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MUOVIMENTE SOCIETA COOPERATIVA SOCIALE

Country: Italy

MUOVIMENTE SOCIETA COOPERATIVA SOCIALE

7 Projects, page 1 of 2
  • Funder: European Commission Project Code: 2020-1-SK02-KA227-YOU-002750
    Funder Contribution: 232,669 EUR

    CONTEXT AND AIMIn light of the aftermath of the COVID-19 pandemic and the need for ever increasing innovation, impact and recognition of youth work, the ERASMUS+ KA2 strategic partnership project „RECALIBUR - ecotools in youth work for collective creativity“ aims to explore youth work's renewed role in fostering a shared sense of mutual belonging with the communities and the natural world by enhancing and strengthening resonating outer connection as forms of creative inspiration. This to increase young people's sense of belonging, wellbeing, resilience, and responsibility towards the biosphere as a whole, and identify in these restored interactions means, motivation, tools and positive outlook to accomplish their goals and those of their community, expressed via the creative arts. OBJECTIVES: 1) To explore ecopsychology principles and approaches to untap its applicability to youth work, and youth empowerment principle through connection and reconnection to the community and to the environment at large, via creative expressions2) To investigate, curate, adapt and create non-formal education approaches and tools, enhancing the sets available to youth workers, trainers, facilitators, coaches and educators to also provide competence development and empowerment based on community and environmental engagement through the application and fostering of youth creativity.3) To empirically demonstrate the relevance, and evidence, of this renewed approach to youth work identified via empirical demonstration and scientific research 4) To pilot and prototype both this new approach and the related tools in international youth work contexts, as well as in local youth work, as motivators for creativity and creative expression as well as storytelling via the arts and crafts, empowered through the application of the designed tools. 5) To match digital/online and residential/live learning in the promotion of this approach in order to foster youth creative expression in the form of a collective effort through community reconnection and environmental positive engagement. 6) To collect all the outputs, outcomes, deliverables and products of this joint exercise into an interactive online environment and embedded social media campaign in order to showcase the benefit of the approach and raise awareness towards the youth needs that arose from the Covid19 pandemic and our proposed solution. TARGET GROUPSWe are targeting youth work practitioners, and via them ultimately young people, here with a focus on inclusion groups. FORSEEN OUTPUTS1 Online environment, containing:- a research to demonstrate the scientific approach behind the proposed methodology and approach- an educational toolkit for youth work practitioners to foster creativity and creative expression through community engagement and reconnection with the non-human world- a collective gallery of curated resources, as well as collective storytelling EVENTS, MEETINGS AND ACTIONS1 training to explore tools for community engagement1 training to explore tools for nature and outdoors-focused tools20 focus groups10 local activities to put the tools in practice1 Multiplier Event workshop of community creativity1 Multiplier Event connected to nature-focused non-formal education workshops5 international webinars4 transnational partner meetings DISSEMINATIONReach of audiovisual material: 5000Online interaction with toolkit: 1500Engagement on social media: 5000Traffic on website: 5000 PARTNERSHIPThe project comprises of organisations from Austria, Denmark, Estonia, Italia, and Slovakia. IMPACT AND LONG-TERM EFFECTSWe aim for the following long.term effects:*) Ecopsychology principles and approaches with focus on creativity explored, prototyped and proven in relation to applicability to youth work*) The new approach and methodology are promoted and disseminated*) Youth work is innovated and has more tools and approaches at disposition*) Role, impact and recognition of youth work and non-formal education has been strengthened*) Creativity, wellbeing and inclusion in young people as well as in communities has been strengthened*) Creativity, creative industries, community life and the ecological environment are appreciated more*) Quality of creative expressions enhances sense of belonging to community and the biosphere, enriching the local cultural heritage*) Civil society strengthened

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  • Funder: European Commission Project Code: 608583-EPP-1-2019-1-XK-EPPKA2-CBY-WB
    Funder Contribution: 80,178.2 EUR

