
TEGYUNK EGYUTT AZ IFJUSAGERT ALAPITVANY
TEGYUNK EGYUTT AZ IFJUSAGERT ALAPITVANY
17 Projects, page 1 of 4
assignment_turned_in ProjectPartners:Mensch-Raum-Land e.V., Omladinska Udruga Podum, A & A Emphasys Interactive Solutions Ltd, Plattform Generation Europa, CULTURE GOES EUROPE (CGE)- SOZIOKULTURELLE INITIATIVE ERFURT EV +1 partnersMensch-Raum-Land e.V.,Omladinska Udruga Podum,A & A Emphasys Interactive Solutions Ltd,Plattform Generation Europa,CULTURE GOES EUROPE (CGE)- SOZIOKULTURELLE INITIATIVE ERFURT EV,TEGYUNK EGYUTT AZ IFJUSAGERT ALAPITVANYFunder: European Commission Project Code: 2020-1-DE04-KA205-019427Funder Contribution: 172,827 EURThe 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.
more_vert assignment_turned_in ProjectPartners:Culture Clash4U, KURO HRADEC KRALOVE ZS, TEGYUNK EGYUTT AZ IFJUSAGERT ALAPITVANY, FUNDACJA MLODZI DLA EUROPYCulture Clash4U,KURO HRADEC KRALOVE ZS,TEGYUNK EGYUTT AZ IFJUSAGERT ALAPITVANY,FUNDACJA MLODZI DLA EUROPYFunder: European Commission Project Code: 2023-1-NL02-KA210-YOU-000155401Funder Contribution: 60,000 EUR<< Objectives >>The GG - Green Games project's goals are: Providing participants with the knowledge and skills needed to create games that promote eco-friendly and sustainable lifestyles. To design entertaining and educational games that encourage users to improve their lives and the environment. to educate young people about environmental issues, sustainable lifestyles, and related topics. << Implementation >>Activities of the project:Training programGame developmentCollaboration with local NGOs, schools, and youth centersRegular meetingsCommunication planDissemination of project resultsNetworkingBy implementing these activities, the project aims to promote eco-friendly and sustainable lifestyles, educate young people, and build a network of like-minded people and organizations.<< Results >>As a result, the project will promote sustainable and eco-friendly lifestyles, increased environmental awareness, enhanced capacity for youth work, and the development of a network of like-minded individuals and organizations through the development of games, training sessions, and networking activities. It will also support the Erasmus+ priority of improving the quality, innovation, and recognition of youth work.
more_vert assignment_turned_in ProjectPartners:Eesti-Mordva Selts, FUNDACJA MLODZI DLA EUROPY, Hermes Academy Onlus, TEGYUNK EGYUTT AZ IFJUSAGERT ALAPITVANYEesti-Mordva Selts,FUNDACJA MLODZI DLA EUROPY,Hermes Academy Onlus,TEGYUNK EGYUTT AZ IFJUSAGERT ALAPITVANYFunder: European Commission Project Code: 2023-1-EE01-KA210-YOU-000158652Funder Contribution: 60,000 EUR"<< Objectives >>-to learn about the basics of educational game-design and its relation to person's nature and basic motivators -To discover what makes games and gamification process educational to reflect on connections between basic principles of games and non-formal education-To learn how to create educational games with clear aims and objectives which can serve more engaging educational process addressing relevant social issues-To produce educational games for various target groups<< Implementation >>Project Management and Coordination ActivitiesTraining program on educational game design ""Go Play"" (20 participants) Development of educational games ( 4 developed and ready to use games based on the needs of target groups) 4 multiplier events in parter countries of the project ( 80 participants in total) << Results >>20 YOUTH WORKERS who participated in the project learned about how to use games in the educational process and develop their own educational games. Share gained knowledge with their colleagues and other youth workers.Develop at least 4 EDUCATIONAL GAMES based on the needs of the target groups which will be later used in the activities of the organisations and local educators Share games and project results with interested partners, international organisations and institutions."
