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Mensch-Raum-Land e.V.

Country: Germany

Mensch-Raum-Land e.V.

5 Projects, page 1 of 1
  • Funder: European Commission Project Code: 2020-2-PL01-KA205-082960
    Funder Contribution: 89,856 EUR

    With the fast-growing section of tech companies, people gradually cease to purchase a traditional printing press and shift to a digital one, which is often led by powerful corporations. The most vulnerable social group is among youngsters who are nonresistant to fake news and easily manipulated through social media. Fake news in a world definition stands for deliberate disinformation of an individual or a group to trigger the desired response. It has been used in ancient times but became commonly known and widely spread in recent years especially as a tool on the political ground. Young people are found to be the greatest consumers of news but a lack of critical thinking or verification of the content’s credibility often leads to an increase in fake news. As an example, a popular method is the Clickbait which aims to gain as many visitors as it can by persuading them to click on a specific link which results in a publisher’s greater revenue. Even though the page does not necessarily provide accurate messages. Mindfulness in the world of the internet and post-truth is what needed more than ever before.In C1 - will take part 24 participants from Germany, Slovakia, Poland, Lithuania, Latvia and Estonia.In C2 will take part 21 participants from Estonia, Latvia and Lithuania.In C3 will take part 21 participants form Poland, Germany and Slovakia.It is planned to involve participants with fewer opportunities in our mobilities:- migrants in the country where they currently live;- experiencing economic difficulties;In the selection of participants in the groups of each country, preference will be given to participants from regions that have fewer opportunities to participate in such projects, and, consequently, limited access to knowledge on the topic of media literacy and critical thinking. The most part of the participants from Germany, Belarus and Latvia will be young migrants who find themselves in a different cultural, linguistic and national environment (according to specialisation of organizations' work).During C1, C2 and C2 we will use different methods of non-formal education: siscussions, work in pairs, trios, small and big groups, interactive role-playing games, icebreakers, team-building, simulations, living library, forum theatre, city game, intercultural and other parties, energizers, daily evaluations etc. (the participants will see how different methods and approaches work). The participants will be given a chance to act as trainers/facilitators. The main aim of the project is improving young people’s knowledge and skills in media literacy, help young people to critically analyse the information disseminated by the media with the help of the exchange of good practices of participate organizations. The objectives of the project:- to illustrate the power of the media in the lives of youth;- to develop and reinforce networks, increase their capacity to operate at transnational level, share and confront ideas, practices and methods;- to establish media literacy as an instructional strategy for developing critical thinking among young people;- to provide youth worker with a framework for critical media literacy;- intercultural dialogue and cultural awareness- to enhance critical thinking and media literacy among young people to strengthen democracy and counter manipulation, propaganda and disinformation;- testing and implementation of good practices in the field of education, training and youth;- to present our informational and methodological brochure. Becoming media literate means young people build communication skills, and also become equipped with the tools to interpret, to understand, to critically question and to interact with media. The ability to create your own media is empowering and outlets such as a blog or a podcast give a platform for young people to tell their personal story so as to build a place in culture and society. In this particular aspect, we intend to take advantage of digital storytelling inspired in journalistic techniques, as educational tools. Society that is media literate and has the capacity to think critically will manage to defend itself from misinformation. This is the main goal of fostering media literacy in young people

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  • Funder: European Commission Project Code: 2020-1-DE04-KA205-019427
    Funder Contribution: 172,827 EUR

    The project Back to the Future – redefining follow up of international youth events will address this specific need and provide sustainable solutions for overcoming this challenge in many youth organisations. It lasts from 01.09.2020 till 31.10.2022 and involves 6 partners [Mensch Raum Land e.V. (Germany), Culture Goes Europe (Germany), Tegyünk Együtt az Ifjúságért Alapítvány (Hungary), OU PODUM (Croatia), Plattform Generation Europa (Austria), EMPHASYS (Cyprus)]. From experience, when working on an international level there is always the challenge on how to transfer the outcomes of different mobilities within the local organizations afterwards. There is often a lack of experience on how to ensure the follow up or the transfer of the knowledge back in the organizations, or in some cases the organization is not able to provide specific support for the people who were part of the mobility, in order to implement and transfer what they have learned. Additionally, there is also a need for following the long-term effect and impact of the mobility to the beneficiary, as it is very difficult to track them.The aim of the strategic partnership is to develop guidelines and capacities for quality follow up of different youth processes, transfer of learning from international to local and national environment, and offering space for more active engagement of youth leaders within the civil society and youth field.The objectives of this strategic partnership are:• To strengthen the capacities of youth organizations, towards a better use of the knowledge and experience of the participants in the post mobility period;• To develop clear and easily implementable strategies and mechanism, on how to ensure the follow up and impact in the local community in the post mobility period;• To explore the possibilities of measurement of impact from mobilities in the daily lives of the participants in a long-term perspective;• To offer space for a structured way of knowledge-sharing between different local and international youth organizations and to encourage future collaborations;• To promote meaningful active participation of youth leaders within civil society organizations and the youth sectors;• To provide the participants and partner organizations with a set of Online tools that can be used for a better and more effective communication, supporting and managing the participants during all stages of mobilities (preparation, implementation, and follow up).One of the clear answers of the faced need is the use of Online tools and mechanisms that are mostly available and accessible for all the young people. The training we have is a part of presenting the possible online tools that can be used inside the organizations for better communication and management. These tools will be useful for the partner organizations to have pre- , during, and post- mobility communication and coordination with the youth worker and young people (participants).The project will unfold into the realization of 3 intellectual outputs:• Publication: Effective follow up of International youth mobilities on local level.• Online support platform for impact assessment with information and learning modules for other organisations or youth workers.• Set of recommendations towards youth organizations and institutions on what kind of structural changes they can make to be more inclusive.The impact of the project in the long run will contribute towards development of stronger youth organisations, with a lot of know-how gained from the international level, with developed quality of mentoring and support of participants at the all stages of the mobility (preparation, implementation and follow up ) that will engage more young people in different social, cultural and political processes.

