
EPMA
10 Projects, page 1 of 2
assignment_turned_in ProjectPartners:ANIMA'FAC, Action Médias Jeunes asbl, HelloAsso, EPMAANIMA'FAC,Action Médias Jeunes asbl,HelloAsso,EPMAFunder: European Commission Project Code: 2021-1-FR02-KA220-YOU-000029003Funder Contribution: 140,096 EUR"<< Background >>The project ""Pool of digital projects"" (VPN) was built in response to several observations: - Digital technology offers immense opportunities to develop new innovative projects adapted to current practices and uses (e.g. applications, websites, awareness-raising activities, etc.). However, this potential is only slightly exploited by youth groups for several reasons: lack of knowledge in the digital field; lack of knowledge of tools facilitating the use of digital technology; lack of knowledge of the issues; lack of examples of digital projects carried out by young people to inspire other young people. The development of digital projects is therefore reserved for highly structured, even professionalized, groups of young people.- There are currently very few tools for young people involved in digital project development (13-30 years old). Most of the existing tools focus on the ""internal"" use of digital tools (internal communication, organization of team work, storage of documents), but little on the use of digital technology for new projects.- The low number of digital projects developed by young people also results from the fact that youth workers are poorly trained and ill-equipped to support these types of projects. Young people therefore lack interlocutors on these specific issues. On the other hand, the structures of digital support do not reach young people and are poorly adapted to their specificities.- The EU strongly encourages, on the one hand, the commitment, participation and entrepreneurship of young people, and on the other hand the digital transition in the field of youth. Our project is at the junction of these two priorities. The Erasmus+ program and the European Youth Strategy 2019-2027 reflect these two European objectives. Indeed, the latter puts forward the objective of ""mobilizing"" young people and ""empowering"" them, in particular by allowing them to develop the skills necessary to develop new projects.The project therefore meets the following needs:- At the level of the consortium: the project allows the partners to go further in their expertise on digital issues and / or support of projects led by young people. It also allows them to enrich their practices with those of other European actors.- At the level of the target groups: the project allows young project leaders and youth organizations to benefit from new tools to develop digital projects with positive impacts. It thus facilitates the digital transition of youth engagement projects, whatever their form (association, social entrepreneurship). Moreover, it allows youth workers, who are generally poorly trained to accompany young people in digital projects, to benefit from new tools of European scope to carry out their missions.<< Objectives >>The project ""Vivier de Projets Numériques"" (VPN) is a project led by a European consortium composed by three associations (Animafac in France, European Projects & Management in the Czech Republic, Actions Médias Jeunes in Belgium) and a social economy company (HelloAsso).This is a 2-year project.The project's ambition is to encourage the development by young people (13-30 years old) of digital projects with positive impacts. In this project, the notion of ""digital project"" refers to the development of projects with a positive impact on society (i.e. responding to a social, societal or environmental issue) using digital tools, platforms and devices. Moreover, this project focuses on 5 types of projects that interest young people: website, mobile application, online game, online media, online event.In order to do so, it pursues the following 3 specific objectives on a European scale:1) To foster the development of digital projects created and managed by young people:- To equip young project leaders- Train young project leaders- Raise awareness among young project leaders of the societal challenges of digital technology2) Valuing digital projects created by young people in Europe in order to inspire other young people:- Identify and promote digital projects created by young people in Europe- Inspire young people by promoting digital projects created by other young people3) Supporting youth work in terms of accompanying digital projects:- Equip youth workers- Identify European best practices to encourage their replication and disseminationThis project targets:- Young people who want to develop projects using digital tools;- Youth organizations (student associations, informal groups, etc.) because the tools created will give them the opportunity to develop new projects;- Youth workers who want to accompany young people in their digital projects.<< Implementation >>In order to carry out this project, the consortium carries out the following activities:1) Building productions: - O1: Kit of 5 European tutorials to learn how to create digital projects with positive impact- O2: European guide: the digital for positive impact projects- O3: Campaign to raise awareness among young Europeans about the societal challenges of digital technology- O4 : European tool to help young people identify their digital skills - O5 : Guide to good European practices for supporting young people's digital projectsThese productions are translated into French, English and Czech in order to be more easily distributed in Europe. 2) The organization of a training for young people on the development of digital projects with positive impact. This training is organized by EPMA in the Czech Republic. It will allow 12 young people to learn how to develop digital projects thanks to the tools created in the framework of the project. 3) The implementation of intensive dissemination activities of the project results: - 4 dissemination events organized in France, Belgium and in the Czech Republic will allow the dissemination of the project results at the scale of these 4 countries. The last event takes the form of a two-day hackathon, organized in France at the end of the project. - The dissemination of the project results within the networks of the four partner structures at the local, national and European levels.<< Results >>The project will have the following impacts at the local, national and European level: - At the level of young people: thanks to the tools created, committed young people or young people who wish to develop digital projects with a positive impact, whatever their initial level and whatever the form (association, entrepreneurship), are equipped to carry out these projects and we observe an increase in the number of digital projects created by young people (Animafac alone touches more than 4000 young people per year in France). Moreover, they are aware of the challenges of digital technology and use it wisely in their personal and professional lives and in their digital projects. Finally, they are able to identify the digital skills they possess or have developed. - At the level of local youth organizations: thanks to the tools created within the project, they develop new digital projects with a positive impact on society. This allows them to renew their projects, to be more innovative and more in line with current needs and uses. - At the level of youth workers / socio-educational facilitators: they are able to accompany digital projects of young people. They improve the quality of their youth work in this field and improve their digital pedagogy. - At the level of the organizations in the consortium: they use the results of the project to improve their expertise on digital issues and to improve their own practices of accompanying young people on digital issues."
