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SNSPA

National University of Political Science and Public Administration
18 Projects, page 1 of 4
  • Funder: European Commission Project Code: 101002993
    Overall Budget: 1,661,020 EURFunder Contribution: 1,661,020 EUR

    This project provides crucial insights into the transnational mobilisations and counter-mobilisations for holding multinational corporations and their representatives accountable for complicity in major international crimes (genocide, war crimes, crimes against humanity) committed during dictatorships and violent conflicts since the 1970s. It brings three major innovations to an emergent literature in the fields of transitional justice and international criminal law that recently turned its attention to corporate accountability: 1) It delivers a critical sociological analysis of both advocacy movements and business groups and associations involved in transnational accountability campaigns, focusing on their political, professional and regional activist agendas and divergent approaches to corporate liability. 2) It analyses various ideas and strategies of dealing with corporate violence and illuminates the socio-political conditions under which they succeed in enforcing accountability. 3) It explores how different visions of human rights, economic globalisation, development and democratisation shape accountability strategies. To achieve these objectives, the project focuses on four types of transnational campaigns that spread across the Global South and the Global North and on the resulting response from states, international organisations, and business groups: a) advocacy for criminalising corporate misconduct in international/regional treaties; b) civil and criminal litigations; c) legislative initiatives for prohibiting trade with and investment in dictatorial settings; and d) boycotts. Through its global geographical scope, the diversity of pro-accountability actors and business groups involved, and the plurality of repertoires and arenas of transnational activism, the project examines both the convergence of an international anti-impunity ethos and the fragmentation of ideas about corporate accountability on a global level.

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  • Funder: European Commission Project Code: 2019-1-BG01-KA203-062602
    Funder Contribution: 287,469 EUR

    The project is a transnational cooperation based on a multilateral partnership between higher education institutions from Bulgaria, Germany, Romania. The project proposal is a joint project to strengthen the relationship between CBS in the broader economic and social environment that will build an innovative network to share gaming approaches and good practice in logistics and transport training. The project aims to support the modernization, accessibility and internationalization of higher education in partner countries by introducing innovative approaches to learning.In order to achieve the main goal of the project, an innovative network for practical training of students in the field of logistics and transport through gaming approaches will be developed, which will lead to the establishment of a permanent cooperation with the European universities. At the beginning of the project will be developed a methodology for training through game approaches in the logistics and transport training.The main objective of the project proposal is to develop and share gaming approaches and good practices in logistics and transport training as well as to disseminate innovative ideas by building an interactive network. The project is a transnational cooperation based on a multilateral partnership between higher education institutions (CBS) from Bulgaria, Germany, Romania.The project proposal aims to strengthen the relationship between CBS in the broader economic and social environment that will build an innovative network to share gaming approaches and good practices in logistics and transport training. The project aims to support the modernization, accessibility and internationalization of higher education in the partner countries by introducing innovative approaches to learning process.The specific objectives of the project are:- Improving the quality, relevance and equal access to training in logistics and transport.- strenghtening the cooperation between the participating partners and in particular faculties;- promoting interpersonal contacts, intercultural awareness and understanding in logistics and transport training;- Improving the quality of education through the application of innovative methods and approaches in the field of logistics and transport;BASIC ACTIVITIES:- Development of an innovative network for practical training of students in the field of logistics and transport through game approaches;- Development of methodology for training through game approaches in logistics and transport training.- Testing and adapting the innovative platform and teaching methodology in higher universities that will enable remote and on-line communication both between universities and between students and the labor market;- Developing a strategy for cooperation between universities and the labor market;-Develop joint research programs with business by applying real case studies;-Organization of expert advice, which should lead to operational conclusions and recommendations;-Development of simulation games to reproduce real situations and business problems;-Development of edutainment training methods;-Conducting international workshops for exchange of experience and good practices, with the following main themes: (improving the efficiency of the learning process in intercultural environment, innovative learning approaches, playful elements in e-learning, gamification of learning, organizational dynamic games; simulation games; edutainment)-Conducting training to improve the skills of teachers;-Introduction of a system for evaluation of the achieved results;-Organizing campaigns to raise awareness of project performance results;

