographers. The research carried out during the LoGaSET project shows that the use of the location-based method is more effective, results in a higher level of independence of seniors, the development of automation in the use of smartphones. Seniors who took part in the game definitely showed less fear of using new technologies, looked for solutions to the problems encountered, explored new possibilities of smartphones. The use of mobile phones by seniors in the field, where it is natural to have a number of distractions, allows them to make a smooth transition from the game situation to the daily use of a smartphone. This way of learning also results in a more flexible approach to new technologies, and seniors are prepared to use the phone even if icons change or application features are upgraded as a result. In addition, game-based participants in the course are more likely to use apps they did not know before."

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