more_vert assignment_turned_in ProjectPartners:ASSOCIACIO GLOBERS, FUNDACJA MLODZI DLA EUROPY, TEGYUNK EGYUTT AZ IFJUSAGERT ALAPITVANYASSOCIACIO GLOBERS,FUNDACJA MLODZI DLA EUROPY,TEGYUNK EGYUTT AZ IFJUSAGERT ALAPITVANYFunder: European Commission Project Code: 2021-1-PL01-KA220-YOU-000028513Funder Contribution: 164,374 EUR"<< Background >>According to the publication on ""The Future of Work in Europe"", the provision of online knowledge and skills is estimated to increase by 33%, creating a total of almost six million additional new jobs in Europe. According to the World Economic Forum, 65% of currently studying youth will work in jobs that do not exist yet, but mostly based on new technologies (World Economic Forum, 2019). By 2030, the demand for online / virtual skills and skills based on active inclusion of respondents through interactive gamification methods will increase by 39% (McKinsey Global Institute, 2020). In addition, according to the report ""The 7 Drivers Shaping The Future of Work"" (Talent alpha, 2019), 88% of the potential in the use of modern technologies is still not used. The need to train young people and youth workers in ecology and pro-environmental activities (and present them in an interesting, engaging virtual form) becomes essential, given the promotion of innovation, inclusion and entrepreneurship as a means of increasing employability and competitiveness (Commission European, 2015). Moreover, as stated by Michigan State University, the fields of ecology and entrepreneurship should not be viewed independently of each other because they are closely related; they often lead to the generation of ideas that are then transformed into extraordinary business opportunities (Radloff, 2018). Therefore, the scope of the project is to be a response to the identified need present in programs based on IT / gamification activities and entrepreneurship, regarding the lack of effective and accessible education of young people in the field of pro-ecological attitudes. Green square is aimed at youth workers / trainers working with young people in the field of ecology and young people themselves, using gamification, as well as in entrepreneurship / active citizenship programs of young people. Its task is to create a game / application that will be the basis for both the increase in the competences of youth workers and the active involvement of the potential of young people themselves in pro-ecological activities and modern technologies.In particular, the goals of the project are:- Raising awareness of ecology, pro-environmental activities among youth workers and youth, including eco-food, waste management, eco-indoor / office, eco-outdoor) and increasing awareness of reducing energy consumption, paper / water footprint, minimizing waste of food, ecological products, fair trade, alternative travel approaches - minimization of carbon dioxide production, presentation of diet assumptions based on, among others, on vegetarianism;- Development of a ""serious game"" promoting a modern and innovative approach to learning through experience as part of gamification in the field of ecology and the European Green Deal- Creating high-quality training materials, within the framework of ecology and pro-environmental attitudes, easily adaptable to new groups, environments, socio-cultural-linguistic contexts- Encourage young people to pursue careers in the field of ecology, modern technologies or entrepreneurship by including the concept of pro-environmental attitudes in entrepreneurship and on-line training for young people;- Equipping youth workers with innovative tools and methodology, based on a combination of ecological and IT initiatives;- Develop a Skills Verification System to validate young people's ecological competences and encourage youth working organizations to integrate ecology and European Green Deal policies into their training activities<< Objectives >>The Green square project focuses on the development of the Green Square ""Serious Game"", which aims to provide a game-based learning approach, a fun, easy and interactive way to learn about ecology, environmental activities, recycling, upcycling and climate change themes. The project is innovative due to the implementation of the above-mentioned applications of scenarios based on real needs related to the approach to environmental protection and pro-ecological changes, but in a much more accessible form, which will be co-created by both youth workers and young people, therefore it will be able to integrate end-users more efficiently and pleasantly into the overall educational process. After analyzing available applications for mobile phones (e.g. https://www.50gameslike.com/games-like/eco/android, https://www.plushbeds.com/blogs/green-sleep/top-15-eco- friendly-apps, https://www.cheatsheet.com/technology/celebrate-earth-day-with-these-7-eco-friendly-apps.html/), they are either expensive, which is the first barrier in their purchase, secondly, in access for young people with fewer opportunities (mainly applications in English). These applications are also not adapted as part of the validation / verification of the user's educational knowledge (despite the use of specific motor skills, they do not ensure the user goes through the entire learning process through the experience). The last element is the lack of a comprehensive application that would contain a compendium of knowledge on ecology (the vast majority of games focus on a small ""fragment"" of ecological knowledge, which makes it difficult to understand the whole issue). Our project provides the opportunity to combine all the knowledge and skills from the main aspects of ecology, creating an freely available / free application / game and verified training materials (both products can be easily translated into other languages) and a proven and tested system of validation / verification of educational achievements.The project also complements projects in which our organizations participate / co-create, incl. ""EduPlay - education through play"" (creating educational materials in the form of physical games) KA205, ""goVisual"" (creating educational visual materials - doodle, infographics, films, development of graphic skills, etc.) KA105, ""First Aid Global"" (work on interactive portal in the field of premedical first aid) Capacity Building in the field of Youth, or ""Facilitation roadmap"" (creating