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  • Funder: European Commission Project Code: 2018-1-RO01-KA205-049035
    Funder Contribution: 53,125.8 EUR

    Falling voter turnout is a common trend and young voters abstain more than the general population in all European democracies. The democratic deficit and low electoral turnout is not faced by specific countries, but it is a phenomenon happening at the EU level. The gap between the democratic institutions in Europe, their representatives and Europe’s young generation is growing/increasing. Although young people are more likely to be present in other forms of political participation (protests, strikes, joining pressure groups, etc), their overall election turnout is dramatically falling. In 2014 only 28% of those under the age of 25 were voting, compared to the general election turnout rate which was 42.6 %.This overall trend is doubled also by another worrying and growing phenomenon: disinformation, fake news and trolling which are most visible during the electoral campaigns, in an attempt to hamper with EU elections, undermine pro-European values and promote nationalistic and xenophobic messages. In addition, ease of access to relevant and adequate information on the elections is not only a country specific problem, but it happens widely in the EU. Fears about influencing elections have become more and more prominent in the EU especially after the allegiances that Russia tried to hamper with elections in France, the Netherlands or during BREXIT. This scenario is damaging for the EU 2019 elections that may record another all - time low voter turnout.A new and engaging narrative for Europe is strongly and urgently needed. This project aims to raise awareness and the know-how among youth on the importance of the 2019 EU elections and empowering youths and youth workers with the necessary tools to gain momentum and influence over EU’s direction through interactive and user friendly methods.The project considers two main outputs, in addition to a learning activity designed to provide the participants with the necessary methods and tools to further sustain the results of this project:i)One interactive online platform that allows user friendly methods of engaging youths and students and increases their critical thinking and argumentative capacities. These are done through quiz and e-debate competitions on narratives and counter narratives of the EU. The topics range from better understanding both the general aspect of elections (ranging from why are they important to whom is participating and what are they supporting) to spotting fake news, dissemination of anti EU discourse. About 550 youths, students and youth workers participated in the quiz competition. Among them, 32 youth workers from Romania and Greece were selected to participate in the e-debate competition (out of which 7 were selected for the Learning Activity in Brussels).ii)ii) 6 days Learning Activity in Brussels with 14 participants from Romania and Greece with specifically designed training sessions, meetings with EU representatives and study visits to the EU institutions.iii)A guidelines with lessons learnt youth participation and how to empower them on the importance of the EU elections and combating online disinformation campaigns based on the findings and inputs from the participants during the project activities, data analysis and also policy recommendations disseminated at the EU level.The project targets youths, students, youth workers, young University teachers with an interest in EU affairs and willing to expand their knowledge on both the EU elections and narratives and counter narratives during the election campaign. The project envisages youth participants interacting via the platform (Quiz and E-debate competitions) and youth participation in the learning activity in which they learned and debated about EU related topics, were engaged in practical activities, in addition to meetings with EU representatives and study visits that helped them deeper their knowledge.Such a project architecture that correlates the needs of youths in terms of knowledge and awareness with a practical side, that includes their involvement in the activities during the training in Brussels, creates the incentives of further dissemination and sustainability of the project, replication of the methods and tools deployed. Adding up the guideline with lessons learnt from the EU 2019 elections and the involvement of partners with excellent track record on working with youths and the participation of a University, we have all the premises of future use and replication of the outputs. Therefore, the potential long term benefits transcend the current phase of the project. Although we apply the pilot project in only two countries, we have set ambitious goals for engaging youths and students and, through its activities, we aim to raise awareness on the positive impact that specific interactive tools can have not only the direct participants targeted by a project, but especially through the snowball effect that it may produce.

