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YSBF YOUTH IN SCIENCE AND BUSINESS FOUNDATION

SIHTASUTUS NOORED TEADUSES JA ETTEVOTLUSES
Country: Estonia

YSBF YOUTH IN SCIENCE AND BUSINESS FOUNDATION

24 Projects, page 1 of 5
  • Funder: European Commission Project Code: 2022-1-IS01-KA210-SCH-000082424
    Funder Contribution: 60,000 EUR

    << Objectives >>The achievement we want to reach is to give teachers access to quality material to use in their teaching free of charge that can be used in the classroom, through flipped teaching or online learning. Through this we hope to enhance younger generations' knowlege about Ecological Footprint and Foodprint in food production.<< Implementation >>The main activities of the F2F project are to (1) Conduct research on selected food production processes by examining and following the process with 6 videos and learning material based on these videos. (2) An F2F interactive website in English, Estonian and Icelandic, which will allow educators to access material and videos. (3) Dissemination of project during which the videos created will be shared and shown via YouTube, schools and other related organizations.<< Results >>F2F will provide youth with knowledge about food production processes. It will instil a sense of responsibility and awareness among youth through the educational videos about issues related to food production. It will show them the benefits of more sustainable approaches to food production and consumption, encouraging them to take actions to make changes to their foodprint to help to slow climate change. Teachers will have access to quality educational material that is now missing.

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  • Funder: European Commission Project Code: 2022-2-EE01-KA210-YOU-000091259
    Funder Contribution: 60,000 EUR

    << Objectives >>RSU project aims to support young Ukrainian refugees in their entrepreneurial aspirations with a launchpad to start businesses. RSU will provide guidance and mentoring for the target group to foster and start their entrepreneurial activities in Estonia and in Greece. The project aims to support refugees also by connecting them to potential investors. RSU will also help to development social enterpreneurship and preserve Ukrainian cultural crafts through its activities<< Implementation >>ffgf<< Results >>RSU project are to provide the target about prospects available to them to start their entrepreneurial activity. Provide target group with resources to afford tangible results in short time and make them independent. Guide and mentor, the target group in looking for financial aid & to achieve goals. Help to develop confidence, enabling the youth refugees and artisans to utilize their talent and skills for development and contribute towards society and economy. Long-term impact of the project is

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  • Funder: European Commission Project Code: 2022-1-DE02-KA210-ADU-000084382
    Funder Contribution: 60,000 EUR

    << Objectives >>Our project Digi-Mentor aims to introduce the target group of Ukrainian refugees fleeing to Germany and Estonia with the opportunities and possibilities offered by remote work using digital technology. The project aims to help them to become sustainable by guiding them to join the labor market and contributing towards the society & economy, at same time giving them hope. It aims to foster entrepreneurial interest in the target groups and support digital skills of work and education by mentoring.<< Implementation >>Course material development will be the main activity allowing to create the material to provide tangible results for participants, Creation of e-learning platform & Facebook page allowing for access to the learning resources & help in circulating word about project, Project coordination support & dissemination will allow for monitoring & managing project to complete in timely manner, also, dissemination will allow to spread word about project. Personal mentoring allowing to guide individuals.<< Results >>Digi-Mentor project are to provide the target group with awareness about opportunities & possibilities that digital technology offers. Provide target group with resources to afford tangible results in short time & make them independent. Help with their self-development. Foster entrepreneurial interest. Help to develop confidence enabling them to join labor market & contribute towards society & economy. Long-term impact of the project is to support digital competencies & digital work. Giving hope

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  • Funder: European Commission Project Code: 2021-2-EE01-KA210-YOU-000051406
    Funder Contribution: 60,000 EUR

    << Objectives >>As our Earth is experiencing drastic climate changes, we as inhabitants need to take actions that help in slowing down these changes. One way is to spread knowledge about climate change issues among younger generations. NPL project aims to spread knowledge about climate change issues, causes and prevention measures through use of game-based teaching. It aims to develop an interactive digital tool that combines nature photography and virtual labyrinth to create a very unique learning experience.<< Implementation >>Activities implemented will be: Design and planning, Creation of web page, Creation of mobile application and Project coordination and dissemination, for successful completion of project. The outputs developed during the project will be: IO1: Interactive online platform in English, Estonian & Finnish. IO2: NPL mobile application and IO3:A special course -to help create outdoor activities and games based on nature and climate change topic.<< Results >>Objective of NPL is to provide invigorating way of instilling appreciation for nature and imparting with knowledge about climate change to children in Estonia and Finland. The project expects to : help younger generation to appreciate nature via photography and gain knowledge via interesting and fun games. NPL plans to Introduce climate change issues and challenges through online educational labyrinth and games in Estonia and Finland, foster inclusion of digital learning tools.

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  • Funder: European Commission Project Code: 2021-1-IS01-KA210-SCH-000032339
    Funder Contribution: 60,000 EUR

    << Objectives >>By implementing the ELF project we want to provide schools with an innovative technical approach in teaching natural sciences ( and any subject) through outdoor learning combining the elements of games and educational recourses. To promote active and inclusive way of learning for students and support teachers in both using technology based teaching and develop digital educational material.<< Implementation >>The main outputs of the project are Didactic concept development, ELF Online Platform, ELF Application, Content development and a course for students and teachers. The partnership will also conduct evaluation activities and dissemination of the project progresses and success during the projects implementation and disseminate the final results according to the dissemination plan.<< Results >>We expect that the results of the project will reflect in a quality educational APP and online platform that can be used in further development of digital educational material in any subject for different educational levels.

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