advanced training and facilitation materials within the framework of an educational intercultural environment) KA204.Green square also complements training programs aimed at young people. In particular, TEGYUNK, in cooperation with other youth organizations and social enterprises (e.g. community centers and libraries in Pilisborosjenő and Budapest), organize training courses for youth workers in the field of IT education and modern forms of education and digital youth work with their own target groups. So far, they have dealt with entrepreneurial issues such as the digital work ethic, creating business plans or increasing European awareness. The issue of ecology appeared in some cases, but it did not constitute a separate educational module in their training courses. The Youth for Europe Foundation and Globbers have already carried out activities based on increasing environmental awareness or promoting pro-environmental attitudes, but mainly as part of ""traditional"" physical sessions, this experience will, however, be a very effective basis for creating and transforming materials into ""on-"" conditions. line "".<< Implementation >>The Green square ""serious game"" pilot activity aims to carry out a full test cycle of the products developed by the project, namely Green Square training materials, Serious Game and the Skills Verification / Validation Program. The tests are to be carried out with youth workers and trainers from all end-user partners, while the technical partners and the coordinator will send their technical staff and researchers who have been involved in the product development. More specifically, 9 participants will take part in the pilot tests.Activity as follows:P1 - 1 researcher / trainer who contributed to product development, 2 external youth workers and 1 technician who contributed to product development;P2 - 1 researcher / trainer who contributed to development and 2 external youth worker;P3 - 1 researcher / trainer who contributed to the development, 2 external youth workers and 1 technician who contributed to the product development;A pilot test of the products will take place in Spain. The hosting organization will select an external location for product testing. It is expected to last three days, allowing for complete and sufficient testing and reflection on each of the products developed. On the first day, participants will receive an ecology, environment and entrepreneurship survey to assess content knowledge and level of knowledge and awareness prior to actual product testing and training. This will then be followed by a brief introduction to Youthpass, including an overview of the key competences, before participants are introduced to the actual content of the Green Square ""serious game"". The four modules will be pre-presented by one of the consortium representatives, and then the youth workers will be asked to analyze the content in groups, together with analyzes, feedback. This exercise will enable the project team to assess whether the training materials delivered in modular form are successfully received and delivered by youth workers and trainers. On the second day, the trainers will demonstrate the Green Square Serious Game, and then participants will have the opportunity to go on to test the game and validate its functionality. As the action will involve youth workers / trainers from all end-user countries, they will be asked to test the Serious Game developed in their native language. After that, an interactive discussion will be started, covering inter alia topics related to: possible and feasible integration of the material into existing training courses; degreedifficulties in providing training materials to young people through Serious Game; space for upgrades and additions; consistency between standalone modules and Serious Game content; it will be examined whether youth workers / trainers need to have specific skills and competences in order to carry out the Serious Game. On the last day of training, participants will be introduced to the Green Square Verification / Validation Scheme in order to fully understand the importance of assessing and validating student / youth knowledge. They will then take part in two rounds of assessment: (a) assessing the content of the training materials that allow participants to measure the acquired knowledge and skills against the initial survey that took place on the first day of training; (b) evaluation of the training material by participants to provide the consortium with their views and suggestions for improvement.<< Results >>The expected results during the project and after its completion are divided into tangible and intangible. The 'hard' results relate to the project outputs, namely three intellectual outputs:- IO1: Green square training material - as a standalone program available in all end-user languages (English, Polish, Spanish, Hungarian) and prepared to support the development of ""serious games"";- IO2: Green square serious game developed and tested with users in all end-user languages;- IO3: Green square validation scheme - including pre-test and post-test assessments, evaluation questionnaire to evaluate the training content and deliveryeducational competence / integration badges for trainees and organizations integrating them into their own training programs.Learning, teaching and training activities: youth workers trained to conduct training in the field of ecology, pro-environmental attitudes using the ""Serious game"", based on the principles of gamification;- Dissemination material produced by the project (eg website, social media accounts, newsletters, information kit, brochures etc.);- Three dissemination events taking place in Spain, Poland and Hungary to promote the results, results and the project as a whole;- A network of Green square organizations working with young people that integrate activities and promotion of pro-ecological, pro-environmental attitudes, upcycling, recycling in their training programs with the possibilities of using modern technologies and entrepreneurship (to be created after the end of the project).Intangible results refer to those project results that are expected to affect young people and other target groups. These are:- Increased awareness of the concepts of ecology, environmental protection, upcycling, recycling, with particular emphasis on the youth work sectors through IT tools and gamification and entrepreneurship;- Increased knowledge, skills and competences of youth workers / trainers and young people involved in project activities related to ecology and European Green Deal policy;- Reach audiences through project dissemination channels;- Promotion of methodology based on educational games and youth entrepreneurship;- Encouraging young people to pursue careers related to modern IT technologies, ecology and entrepreneurship;- Increased competences of youth workers and trainers as part of delivering more comprehensive ecology and entrepreneurship training programs;- Youth work organizations equipped with new tools (based on educational games / applications) to be incorporated into their current training programs or offered as self-training;- Improving non-formal education courses with particular emphasis on ecological, pro-environmental approaches;"