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  • Funder: European Commission Project Code: 2021-1-EE01-KA220-VET-000032944
    Funder Contribution: 237,585 EUR

    << Background >>This project results from the observed needs related to knowledge management (KM) in knowledge- intensive business services (KIBS) small and medium-sized enterprises (SMEs). All the project partners have been examining or cooperating with KIBS SMEs, especially in the field of knowledge management and they have noticed the missing gaps in this area. Such companies should manage their knowledge very well, as they base their operations on it, however, when examined, they often have problems with the determination of how they manage their knowledge or with the provision of the definition what knowledge management is. According to the study carried out by the partner institutions among more than 220 KIBS SMEs, more than half of them did not have the knowledge on the concept and application of KM. Also, around half of them found the lack of educated staff in KM concept as an obstacle in implementing it. Therefore, there is a clear need to provide these companies with the necessary skills and competences in this field. This need has been identified by all the partners on the basis of their studies or cooperation and business contacts with such firms. KIBS firms are an important vehicle of innovation for all the other businesses, so their proper knowledge management may also contribute to the improvements in the situation of other companies and the whole economy in general.<< Objectives >>The main goal of the KNOWMAN project is to develop, test and launch Knowledge Pills ; an e-learning training module devoted to knowledge management (KM) in knowledge- intensive business services (KIBS) small and medium-sized enterprises (SMEs). With this project, there is a greater prospect of success for the target group to digitally conduct KM training sessions and workshops in a more innovative way through advanced interactive learning methods. Generally, the project addresses one main target group: KIBS SME owners/managers/employees.Apart from the e-learning module, the Interactive Guide (covering best practices, success factors, risks and innovative solutions) on KM in KIBS SMEs will be created.The European SME survey report; which covers more than 2,500 SMEs across Europe countries (France, Germany, Poland, Spain and others), has clearly emphasized that the major challenge faced by SMEs is digitalization. Thus, the project partly addresses the above challenge and fully provides the real needs of these target group, based on the studies conducted so far by the project partners. The introduction of Knowledge Pills in training module on KM contributes to digitalization in that KIBS SMEs are able to execute digital learning-training activities without any hustle; and also, the component of KM solidifies the resilience and competitiveness of SMEs to remain the driving force of the European economy. Extant knowledge highlights that KIBS SME owners/managers/employees often miss a basic understanding of knowledge management but cannot afford to fill this knowledge gap. The project aims to address this situation by providing several high-quality project results for KIBS SME managers/owners/employees. The project consortium consists of 4 universities (TALLINN UNIVERSITY OF TECHNOLOGY from Estonia, GDANSK UNIVERSITY OF TECHNOLOGY from Poland, UNIVERSITA DEGLI STUDI DI PADOVA from Italy and SCOALA NATIONALA DE STUDII POLITICE SIADMINISTRATIVE from Romania) and 2 business partners (4Experience company from Poland and ECCI The Estonian Chamber of Commerce and Industry from Estonia).The consortium partners have been carefully selected. The consortium itself has a diversified, multidimensional character which is correlated with the project goals. Moreover, it allows objective, reliable and directed testing of the project results. All the partners have high, complementary skills and competences that guarantee the achievement of synergies. The project is aimed to contribute to the quality improvement in knowledge management training dedicated to KIBS SME managers/owners/employees in all partner countries and beyond.<< Implementation >>Taking into account the project objectives and the planned results, the following project activities are planned:1.In the first step, on the basis of the vast experience of all the project partners in the field of KIBS SMES and knowledge management, the interactive guide for entrepreneurs and KIBS SME managers on KM will be created jointly by all the project partners. The revision of the guide with KIBS SMEs will help in adjusting it to the real needs of the target groups.2.In the second phase, Knowledge Pills, an e-learning module, which will encompass theoretical and practical aspects of KM will be created, tested and launched. The distinguishing feature of this e-learning module will be not only a unique training program (tailored to the needs of KIBS SMEs), but also its openness (free use by all the interested parties). The e-learning module will be based on the Moodle platform.The project and its results will be broadly disseminated through various means, adjusted to the target groups.<< Results >>The expected outcome of the project is that the target group will acquire digital skills in conducting training programme through the use of knowledge pills, by way of integrating knowledge management practices within their operations to facilitate digitalization and competitiveness. Long term impact on the local, regional, national and European level is the increase of competitiveness of the target group: KIBS SMEs owners/managers/employees. This will be achieved thanks to the increase of competences and skills in the field of running and managing KIBS SMEs for companies’ owners/managers/employees and by applying training in the areas of KM solutions in KIBS SMEs. Considering the overall remarks that this project proposal received previous years, it is worthwhile for the partners to amend the few shortcomings and re-strengthen the positives for resubmission. At the end of the project, the outcome of the project encompassing Knowledge Pills and Interactive Guide will continue to be used by all beneficiaries including the target groups in their training programmes.

