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M2C Institut für Angewandte Medienforschung

M2C Institut für Angewandte Medienforschung

5 Projects, page 1 of 1
  • Funder: European Commission Project Code: 2018-1-IT02-KA204-048336
    Funder Contribution: 402,382 EUR

    Today, in the 28 countries of the EU there are about 610,000 inmates. Of these only 1 out of 5 is involved in any kind of employment, and just the 3% of them works for external companies or entities which provide occupation (both in and out of jail). The lack of employment, the delivery of training paths not accessible to everybody and the loss of self-esteem and isolation are the causes which mainly determine a still too high level of recidivism, especially among the youngest and most disadvantaged individuals. The project aims to give an answer to such issues by involving detainees in one the most innovative phenomena of ICT economy: 3D-printing, focusing the skills needed in order to set up and use a 3D-printer. As a matter of fact, 3D-printing is massively becoming to play one of the most relevant roles in the creative and productive processes for small and medium enterprises all around the world in the fields of fast prototype-making, industrial design, engineering, architecture, clothing, jewelry, medicine and scientific research. And such revolution happens in a European industrial framework where the demand for personnel with appropriate technological skills increases but is not covered by the existing labor-market. The project responds to the specific needs of: • The inmates, who need to be active and acquire new certifiable training opportunities which possibly deliver to employment, the key factor for social reintegration; • The penitentiary educators, who will enhance their digital skills in order to innovate the content and teaching/training methods adopted both during and after detention; • The prison system, which will be able to increase the quality and quantity of the employment opportunities for detainees, thus improving the quality of life and reducing the risk of recidivism. The project aims to reach the following specific goals: 1. Definition of the non-formal/transversal and formal/specific competences that detainees must learn to use the appointed technologies; 2. Development of specific training modules about the new printing technologies, applicable all around Europe, inside prisons or at distance learning, fostering their transferability to individuals with fewer opportunities; 3. Promotion of new practices among penitentiary institutions and private-social organizations facilitating the re-employment of inmates and the substantial recognition of the 3D-printing competences acquired; 4. Definition of European standards in terms of internal organization of productive laboratories in prison, aiming to implement a safe and secure use of these innovative technologies. The project is in line with: 1) Europe 2020 strategy: inclusive growth, support to adults who will acquire new competences and adapt to the evolving job market. 2) ET 2020 priorities: 3rd strategic goal: promotion of equity, social cohesion and active citizenship, 4th: support to creativity and innovation [...] at every step of education and training. 3) EU Council Decision 2015/1848: guideline 6, raising the skill and competences of the workforce[…] in an increasingly digital economy and in the context of technological change. 4) Joint Report of the Council and the Commission (2015/C 417/04) “New priorities for European cooperation in education and training”: priority areas 2 and 3. 5) Motion for a European Parliament Resolution on Prison Systems and Conditions (2015/2062(INI)): articles 8,15,18,32,62. Following the training courses and experimentations (verified directly with the prisons collaborating with the partner entities for the re-employment of unprivileged individuals) and through the methodology of Action-Research and the support of a dedicated virtual platform, the project aims to develop 3 innovative tools for the use of 3D-printing technologies in jail: 1) Framework of specific Skills required; 2) Training Models and 3) Operational Guide Lines for the creation of productive laboratories. For a period of 36 months, the project will seamlessly involve 24 operators of the 7 partners at the coalface, dozens of penitentiary educators and trainers from 6 Countries, and approximately 270 inmates. Everyone will be able to access and use the produced tools, translated into the main languages of the involved Countries and made available for free over the Internet up to 12 months after the completion of the project. During the 36 months, 3,000 individuals will take advantage of the project including penitentiary and social workers, entrepreneurs, volunteers, and, of course, inmates from different situations in at least 5 EU Countries, plus Turkey. On a long-term basis, the project will support: 1) Promotion and increase of digital training paths inside prison, through the professionalization of every involved actor; 2) Employability of ex-detainees, promoting skills marketable at both local and European level; 3) New models based on the synergies among the security, training and digital-industry systems.

