
Adiyaman Kultur, Turizm, Egitim ve Kalkinma Dernegi
Adiyaman Kultur, Turizm, Egitim ve Kalkinma Dernegi
3 Projects, page 1 of 1
assignment_turned_in ProjectPartners:Adiyaman Kultur, Turizm, Egitim ve Kalkinma Dernegi, K MILIOS AND SIA OE, ADIYAMAN MADENI SANATKARLAR ESNAF ODASIAdiyaman Kultur, Turizm, Egitim ve Kalkinma Dernegi,K MILIOS AND SIA OE,ADIYAMAN MADENI SANATKARLAR ESNAF ODASIFunder: European Commission Project Code: 2021-2-TR01-KA210-ADU-000045038Funder Contribution: 60,000 EUR<< Objectives >>The Objectives: are:-To support their inclusion of the target group of the project (ex-prisoners) into the labour market and into society, as equal members.- To give a chance to less experienced organisations to EU programmes, to participate in, to build partnerships at National and at European level and to start cooperation with them.-To career guidance and consultancy services for ex-prisoners who want to set up their business.-To support ex-prisoners to increase entrepreneurship skills.<< Implementation >>-Selecting ex-prison via interviews-Training ex-prisoners digital skills and basic entrepreneurship -Supporting them to acquire certified skills on Information.-Providing career guidance and consultancy services for ex-prisoners willing to set up their own businesses. -Combining e-learning and face to face training according to market demand from Companies, Institutions of Private and Public sectors to start and operate their own small business based on the knowledge they gained.<< Results >>Expected Results:a) For target groups - They will have acquired certified knowledge on the ICT, entrepreneurship,career guidance and consultancy, which will allow them to get involved in the working environment.b) For the trainers-They will have acquired training experience working with the ex-prisoners, who have limited previous knowledge on the subject, c)For organisationsThey will have increased their knowledge and experience related to the ex-prisoners by collaborating in the EU level.
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For further information contact us at helpdesk@openaire.euassignment_turned_in ProjectPartners:Adiyaman Kultur, Turizm, Egitim ve Kalkinma Dernegi, Training Academy - L'Accademia Della Formazione S.R.L., The Afghanistan Committee for Peace, Reconstruction and Culture, European Foundation for South Asian Studies (EFSAS)Adiyaman Kultur, Turizm, Egitim ve Kalkinma Dernegi,Training Academy - L'Accademia Della Formazione S.R.L.,The Afghanistan Committee for Peace, Reconstruction and Culture,European Foundation for South Asian Studies (EFSAS)Funder: European Commission Project Code: 2022-3-NL02-KA210-YOU-000097941Funder Contribution: 60,000 EUR<< Objectives >>-Enable youth refugee CSOs participation in and contribution to policy dialogue and decision-making processes at all levels.-Build skills required to engage in effective policy dialogue and making such as evidence-based research, advocacy, networking, outreach activities and negotiation skills.-Support project and financial management skills, as well as monitoring and evaluation skills.-Support local refugees CSO networks and platforms to promote coordination, collaboration and exchange.<< Implementation >>The project will implement two transnational meetings, one in the Netherlands and another in Italy. Two training courses - one in Germany, and another in Turkey. Throughout an E-Handbook will be created, which will contain both policy briefs outlining the requirements of the Afghan and Syrian diaspora that wish to be communicated to the European policymakers, and samples of training materials on how refugee-focused CSOs could preserve, recover and open civic space to influence policy dialogue.<< Results >>The project expects to ameliorate the operational capacities of youth NGOs working with migrants and refugees; Strengthen the links between policymakers and youth-focused NGOs that work with migrants and refugees; Improve connectivity between NGOs in the field of youth; and enhance the democratic civic engagement of youth NGOs working with refugees and migrants in local policymaking processes.