more_vert assignment_turned_in ProjectPartners:AMITIES LUXEMBOURG - ARMENIE ASBL, BETTER WORLD, TEGYUNK EGYUTT AZ IFJUSAGERT ALAPITVANY, KURO HRADEC KRALOVE ZS, FONDAZIONE ISTITUTO MORCELLIANO +3 partnersAMITIES LUXEMBOURG - ARMENIE ASBL,BETTER WORLD,TEGYUNK EGYUTT AZ IFJUSAGERT ALAPITVANY,KURO HRADEC KRALOVE ZS,FONDAZIONE ISTITUTO MORCELLIANO,ASSOCIAO MEDESTU,Asociatia Youthland,FUNDACJA INSTYTUT INNOWACJIFunder: European Commission Project Code: 2017-2-CZ01-KA205-035815Funder Contribution: 159,545 EURHistorically, young people have faced social exclusion, and the recent economic downturn has prompted high unemployment, which particularly affects the younger generation. However,some disadvantaged groups of young people face exclusion in the longer term for reasons beyond the current crisis. Remaining outside the global labor market has far-reaching consequences – not solely economic. These include a loss of confidence,an undermining of trust and expectations,and an increasing risk of social exclusion and disengagement from society. Apart from the economical crisis there are other issues that affect youth and lead to political crisis. Global threats such as terroristic attacks and armed conflicts caused a huge refugee and migration wave in Europe. These and many other factors stipulate increasing of intolerance,xenophobia,violence,conflicts oriented by cultural fears, numerous stereotypes and prejudices,intercultural misunderstanding,inability to think critically and lack of intercultural competence in general. Young people are more than others affected by those issues,especially being in a situation of current economic crisis. They feel afraid, they are frustrated, they don’t know what to feel and how to react, as a result they became either amorphus or join the extremist movements, and they definitely need to be supported in this hard situation by adults, by peers, by educational institution, by NGOs and by policy makers. Tackling youth unemployment,social exclusion,intercultural communication and youth participation continues to be a policy priority for European and national governments and the need to empower young people is increasingly recognized in this process. We see youth empowerment as an attitudinal,structural,and cultural process whereby young people gain the ability, authority, and agency to make decisions and implement change in their own lives and the lives of other people, including youth and adults. In other words empowered young people will exercise power over one’s life by being skilled, critically aware, and active in creating community change. The long-term project “InFormal – integration of non-formal education approach to the formal education system for youth empowerment at local level” is an attempt to use non-formal education as a tool for youth empowerment in order to address all the mentioned issues and to build a stable and productive trans-national co-working platform for educators coming from formal education and youth field (NGOs and other youth authorities). LTTC objectives: • To unite efforts of youth workers coming from formal and other youth field backgrounds for youth empowerment at local level by using non-formal education • To build a cross sectorial network and to create joined actions to address the current challenges or for addressing the current challenges • To build a necessary set of competences for proficient use of NFE instruments and tools for youth empowerment at local level • To discuss the recognition of competences gained by NFE • To provide the possibility to plan, experiment and to get feedback to the NFE activities • To introduce and discuss the ways of integration of NFE activities to the system of formal education • To provide the opportunity to assess the quality of NFE activities and youth empowerment process at local level • To create a detailed guide in English with recommendations and concrete examples and references of using non-formal education approach within formal system. It will be uploaded to the online platform and shared though the aprtners network. The training course will unite 35 youth workers, youth leaders, teachers, professors, community leaders, and youth policy makers coming from Czech Republic, Hungary, Romania, Portugal, Korea, Luxembourg, Italy and Poland committed for long- term learning process and social change. After the project course we expect our participants:to change their way of work and to make it more participative and transparent for youth; to understand the approach and principles of non-formal education and to use it for youth empowerment;to be able to use non-formal education tools during lessons, lectures, meetings, sessions, training activities they organize – giving more freedom and responsibility to learners;to be equipped with a set of other tools of youth empowerment (coaching and mentoring); o become active actors in promoting youth participation at local level. As for the methods, all of them will be non-formal,no-frontal.The wider impact is on partner organizations. This can be called European level impact. By innovating their approaches partners can plan high quality projects and organize own trainings and multiplying the results of this projects separately in each country. Moreover, it is expected that this project will strenghten bonds between partner organizations even more, and they can also learn from new ones in the partnership, so it would result in further common projects.
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