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  • Funder: European Commission Project Code: 2021-2-DE02-KA210-ADU-000051398
    Funder Contribution: 60,000 EUR

    "<< Objectives >>The project ""Participatory digital development for Green Cities"" offers social workers, community workers, cultural workers, youth workers, etc. participative methods how to act on district level with the general public for to better access the topic of climate change and sustainability within their living environment. It's about methods for professionals how to activate, promote and transfer knowledge through participatory learning to strengthen climate protection as a goal in urban development<< Implementation >>The project consists of 5 areas of activities:1. Research, development and design of participatory learning methods for to enable professionals in their work with local people on district level2. Workshops with the focus group for to train, test and evaluate the participatory methods3. Workshops with the group of multipliers for to inform, train, disseminate the participatory methods4. Dissemination of project, results etc5. Professional exchange between the partnership of this project<< Results >>The project expects 3 main results:- New participatory non-formal learning methods for any kind of district workers for the activation of people.- To create networks for further development of the topic between local (district) and European level- To deepen the professional knowledge, the readiness for collaboration and the further development of the field of the project between the project consortium and third partners that will get involved during the project."

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  • Funder: European Commission Project Code: 601073-EPP-1-2018-1-IT-EPPKA2-SSA
    Funder Contribution: 985,353 EUR

    << Background >>After 2018 European year of Cultural Heritage, professionals and institutions, public and private, working to preserve, promote, valorise Cultural Heritage around Europe increased their awareness of the importance of their role for the future of the common European house. This awareness made also more visible the need for a process of upskilling and reskilling most of the sector workforce, particularly its management especially on those skills that were felt essential for the sector challenges.<< Objectives >>EU Heritage worked to - promote innovation in Cultural Heritage by providing professionals working in the sector with competences allowing them to structure more competitive, sustainable, audience centered, digitally ready initiatives;- raise awareness of the importance of entrepreneurial, digital and other transversal and soft skills among the skills needed by sector’s operators;- build a strong alliance in the sector;- promote cross-fertilization between cultural heritage and other sectors<< Implementation >>In order to fully achieve these objectives the project has:- researched the impact of cultural heritage on the economy of the countries in the partnership;- listed and engaged the most relevant organizations and professionals working on the sector;- designed and developed a competence framework - designed and developed an innovative training program - designed the online environment of the project to be the space of the educational offer with a MOOC and a space for the sector professionals<< Results >>The main results of the project have been:- an in depth research on existing training offer and perceived training needs in the sector- the development of a training program focused on entrepreneurial, digital, transversal skills for the professionals and future professionals of the sector delivered through a MOOC and supported by a social networking platform- two level testing of the training, one online with over 1000 learners in the MOOC and national pilots in each partner country

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  • Funder: European Commission Project Code: 2020-1-BG01-KA227-ADU-095146
    Funder Contribution: 198,128 EUR

    The Covid-19 pandemic has created new economic and social realities in European countries. Along with job losses, the closure of public facilities and the loss of capital, the education and cultural sectors have been severely affected and put in the background as a secondary function of European societies. The virus has paused the introduction of innovative practices in the field of education and training, in facilitating the recognition and validation of knowledge, skills and competences acquired through formal, non-formal and informal learning.At the same time, the lack of digital skills among citizens and among the already digitally intensive sector of education, training and creative industries was extremely serious - all participants in these processes had to be digitized as a matter of urgency. The vast share of online communication, the great increase in the volume of created and shared content, has exacerbated the need for better knowledge and understanding of software products that have obsessed our daily lives and work. Extreme political currents, mass demagoguery and the use of fake news have created a tangible need for knowledge and training for full-fledged digital European citizenship.In this context, the problems addressed by the project are related to:• the need to strengthen all aspects of creativity in non-formal and formal education by improving the development of skills and competences;• the need for measures to accelerate the digital transformation and the use of digital means to adapt the way creative products, goods and events are created, managed, distributed, made available and consumed;• the need to promote active citizenship and social inclusion through the arts, using digital tools.The main goal of the project is to address the key digital challenges posed by Covid-19 - digital transformation and intelligent use of digital tools in creative activities. The specific objectives of the project are:- Adapting a model of competence framework in the field of digital creativity - defining levels of knowledge and skills from DigComp 2.1 (The European Digital Competence Framework for Citizens), which are related to the topic and validation of the acquired skills of the persons included in training programs for digital skills. Introduction of a model for validation of the acquired skills through an open digital badge for creative skills.- Study the applicability of digital creativity in different sectors through case studies to illustrate the opportunities for social integration, sustainable business and active citizenship, and to promote the use of creative and cultural products in general, in the current pandemic situation;- Creating tools for ethics and purity of digital content in creative activities, promoting active citizenship, the fight against fake news and diversity.The key target groups are identified according to the levels of competence offered by the project and the specific knowledge / skills required for each of them:- Young people and students who are among the most numerous and active creators of digital content;- Representatives of small and medium enterprises (SMEs), which could optimize the management / production processes in their companies through digital creativity;- Teachers, facilitators engaged in training to promote creativity, culture, and cultural diversity.The following results will be achieved within the project:- Adapted model of competence framework in the field of digital creativity - defining levels of knowledge and skills from DigComp 2.1.- Created a framework for self-assessment of digital creative competencies, based on the model - an online tool for self-assessment.- Created a tool for validation of the acquired skills through open digital creative badge for creative skills.- Report from a study of the applicability of digital creativity in different sectors through case studies (3 pieces - one for each of the partner countries - Bulgaria, Italy, Germany).- Toolbox - a toolkit for ethics and purity of digital content in creative activities. The tools will be compiled in the Open Digital Repository (ODR), in various formats (presentations, videos, publications), supporting active citizenship, the fight against fake news, digital diversity and equality.