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For further information contact us at helpdesk@openaire.euassignment_turned_in ProjectPartners:FUNDACJA EDUVIBES, Adiyaman Kultur, Turizm, Egitim ve Kalkinma Dernegi, ASOCIATIA PARADIGME EDUCATIONALE, SSU, INERCIA DIGITAL SLFUNDACJA EDUVIBES,Adiyaman Kultur, Turizm, Egitim ve Kalkinma Dernegi,ASOCIATIA PARADIGME EDUCATIONALE,SSU,INERCIA DIGITAL SLFunder: European Commission Project Code: 2020-2-PL01-KA205-082892Funder Contribution: 57,730 EURGame industry is highly advanced technologically sector. Involvement in games development, no matter if at professional level or as a hobbist, provide the person with important skillset which is important for their digital skills. Apart from the knowledge of the selected programming languages, the game creation involves a lots of other skills such as: creativity, innovativeness and as well knowledge of marketing, sales and promotion in Internet. The typical users of gaming products are youth without higher education who lives in the small-sized cities or villages (Report State of the Polish Gaming Industry, 2017). At the same time the most of the creators in the industry posess at least bachelor’s degree or higher title in the computer programming or gaming production (Study.com report, 2019). In the EU most innovative countries such as Scandinavia, there is a lot of educational support also for non-higher education students who would like to participate in the sector, mostly in through the use of non-formal methods of education, courses and other types of non-degree educational intervention. Typical show-case story is of Markus Persson who is a creator of the Minecraft and one of the richest people in the EU in the IT industry. Bacically he was a NEET and spend most of the time with his mother at home unemployed. His mother finally found him a informal course where he was introduced to the game industry and he followed with the course of C ++ which was the kickstart of his future career in the game development. Our project aims at enabling the NEETs also to consider the careers in gaming sector which offers lucrative and stable jobs. Objective:The general objective of the GAMEON project is to exchange of good practice in the informal educational pathways to the gaming industry for the NEET group.The specific objectives are:• to exchange best practices on how to bring NEETs to high-tech industry of gaming;• to create the show-cases of successful people (like Markus Persson) who made it in the industry without formal degree;• to visualize the alternative pathways for the gaming industry with the use of informal learning approach;• To promote a non formal approach in game training;• To provide understanding of the educational pathways for non-degree students (in this case NEETs) to the gaming industry;In our course we would like to focus on NEETs and youth who are not in higher education and would like to consider their career in the game development but they do not know how to enter it without degree. The project focuses on exchange of good practices between partners on the topic of attraction of NEETs to game development industry and the specific results of the projects are(RESULT 1) report on the best practices of bringing disadvantaged youth and NEETs into game development industry with show-cases.(RESULT 2) repository of free online resources which will guide the participants into the basic level skills of game development.(RESULT 3) Educational pathway to game development for NEETsThe project targets primarily: nr. 110 youth workers, youth organizations and social educators dealing with NEETs who will test the RESULTS 1,2,3 nr. 50 young people NEETs that will be testing the RESULTS 1,2,3. All of them be a participants with the fewer opportunities.The participants will be involved:50 people youth workers, public policy authorities, social policy centers and other stakeholders will participate in the GAMEON conference60 people youth workers, public policy authorities, social policy centers and other stakeholders will participate in the GAMEON local workshops (15 per country)min 50 NEETs will test the RESULTS 1,2,3.In order to select and involve the above-mentioned target groups, after the kickoff meeting, the project partners will provide stakeholders agreements with youth organizations, for ensuring the involvement of target groups from the very beginning of the project.The criteria for selecting the participants are:- Interest in the project’s topics and availability in being committed with the project’s activities- Significative presence of youth workers’s working with NEETsn (if cooperation on instititutional basis for example with social welfare centers)- Previous collaborations between the youth organizations and the project partners is considered an added value- Interest in ICT and gaming industry Rationale for transnational cooperation:- Project brings partners with the unique set of skills in the IT industry: VR/AR, AI technologies (Sumy State University), digital skills and coding training (INERCIADIGITAL), project management in IT (Eduvibes) and two partners who have a broad experience in working with NEET (APE and AKTEK). The scope of the project can be attained only in such wide consortium
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