more_vert assignment_turned_in Project2010 - 2010Partners:JRC, NTUA, EPMA, TECH4I2 LIMITED, University of Koblenz and LandauJRC,NTUA,EPMA,TECH4I2 LIMITED,University of Koblenz and LandauFunder: European Commission Project Code: 248484more_vert assignment_turned_in Project2009 - 2011Partners:CLL, ALFAMICRO-SISTEMAS DE COMPUTADORES, LDA., FUNDACION COMUNIDAD VALENCIANA- REGION EUROPEA, UCV EIC, VYSOCINA KRAJ +6 partnersCLL,ALFAMICRO-SISTEMAS DE COMPUTADORES, LDA.,FUNDACION COMUNIDAD VALENCIANA- REGION EUROPEA,UCV EIC,VYSOCINA KRAJ,AMECBOARD,SDU,EPMA,HELSINKI REGION CENTER OF EXPERTISE UUDENMAAN OSAA,AALTO,Aalto UniversityFunder: European Commission Project Code: 248703more_vert Open Access Mandate for Publications assignment_turned_in Project2014 - 2018Partners:BRITISH BUSINESS FEDERATION AUTHORITY, LSC, APTI, LIF, DIPLO +8 partnersBRITISH BUSINESS FEDERATION AUTHORITY,LSC,APTI,LIF,DIPLO,EPMA,ICPO,University of Malta,University of Groningen,EUSTIX - ALLIANCE ZUR UNTERSTUTZUNGVON FODERIERTEN IDENTITATSMANAGEMENTSYSTEMEN UND MODELLEN,University of Hannover,CNR,HOPLITEFunder: European Commission Project Code: 612345more_vert assignment_turned_in ProjectPartners:EPMA, Consorzio Ro.Ma., FORDERVEREIN FUR JUGEND UND SOZIALARBEIT EV, UNIVERSITY OF THESSALY - UTH, Hellenic Open UniversityEPMA,Consorzio Ro.Ma.,FORDERVEREIN FUR JUGEND UND SOZIALARBEIT EV,UNIVERSITY OF THESSALY - UTH,Hellenic Open UniversityFunder: European Commission Project Code: 2021-1-CZ01-KA220-VET-000025558Funder Contribution: 353,745 EUR<< Background >>Agility and adaptability are keywords popular in mainstream media, particularly in relation to private sector organizations and software development projects, but less popular and less well documented in education, in the public sector and in other areas. However, new challenges require new solutions and a different mind-set that traditional approaches cannot offer. This is particularly true in case of education. Moreover, societal changes require today, its members to continuously transform the way we learn, work, develop products or services. This can be achieved by mastering change and uncertainty, learning how to provide innovative solutions to new problems, use the vast available information and transform it to knowledge, and collaborate continuously by forming, either physically or virtually, high performance teams. Nowadays, educational systems operate in a new environment in the way we work, engage and interact with others and the way new knowledge is delivered. Central role in this change is played by the ability to adapt to team-based schemes and project-based learning - from how education is delivered to how it is received and processed by students. Also, the current situation considering the effects of the Covid -19 pandemic introduced new challenges, such as the difficulty to connect with classmates and teachers due to social distance, frequent turnovers in assignments, lack of interest among students, lecture-based learning online and thus inability to engage deeper with the subject matter, issues with attention connected to more frequent use of digital tools etc. To deal with this situation and help students overcome the gap that occurred, education needs a major turn: from pupils working on assignments to a team of students actively co-working, collaborating and communicating. It is essential to develop skills like creativity, innovation, adaptability, communication, empowerment, empathy and authenticity to succeed and help the school environment to restore and become more efficient be it online or offline. Also, in terms of digitization of education and gaining skills necessary for the 21st century, we need a different approach in education to face new challenges and fulfil new goals.At the same time, Europe 2020 strategy set the use of innovative, digital, and flexible learning as the means to increase employability, boost growth and enhance innovation and competitiveness across the EU. The proposed project is targeting to fulfill the above-described societal needs that are considered both significant and necessary by adopting agile techniques to educational organizations. The project will specifically introduce Agile Project Based Learning (PBL) to secondary education institutions as a new enhanced educational approach, thus promoting development of key transversal competencies needed in a society of the 21st century. It is the aim of the project that these competencies are adopted among educators as well as among their students, making education more adaptable, flexible, effective and most importantly more fun.