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  • Funder: European Commission Project Code: 2014-2-PL01-KA205-013651
    Funder Contribution: 85,126.4 EUR

    The project “Robotics and Logic games as the key for youth to the entrepreneurship and success in the labour market” is an innovative approach developed by 5 partners’ Organisations from six EU countries. The project’ main office and the project manager will be seated at the Leader’s headquarters. The idea of developing strategic partnership is a result of the analysis of the situation of young Europeans in the labour market. The problem identified by the project consortium lies in the underdeveloped entrepreneurial attitudes among young people. One of the reasons is the weakness of educational tools used to disseminate the knowledge in the field of entrepreneurship.The main objective of this project is to develop a modern and effective model for teaching / promoting the pro-entrepreneurial attitudes among young people. To achieve this goal, partners elaborated an innovative solution, based on their rich experience in working with the youth. Partners used the correlation between entrepreneurship and logical games and robotics, which will influence the attitudes of young people, increase their interest and level of commitments during the workshops. The duration of project activities is 18 months and will be divided into 3 phases:1. Elaborating the educative module.2. Evaluation and dissemination of knowledge about the elaborated module. 3. Implementation of the measures elaborated during the phase 1. Within the project, a group of 11 experts will be established. The members will be all representatives of all partner countries, participating in the project, i.e. trainers, methodologists, graphic designer, manager and activities coordinator. The main task of the group will be to develop the intellectual goods. Elaborated educative model will be based on increasing the knowledge about entrepreneurship during the workshops by using logical/strategic games, robotics and computer programming. Interdisciplinary character of the course is the added value element. The result of the project activities will be the Model (entitled Roboeducation) for non-formal and formal youth education,. The project outputs will include, inter alia, 2 course books – one presenting how to use the robotics for teaching entrepreneurship, and the second on the use of logical games along with 4 lesson scenarios , instructions for constructing the robots and programming them, and what is important 3 completely new robots with the software. In order to achieve the sustainability of the project and to disseminate the knowledge and the results will be organised: 2 international conferences, 12 regional conferences/meetings with participation of about 450 people working in the field of entrepreneurship. Within the project, partners will launch a project website and create project profiles on popular social portals. As part of the evaluation and implementation activities, partners, their representatives/ trainers will participate in 3 internal training, as the result of actions towards strengthening the institutional capacities of the partners’ Organisations. Participants of the 3 internal trainings will obtain the titles of Supervisors and will sustain the results of the project after its completion. In order to increase the value of developed measures, they will be tested during 3 international trainings for trainers / teachers / youth workers and 3 international workshops for the youth, to test the designed model in practice. The second stage of model implementation are the regional trainings, organised at least once in each partners’ country, lasting for 5 days. The ability to utilise the elaborated measures after the project implementation will be the long-lasting benefit. Additionally, about 60 young people will participate in the trainings, whose knowledge and recognition on entrepreneurship will be improved. Also, a group of 82 teachers/ trainers/ youth workers will be the beneficiaries of the project outcomes - developed model of teaching entrepreneurship through games and constructing robots from Lego Mindstroms sets.

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