    This project aims to raise quality and enhance youth work engagement in peace and reconciliation processes through digital tools and online media. Through our project, we will build capacities of youth workers and youth leaders through transfer of skills, experience, knowledge, attitudes and empowerment based on non-formal education activities, practice community activities and development of new methods and tools for efficient, innovative, relevant and modern approach to youth work. The project involves 10 partner organizations from Western Balkans partner and program countries and EU member states. Activities foreseen throughout the project include kick off meeting of partners, 3 mobilities of youth workers (training courses), joint campaign, hackathon event for development of new digital tools, creation of animated e-book on digital storytelling, as well as online platform for learning and co-working which will follow and facilitate all activities. Specific outputs of the project include 3 developed digital tools for young people and youth workers with the purpose to innovate their work on peacebuilding and reconciliation, one animated e-book on digital storytelling, different digital content (videos, visuals, texts, podcasts, etc) created during the campaign, as well as new methods and approaches developed during 3 training courses. Expected results of the project include built capacities of youth workers and youth leaders in using and shaping digital tools to promote intercultural understanding and acceptance of diversity; strengthened abilities of youth workers to create and develop digital media content for engaging young people in conflict transformation and reconciliation process; developed media literacy capacities of youth organizations and provide space for exploration of ICT potentials in youth work; raised awareness of young people about the importance of peacebuilding and conflict transformation and role of youth work and young people in it.

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  • Funder: European Commission Project Code: 2019-3-DE04-KA205-018878
    Funder Contribution: 114,515 EUR

    This good practice exchange between 7 youth educational centres in residence (REC) from Serbia, Slovenia, Italy, Spain, Romania, Lithuania and Germany has been created due to the lack of transnational networking opportunities. While using this long-term project to build tight(er) bonds amongst all partners involved, it also aims at strengthening the vision of what a youth educational centre in residence is and what structures and contents it should provide, also considering a European dimension of youth work. We aim at exchanging good practices linked to the quality of hosting and youth work provided by the residential educational centres participating in the project, at increasing the capacity of educational centres to host youth groups with diverse backgrounds and needs, at developing tools for ensuring quality residential educational centres in Europe, and at building a network of residential centres for good practice exchange. During three in-person partner meetings involving the coordinator of each centre for this project as well as four staff trainings, we want to involve and qualify a minimum of 80 participants in the field of European youth work in residential youth centres. The cooperation for this project is based on a partnership that involves all centres equally (thus, each centre is visited once during the partnership and each centre sends participants to the activities held). We communicate about results and further steps to be taken on a continuous basis, sharing tasks amongst all partners. With this project, we wish to strengthen the working ethics and self-understanding of all centres involved, to help them to increase their knowledge and competences when it comes to working on the European level but in a residential centre, to make our topics more visible to other stakeholders and build a strong partnership that outlasts the timeframe of this project.

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  • Funder: European Commission Project Code: 2020-1-FR01-KA204-079781
    Funder Contribution: 69,005 EUR

    "The project “Stories in Motion II - Peer groups : share, support & network"" is the continuity of ""Stories in Motion 1"", in the sense that we are still working on storytelling methods in adult education. Moreover, the idea of the project comes from an unexpected result of ""Stories in Motion 1"" (still running) : a model of peer colleagues group support and sharing, allowing to grow professionnally.The new features are :* we now work at the level of adult educators & multilpliers only ;* we combine storytelling methods and peer groups facilitation methods.We are targetting the need to share about work practise between adult educators in a neutral environment.The objectives are : • to experiment and disseminate a peer support model in adult education ;• to exchange and explore different methods / uses of story-telling that support sharing (listen and talk) ;• to develop adult educators competences and to improve their work practises ;• to strengthen and broaden local network co-operations on adult education.The participating countries are France, Italy, Estonia and Czech Republique. Activities will comprises : 5 transnational meetings, 2 cycles of colleagues peer support group meetings / country, 4 webinars, 1 multiplier workshop / country, dissemination activities.The methodologies implemented are a mix of different approaches : non-formal education, participative approach, on-going evaluation supporting the development of group intelligence, storytelling adapted to adult education. Added to this, creativity and openess of what comes.The local and international activities will concern directly 90 to 100 adult educators.Expected results : upgrade of adult educators competences, a easily replicable and flexible model of facilitation of peer group meetings using storytelling methods, new local, regional and/or european cooperations between adult education organisations."