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  • Funder: European Commission Project Code: 2016-1-EL01-KA204-023550
    Funder Contribution: 241,989 EUR

    Nowadays NGOs workers as well as people with which they cooperate, either employees, members or volunteers, encounter a wide range of difficulties related to the lack of basic knowledge in recent and highly relevant digital spheres. ATSIV - a project with the main purpose to increase the professional competences of NGOs workers, has resulted in the development of a Training Game that provides an open access online platform of training. The ATSIV Game is an innovative and rather interesting tool to enhance NGOs workers skills. It ensures professional development needed for the nonprofit sector by play and personal study. The content of Game reveals explicit issues of the NGOs workers professional activity, which is comprehensively outlined in the three topics such as: Digital Marketing, Crowd-funding and Networking. The ATSIV Game was made in a manner that keeps the attention of the player, so it is not difficult to concentrate on materials that Game is aimed to convey. ATSIV provides also a virtual learning environment which includes a course on Digital Marketing. It allows the participants to learn and acquire skills in Communication, Social Media and Online Advertising, all tailored to the needs of NGO workers. The course provides a robust set of learner-centric functionalities in a user-friendly way with an uncomplicated interface and easy functionality. As an virtual learning environment, ATSIV is accessible anytime, anywhere. It is also compatible with any browser and any access device, ensuring that all its page elements and functionalities are complete and arranged as the original page design.In general, during the project, the following main activities have been undertaken:IO1 – Training needs analysis of adult NGO workers’ skills (skills matrix) and benchmarking of best practices in adult learning/teaching were collected and recorded.IO2 - Co-creation of a game based curriculum for adult NGO workers IO3 - Development of a virtual learning environment (VLE) to enable continuous quadruple helix co-creation of the game based curriculum and best practices (also ensuring multi-stakeholder validation of the resources) 5 Multiplier events 3 short term joint staff training/mobility events (TCGP) for game-based curriculum co-creation tool placeFocus groups in 4 countries were conducted with different stakeholders, foundations and public officials but also journalists and representatives of private companies (via their CSR departments), providing their comments and feedback on the ATSIV game and VLE. 4 Transnational project meetings (Greece, Romania, Thessaloniki, Greece) took place during the project’s lifetime.Overall, the Virtual Learning Environment (VLE) created has drawn significant attention to the respective communities with more than 935 single users. Within the VLE a great variety of additional resources have been included both educating and informing visitors on issues related to the NPO ecosystem, managing an NPO, etc as well as the more specific issues covered by the project: digital marketing, crowd-funding and networking. the online game, has already impacted the community of Non-profits across the four participating countries, with more results already tangible in Greece and Poland in which there are partners that act as hubs for NPOs. More than 1,562 people, representatives of NPOs, have utilized the game further disseminating the results of the project.In addition, the project has contributed to build up the collaboration between the partners and other stakeholders (policy makers, various (private) associations and universities) by bringing them together to the focus groups. Additionally, stakeholders participating in the focus groups were engaged in the project through significantly contributing to the creation of the training needs analysis, on which the curriculum and the gaming platform were based upon. During all three Transnational Co-Creation & Game Pilot (TCGP) organized in Greece, Bulgaria and Poland, participants representing a wide variety of roles within the wider NGO ecosystem consisted of Program Managers, Research Associates, Project Officers, Assistants Managers, Head of IT Departments, Senior lecturers and Legal Experts, through questionnaires and focus groups, evaluated the impact of the pilot game in general and more specifically the user experience of the game and the educational material included in the pilot game.In terms of impact within partners there was an overall enhancement of knowledge and cooperation initiatives between them. Since the initiation of the project there has been more collaboration, mainly in terms of common proposals in EU projects, among various partners. Furthermore, cooperation initiatives in terms of academic research has been recorded with two academic articles being co-authored by different partners (SNSPA and UoP, UoP with SNSPA and Umbrella) while some additional ones being currently under discussion.

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