<< Objectives >>The Agile2Learn project is introducing Agile Project Based Learning to secondary education schools as a new enhanced educational approach to promote the development of key transversal competencies.Agile principals including Creativity, Collaboration, Communication & Critical thinking, Team work, Transparency, Motivation are today used in business environment, primarily the ICT sector, and help companies develop functional solutions and results in a short period of time. These outcomes are delivered by a well-functioning team in close cooperation with the customer and through flexible approach to the development and delivery. Thanks to Agile2Learn, these very effective principals will be implemented into the teaching and training methods of secondary educators, thus improving their performance in terms of efficiency and increasing the appeal of their classes. This will consequently equip students with new more versatile skills enabling them to be more successful in the labour market. The Agile2Learn objectives are the development of an innovative pedagogical methodology and the design and delivery of a curriculum and the training for secondary education teachers/trainers to equip them with the necessary know-how and skills to apply the methodology to the school environment and curriculum as well as the design of an online platform for sharing resources, providing training material, collaborating and sharing knowledge, pilot training course and the evaluation of the proposed methodology. Finally, the project results will be exploited through wide and active communication and dissemination of the tried out, freely available resource.Overall the objectives of Agile2Learn project are concrete, important, and numerous:a) Provide in a structured and systematic way a framework for educating teachers/trainers on agility, a need that has proven of great importance, b) Develop an innovative curriculum for using agility in educational organizations (currently there is no such methodology available),c) Close the competence and skills gap for teachers/trainers,f) Increase the awareness of the Educational Authorities, educational organizations and all project stakeholders that agility is a complex and difficult to master competence.<< Implementation >>The project will develop, test and validate an innovative pedagogical methodology that will rely on the principles and techniques of Agile Project Management and Agile Pedagogy. To this end, the Agile2Learn project will design and deliver a curriculum, a pilot training course addressed to secondary education teachers/trainers that will equip them with the necessary know-how and skills they need in order to apply the novel methodology in their educational environment and curricula. The Agile2Learn curriculum will reflect the vision and intentions of this project. In order to meet this objective, a curriculum for this new competences will be developed containing the following: Curriculum information, Learning Outcomes, Competences Outline, and Content Design, Competences Dependencies and Schedule, Competences Assessment policy, Curriculum policies, Learning journeys, etc.In order to implement and deliver the curriculum designed, the Agile2Learn Training Content needs to be developed which will include all appropriate objects required for the delivery of the course. The Training Content will address modules that support skills in the following main areas: a) agile competences, b) personal and team development competences, digital transformation competences, and transversal competences.All tools developed by the project will be available within the Agile2Learn project platform. The platform will be designed as a user-friendly one-stop-shop that can be exploited by a wide range of stakeholders and users in the form of interactive Communities of Practice.<< Results >>The project’s direct target groups are mainly secondary educators and administrators and consequently secondary students. The results of the project will be piloted in 4 European countries and then made fully available to the public.The key results of the project are:- Development and design of the Agile2Learn Curriculum – a dynamic framework guiding teaching and learning processes;- Development and design of the Agile2Learn Pilot training course – for training the secondary level educators on how to acquire key competences and apply Agile PBL in their work by testing the Agile2Learn training course and training content in all the 4 project countries;- Development and design of the Agile2Learn platform Communities of Practice – for establishment of the Agile PBL Communities of Practice (CoPs) that will sustain and develop the application of Agile PBL in Secondary education institutions in the form of collaborative online platform further;- Design of the Agile2Learn Exploitation Guide & Tools – for exploiting the project results and spreading the information about this innovative educational concept for secondary education institutions.The results of the project will be usable in other areas of our daily lives, from personal such as communication with friends and family to professional such as how business is conducted, projects are led and work is delivered. The project aims to be inclusive as the selection procedure of the participants from education system will preferably give the chance to teachers/trainers/educators working with students from disadvantaged backgrounds, but giving the same chance to the skilled teachers as well as the enthusiasts to help to boost the transformation of education in EU through acquiring KEY COMPETENCES.
more_vert
chevron_left - 1
- 2
chevron_right