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  • Funder: European Commission Project Code: 2020-2-HU01-KA205-079126
    Funder Contribution: 171,188 EUR

    Youth to youth FY is 24 moths long crossectoral partnership between Poland, Hungary, Denmark, Italy, Spain and Greece.Games are often regarded as not only fun pass time activities , but powerful tools that can tackle the challenge of low participation and engagement among youth, thus can contribute to social change. Considering the above our TC - GFC - was specifically built to focus on the design process of serious games, which are at the intersection of learning, games, and simulation. They not only have a social dimension, but also boost active citizenship via problem based-learning as they mostly involve simulation of real-world events or processes designed for the purpose of solving a problem in a joyful, but simplified way also providing hands-on and minds-on learning, while impacting player attitudes and behaviours. Using games in education not only enables students to put theory into practice, but also to further develop soft skills Learning through play supports overall healthy development, acquisition of both content and learning-to-learn skills. Therefore can be considered as powerful educational tool.Taking part in a well-thought Game Development Processes (GDP) can empower youth facing various challenges, who need skills and mindsets allowing them to step into this uncertainty, create opportunities for themselves and their communities, and learn throughout life. While participating in a well-designed GDP collaborative creativity can also be experienced, which is all about bringing people together, viewing a challenge from different perspectives and then combining that knowledge and insight to, together, create a solution. A solution which can then be strategised, planned and implemented effectively. However, games in the field of youth work are very often considered merely as tools to raise awareness and engage, without a complex and considerate adaptation to youth work. Real successful developments and applications were made in business. In the Youth field relevant methodology is rarely discussed. Especially in the formal settings where low engagement of the educators can be encountered as they mainly see the burdens of applying new methods or often finds difficult to access learning progress while applying GBL. As our aim is not only to develop competencies, but also to empower youth to become future architects and democratic agents, we firmly believe that solutions cannot be enforced on the system from outside, but to be developed jointly in a cross sectoral approach, where GDP is treated a multi dimensional development tool. the PARTNERSHIP aims to: O1)build a methodology and a future in a cross sectoral approach where learning through play empowers to become creative, engaged, lifelong learners and leaders of change who thrive in a 21st century world O2)promote and raise awareness on the power of educational games as an inclusive and participative tool to tackle youth related and wider social challenges and O3)provide know how how to transform challenges via the game development process and offer solutions in a collaborative manner to increase both active citizenship and creative The partners included will:break down walls and work in a cross-sectoral cooperation to spread a holistic view on learning including its social, emotional and creative development aspects as well becoming multipliers to able to facilitate serious game development or take part productively in related processes for social changeexplore active citizenship in depth and its various ways to be practised while discussing theme related county trends to be able to extract more specific learning needs and take a glance how GBLD can be used as a tool for both encouraging active citizenship and youth empowerment at the same timedevelop competencies for designing own educational games following diverse formats as games are being assessed from a meta perspective hand in hand with discovering instructional design principles and several classifications of games and their possible adaptation to serve social purposesdevelop a methodology and quick impact tool, where games are not only merely a tool raising awareness, but also encourages young people to generate solutions (1), experience the power of collaboration (2), get an entrepreneurial mindset (3) and develop their essential skills therefor themselves(4) so games and the development process becomes a well planned and consciously supported learning journey, yet allows youth to hold ownershipThe needs analysis of our project is based on 2 pillars assessed viaconsultation and our collaboration form attached.literature review see in details YFY NEEDS ANALYSISFor short summary on our approach consult YFY ON OUR CONCEPT

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