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  • Funder: European Commission Project Code: 2023-1-DE04-KA210-YOU-000160517
    Funder Contribution: 60,000 EUR

    << Objectives >>With PEARL Lab, both clubs have the opportunity to deal intensively with their own club structures, the conditions of their spaces, main areas of work and topics as well as local challenges, in order to record an actual status and to plan for the future. It is important to both clubs that everyone has the opportunity to get involved and set new inspiration in the clubs.Young people should be involved and help determine and create content and topics.<< Implementation >>The national future labs consist of one activity in Germany and one in Croatia. At the future labs, the organizational structures, working conditions, fields of work, subject areas, partnerships and future project ideas are to be worked out together with club members, young people, those interested in club activities, possible partners and decision-makers on site.<< Results >>Working Methods:- 2 national future labs - in order to collect a wide range of ideas as creatively as possible and without a fixed framework and then to design the individual topics in terms of content.- 2 international seminars - for the planning of future projects and the determination of framework conditions, structures, working methods, and topics. The bilateral group will visit the place and local associations to get an idea of the possibilities and synergies.- 2 multiplier events

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  • Funder: European Commission Project Code: 2020-1-CZ01-KA227-YOU-094358
    Funder Contribution: 129,034 EUR

    "The project ""EduPlay"" aims to raise the quality of youth work (YW) and NFE through the learning of the creative process of EDUCATIONAL GAMES (EG) development and gamification of YW processes, and digitalisation of games for online use.The project idea was born from the need to equip YWs and educators with the skills of using games as an educational tool, game design, gamification and games digitalisation in order to foster efficient and engaging education. Project help social/educational organisations to learn how to use games in their youth/learning work, and create EG based on this needs for children and young people in order to empower YW and NFE process, bring leaning on a new level of development, and to increase inclusiveness and reach wider audience with digital/online games.Target groups (TG):- youth workers (youth workers, youth leaders, community workers, social/NGO activists working with youth) and educators (non-formal educators, trainers, facilitators, pedagogues and teachers working with additional and vocational education) working with youth groups.- youth age 13+ – the ultimate TG will be involved in testing the outputs, and will be the final beneficiary of project results.Objectives:- To discover specifics of games, gamification, toys, and play, their purposes, and differences- To discuss what makes games and gamification process educational- To increase awareness and importance of using games and gamification in the learning process- To learn how to use games in education and how to create an educational and digital game- To create EG for social and educational purposes. - To create instruments for independent work on creating own EG“Games are the most elevated form of investigation” Albert Einstein. We agree that games are one of the most inspiring, engaging, driving forces of creativity, learning and development. Johan Huizinga in his book «Homo ludens» proves that play is an indispensable part not only of culture and society but also of human nature as such. Animals started to play before humans did and this is a pure form of improvisational fun not constrained by any rules or regulations. The Games, on the other hand, is a more complex, structured and «programmed» form of play that has got enormous power over humans due to playfulness in its foundation. Nowadays, games are one of the main pastimes of people. Games field grows and develops fast and diverse. 2020 brought us a situation of COVID-19 confinement and youth workers and educators face a new reality when their work transfers to on-line. It leads to a number of challenges in YW and NFE, like: lack of digital competences both of youth and YWs, lack of motivation, lack of instruments, methods, flexibility and diversity in online learning. EG are one of the universal instruments successfully working in digital and physical forms can react to those challenges. Digitalisation of educational games, gamification and playful design support YWs and educators with new tools and methods, and provide option to create own games for relevant needs, topics and target groups. Digital games are accessible and easy to use. Games are one of the most efficient tools for inspiration, motivation and youth empowerment. They can be used as part of the hybrid learning poses, flexible and adjustable. Finally games are one of the best instruments to inspire creativity, imagination and thinking out of the box.The project will be done in the partnership of 5 organizations.Project structure includes:- 2 Learning Activities (C1 training course, C2 evaluation seminar)- 3 Transnational Project Meetings (M1 Opening Kick-off meeting, M2 Progress working meeting, M3 Evaluation of the project Meeting)- Testing phase - Online course on game development for participants- 3 Intellectual Outputs (O1 Educational games set, O2 On-line course on educational game, O3 Digitalised game)- 5 Multiplier Events (E1 Final international conference, E2-5 Dissemination of results local presentations/roundtables/workshops)Expected results:20 YOUTH WORKERS who participated in the project learns about how to use games in the educational process and develop own educational games. Share gained knowledge with their colleagues and other youth workers. Develop at least 5 EDUCATIONAL GAMES based on local social, youth and educational needs for children and young people (age13+). Create an ONLINE COURSE of the creation of educational games for all youth workers and public open use."

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  • Funder: European Commission Project Code: 2021-1-DE02-KA220-ADU-000030466
    Funder Contribution: 333,963 EUR

    << Background >>Ageing is a global phenomenon. The world population is ageing causing changes in the society as whole. Senior citizens represent an important and ever growing part of our European population, economy and society: Nowadays 20% of the Berlin population (700.000 people) and 22% of the Erfurt population (50.000 people) is over 65 years old. This poses manifold questions as to how member states can best ensure social inclusion, active citizenship and participation in life, economy and the society, access to services, goods and opportunities in order to enable healthy well-being and independent living thus minimizing the cost on their families, the society and the economy in general. Therefore, the project will address the above mentioned challenges and collaborate with partners on building interactive tools to address them.<< Objectives >>The Europe 2020 Strategy for smart, sustainable and inclusive growth acknowledges LifeLong Learning and digital skill development as key elements in response to the current economic crisis and demographic aging. By improving adults' ability to adapt to changes in the labor market, the family and the society, a contribution to the overcoming of the economic crisis, as well as the achievement of the Europe 2020 targets can be made. New adult learning possibilities provide upgrade- as well as re-skilling opportunities for those affected by unemployment and aging, while at the same time important contributions to social inclusion, active citizenship and personal development are being made.Yet, there is a growing consensus that adult learning is currently the weakest unit in developing national lifelong-learning systems. Participation in adult learning has continued to grow slowly, from 9,8 % of the 25-64 year-old population in 2005 to only 10,7 % in 2014, thus making the increased ‘ET2020’ target of 15 % by 2020 an even greater challenge.The ET2020, that was published in the 2015 New Priorities Report (COM/2015/408), acknowledges that Adult Learning is the basis for up-and re-skilling. Therefore priorities should include more effective policy making in that field, significant increases in supplies, a more flexible offer, broader access and closer monitoring to address unemployment and low skills.<< Implementation >>The consortium consists of 7 partners, from 6 EU countries which cover a wide range of expertise. The current project is complementary to previous projects, as apart from the development of a powerful and dynamic platform specially designed to unite and link seniors across Europe, the project proposes to deliver a targeted and high quality series of digital learning opportunities, which are expected to bring systemic changes on senior citizens’ health and wellbeing, social inclusion, active participation and personal development, thus meetings the targets of the EU 2020 for smart, sustainable and inclusive growth and the ET 2020 Strategies for Adult learning, as well as on improving the PIAAC results in the acquisition of adults’ digital and language competences.<< Results >>The most important results to be expected during the project and on its completion are the following:1. An innovative learning pathway program (offered on-line and in-house) to acquire digital and literacy skills to be accompanied with a learning pack supported by the targeted framework and data from the survey.2. The complete “Digital and English Literacy backpack” designed to meet the physical, mental and scientific needs of senior citizens that will include the: Digital and Literacy Competence Framework, on-line/on-paper manuals, strategic campaign etc. for Digital Active Aging in support of the value of EU Agenda for Adult Learning.3. The dynamic and interactive online tool, based on data to support the digital up-skilling of adults to contribute to a self-determined life as long as possible. The online tool will record adults' data taken from the self- assessment (i.e. stocktaking-audit) and at the same time generate relevant data based on a profiling system that will evaluate their skills against benchmarks and indicators as set in the framework developed. Through a multi-level assessment system ranging from self-assessment to peer-review-mentoring and external assessment for validation purposes following a mechanism widely used the Open Badges, complying with the 2016 EC Recommendation for the skills guarantee.4. The upload of a dynamic and interactive online platform based on cutting edge technology named United Generations, which will link adults and young people.

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