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ARTEMISAWORLD, S.L.

Country: Spain

ARTEMISAWORLD, S.L.

3 Projects, page 1 of 1
  • Funder: European Commission Project Code: 2017-1-TR01-KA204-046822
    Funder Contribution: 133,881 EUR

    We focus on the development of an innovative non-formal game-based education simulation tool to enhance and improve communication and presentation skills with a focus on entrepreneurship for adults and through play and practice, teach them basic presentation and communication skills, the objective on finding employment or become an entrepreneur so they can be applied effectively in real life, in particular enhancing their self-confidence in presenting themselves thus increasing their chances of finding and maintaining suitable employment and abilities to communicate in an effective way. It will be an interaction game that makes the social dimension the main element of one’s mechanism. In general games which are not competitive can be considered interaction games, where there are no adversaries to beat, but where the goal of the game is essentially merely fun and interaction among the participants. The main objective is to create a learning environment (game/simulation) which simulates the communication and presentation skills process and stimulates the development of entrepreneurial attitudes and competences of adults. As the main learning outcome of this game/simulation is situated in the field of attitudes, it permits the expansion of the primary target group (young people), aspiring entrepreneurs, to include training specific target groups; marginalised groups such as migrants and unemployed, are more likely to have self efficacy difficulties. Setting up a new partnership with this project will stimulate the exchange of local and international experiences, expertise and vice-versa. As an ideal complement to the realization of the project, the participating countries will focus on intercultural learning and non-formal working methodologies development in a multicultural context. Major milestones will be: -to design and develop a specific game-based learning method for simulation training of adults with an aim of encouraging their entrepreneurship skills; -to test and evaluate the impact of a game-based approach in formal teaching and pedagogic methodologies for adults; -to validate the proposed approach as a means of learning and evaluate its impact on adult learners. The project will be carried out transnationally because the synergy between international organizations and adults, will guarantee the knowledge and comprehension of different cultural realities and stimulates intercultural dialogue.

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  • Funder: European Commission Project Code: 2019-1-IT02-KA204-062413
    Funder Contribution: 136,445 EUR

    "The project was created to satisfy the need of offering innovative cultural models to the community and overcome social difficulties (isolation, inadequacy, distress) that emerged through various surveys conducted on adults. It has been shown that the lack of mastery of digital tools also means being isolated from the rest of the community and from the needs of everyday life. Starting from the interest shown by many adults for art and cultural and recreational travels, a project is proposed aimed at using this attitude as a motivational lever to open up to the digital world. But the opposite is also true, i.e. that digital technologies allow a different, more functional and intelligent use of art. In recent years cultural fruition in Italy has increased. This is demonstrated by the high diffusion and participation in immersive multimedia exhibitions, supported by increasingly sophisticated technologies, with lower costs compared to the exhibitions with original works.Critical issues and experiences highlighted in previous experiences were taken into account in the project.The objectives of the project are:•Become aware of the artistic and cultural heritage of one’s country•Become aware of the importance of ICT•Help adults in acquiring the basic life skills and competences necessary to overcome isolation and become an active and aware European citizen•Develop knowledge and understanding of the cultural diversity of European civilizations and their value•Encourage the learning of modern foreign languages•Know the common roots of the European community countries•Develop, promote and disseminate training courses for teachers with innovative content;The countries involved in the project are: Italy, Portugal, Spain, Turkey, Bulgaria and Greece. Most of them are associations that deal with social promotion, research and education towards adults. In Greece there are 2 schools, one public and one private.The project includes:•training and sharing of experiences for the preparation of interactive multimedia art lessons, held by ""digital native"" experts, who show how digital technologies make it possible to enjoy at the best of the artistic heritage;•creation of a learning model that can be implemented and applied in each reality by all partners.To this purpose, three staff training activities have been planned to provide expertise on the latest digital technologies, as well as a vast overview of possible applications.It was considered appropriate to involve some schools that carry out activities with adults and that can give added value.The aim of the European Year of Cultural Heritage is to encourage as many people as possible to discover Europe's cultural heritage and to strengthen the sense of belonging to a common European heritage.The project promotes pedagogies and innovative teaching, learning and assessment methods, because it uses technologies in a creative, collaborative and efficient way. We intend to revisit art in a non-traditional way, favoring less known and exploited themes, creating curiosity and interest with the support of digital technologies.The focal points will be:• Originality, search for little-known details and themes that arouse curiosity• Ease of listening and understanding through the use of images, photos, videos, etc.• Laboratory activities which, in addition to being social occasions, contribute to the construction of skills in a non-formal environment.The focus will be on the adult, his interests, his experiences and his learning processes. There will also be a continuous online contact among teachers of the courses to be held in the various Countries. They will have to be able to grasp the opportunity of using the technology, without forcing or disruption. The innovative spirit and initiative will guide this experimentation of non-formal learning.Adults, gradually brought to know and appreciate art through digital technologies, will become aware of the fact that, if well used, these constitute a resource and help in the management of everyday life practices. Good practices in the use of digital tools will improve social inclusion and also promote intergenerational and intercultural solidarity, a positive aspect in Europe's current socio-economic climate.Surely there will also be an increase in interest concerning art.The experiences gained throughout the project and the materials produced by students and trainers in each country, will be published on the project website to be disseminated also in local communities and in the wider European Erasmus+ programs."

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  • Funder: European Commission Project Code: 2014-1-TR01-KA200-013354
    Funder Contribution: 130,091 EUR

    Today, the internet usage rates among children/teenagers are growing at an uncontrollable speed. Considering that these children were born into this ‘information age’, it is inevitable that this virtual world affects real life more and more each day. This kind of high usage rates brings about risk factors besides its positive contributions and numerous benefits. Recent studies also show that although children and teenagers are encouraged to use information technologies effectively, they don’t receive satisfying education on how to protect themselves from the harmful aspects of the internet. Cyberbullying is not the most common problem that children face while using information technologies, but it is one of the most serious ones as it leads to long term negative effects like psychological problems, violence, absenteeism and early school leaving, poor marks, and poor social skills on children. Cyberbullying is repeated verbal or psychological harassment carried out by an individual or group against others on the internet base. With this project, the partnership is planning to raise awareness of the society and to provide core knowledge and guidelines which can help students, parents, and teachers for avoiding the undesired results of cyberbullying. The project also aims to reveal different ways of motivating and engaging teenagers in safer use of internet. