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KARABAGLAR KAYMAKAMLIGI

Country: Turkey

KARABAGLAR KAYMAKAMLIGI

3 Projects, page 1 of 1
  • Funder: European Commission Project Code: 2020-1-NO01-KA227-ADU-094175
    Funder Contribution: 162,399 EUR

    Digital Culture is a concept that describes how technology and the internet are shaping the way that we interact as humans. It’s the way that we behave, think and communicate within society. Digital Culture is the product of the endless persuasive technology around us and the result of disruptive technological innovation. It’s applicable to multiple topics but it comes down to one overarching theme; the relationship between humans and technology.Meanwhile, the EU unemployment rate was 7.2% in July 2020, up from 7.1% in June 2020. These figures are published by Eurostat, the statistical office of the European Union. Eurostat estimates that 15.184 million men and women in the EU, of whom 12.793 million in the euro area, were unemployed in July 2020.AdultsOnTheMove! is a European adult project aiming to support unemployed young adults with interest in digital culture to find their way out of unemployment and secure their entry into the labor market. To run a successful business means you need to run a digital business. Digital is revolutionizing the way businesses operate and succeed. In such a competitive market, it’s increasingly important to create a digital culture in your business. To do this, you need to ensure that you are informed, engaged and empowered to help cultivate a digital mindset. But how can this be done? AdultsOnTheMove! will provide to the participatingyoung adults all the learning opportunities of digital technology helping them to enhance their digital skills and competences that are necessary in order to tackle their unemployment status. By having access to the internet, nowadays we can all access different information within seconds just by searching online. Long-gone are the days where we had to spend huge amount of time searching for specific information within books or go to a physical library to have access to specific information. Now, digital technology has made it possible for everyone to have access to things like online courses, training, books, journals, publications and other important information.Our partnership for Creativity has engaged 2 NGOs, a Regional Public Body & an Adult Education Center and organized a vast and in-depth EU young adult project aiming to address the 2nd priority of the KA2 Erasmus+ Call, launched in light of the exceptional circumstances presented by Covid-19, whose objective is to enhance Creativity in the field of Adult Education.AdultsOnTheMove! will organize the following IOs, all in digital form addressing the needs of distancing given the backdrop of the COVID-19 pandemic crisis, using non-formal educational methods & game-based learning:IO1.Methodological Handbook (e-Book and video series) which will contain answers to all the possible questions of the participating young adults, i.e. What is Digital Culture?, Why are digital technologies in digital culture?, What is meant by “Digital Media”? etc.IO2.Short Movie creation based on video documentation regarding the challenges unemployed young adults of the participating regions are facing, the obstacles to their attempt to enter the labor market and the responses businesses, community and unemployment services are giving to them.IO3.Digital Culture Serious Game design within which the participating young adults can interact with each other and unveil entrepreneurship solutions based onlesson learning from the video experiences of IO1 and IO2.IO4.Online Seminar (e-Course) Curriculum development with the method of a living Lab with the theme “Creating a Digital Culture in your own future Business”.We aim to involve 150 adults, seniors and adult & community educators who work with young adults, in the creation of the IOs and reach at least 1500 per year after the project is created. The project will engage a variety of local stakeholders in all project stages to increase their understanding on the challenges faced and thus boost their motivation to participate in similar initiatives.Objectives:•identify the importance of digital education•equip young adults with the necessary tools & competences needed to come up with creative, innovative solutions in digital entrepreneurship•acquisition of gidital skills•provide opportunities for disadvantaged people to enter the labor market•fight back unemploymentResults:•accessibility on digital cultural knowledge•improve creative skills on digital culture education•raise awareness on its importance among adults of different origins•make them advocates of digital entrepreneurship in their local communitiesImpact:•social cohesion & active citizenship•establish EU partnerships•expand involved bodies' networks•participation of youth with fewer opportunities in international projectsLong-term effects:•Covid-19 effects on creative sector reduction•employment rates in the participating regions increase•digital agenda provision through which other cities all over the world can set up processes of moving against unemployment.

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  • Funder: European Commission Project Code: 2020-1-NO02-KA205-001640
    Funder Contribution: 187,875 EUR

    Many countries struggle with high unemployment and high school dropout rates among young people. There are many reasons for this, but several research reports states that the proportion of young people struggling with various psychological challenges are increasing, in some places as high as 30%. This is linked to social skills, inability to work with others, poor self-confidence and low self-esteem. Rarely do these problems solve themselves.At the same time, the proportion of young people gaming online games is very high. For many, this is a diversion from everyday life and is perceived as motivating. Youths and gaming have come to stay, and instead of considering it as a problem, we can consider gaming as an opportunity and source for energy to development.This project will use youth’s motivation in gaming and use gaming as a resource to develop young people's social skills. A collaborative partnership with youth organizations, established social enterprises, educational authorities and universities will implement an innovative approach to develop methods, tools and activities to be used while the youths are gaming with or against other youths.The project will establish two groups of young people, composed of youths from all partner countries. One group will be influenced by developed methods, tools and activities, while the other has status as control group.The project will first develop suitable mapping tools, which map social skills, ability to interact, self-confidence and self-esteem. The participating youths are mapped before and after being influenced by activities while gaming, to measure the impact of developed methods, tools and activities.Developed methods, tools and activities will, after testing, evaluation and improvement, be put together into a methodology pack, which is supported by digital training modules. This package will be flexible, in order to easily be adapted and tailored to different types of organizations working to develop and support youths with challenges similar to this project.The project collaborates with authorities, municipalities and other types of organizations in all partner countries. This collaboration will provide a solid sustainability for project's results.The developed material will provide schools, youth organizations, social enterprises and other types of organsiations a new and unique approach for working with a target group that which often is difficult to interact with. Using the youths' self-motivation within online gaming to create change.

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  • Funder: European Commission Project Code: 2020-1-IE01-KA202-065977
    Funder Contribution: 237,755 EUR

    Mental illnesses are health conditions involving changes in emotion, thinking or behaviour (or a combination of these). Mental illnesses are associated with distress and/or problems functioning in social, work or family activities.Mental illness does not discriminate; it can affect anyone regardless of age, gender, geography, income, social status, race/ethnicity, religion/spirituality, sexual orientation, background or other aspect of cultural identity. Poor mental health has substantial personal and economic impacts across the European Union. Stigma and discrimination exacerbate these impacts. Consistently, the evidence points towards strongly negative attitudes towards people with mental health problems. Mental illness is treatable.Mental health first aid (MHFA) is the help offered to a person who is developing a mental health problem or who is experiencing a mental health crisis, until appropriate professional treatment is received or until the crisis resolves. It follows the model that has been successful with conventional first aid. We have occupational First Aid in the workplace but no Mental Health First Aid. To put this project in context the following stats are published by EU-OSHA and WHO.•Each year, 25% of the population suffer from depression or anxiety•Up to 50% of chronic sick leaves are due to depression/anxiety•About 50% of major depressions are untreated•The total cost of mental ill health in Europe is €240 billion/per year •€136 billion/per year is the cost of reduced productivity including absenteeism•There are 228.7 million employees in the EU•The average person spends more than 90,000 hours in their lifetime at work•91.4% of EU households have a working adultThe BeWELL project results will enable SME's all over Europe to implement these important mental health initiatives, and incorporate them into how they do business, without financial strain. The results include;•Project Platform (website/app) •A handbook for Employers on how to implement MHFA in the workplace, to work in conjunction with the website and training videos. •An informative and training handbook for Employees to work in conjunction with the website and training videos.•Suite of Employee Training Videos•Suite of templates, forms and documents needed for the MHFA management system.•A suite of dissemination and promotional materials for running a Mental Health Awareness campaign in the workplace.•A campaign to have Occupational MHFA adopted as Best Practice in EuropeThe main aims and objectives (impact) of BeWELL are; •To increase awareness among employers of the personal and economic cost of Mental Illness, and the benefits, personal and economic, of addressing this issue•To provide employers with a cost effective solution to address the issue of mental health in the workplace and comply with their regulatory duty of care•Eliminate stigma and address discrimination in the workplace by having MHFA form a fundamental part of H&S management systems in every workplace in Europe•Promote more inclusive workplace by helping people to help each other•To tackle the issue at EU Policy level to achieve this goal of Occupational MHFA being the recommended best practice solution.Project partners have the requisite range or skills, experience, expertise and reach to deliver on this important project;•Mullingar Employment Action Group Ireland - working in the field of employment and enterprise support•Good2Talk Ireland - working in the field of counselling for mental health.•Dramblys Spain - works in the promotion of social innovation•Inn Training UK - specializing in training for the workplace, including OH&S and MHFA•Agency for Territorial Marketing Slovenia - working in sustainable development in training and social infrastructure•Ekpaideftiria Kaloskami S.A Greece – working in the field of VET•Karabağlar District Governorship Turkey - local authority working with Education, Health, Sports and Youth, Population and Citizenship AffairsThe management and coordination will be based on the Institute of Project Management system and tools that will ensure the correct information processing and will present clearly the decision making responsibilities and tasks by partner. Project management will be closely interlinked with Quality Assurance, Monitoring & Control and Evaluation processes.The milestones of the project are summarized as follows;•Delivery of national 'state of play' reports from all partner jurisdictions, which will be compiled and reviewed with a view to inform the content of the intellectual outputs going forward•Delivery of draft versions of the intellectual outputs•Revision and pilot testing of the intellectual outputs•Final revision and translation of intellectual outputs followed by publication and 'official launch'•Complementing the dissemination strategy which has its own targets and milestones, with a series of multiplier event

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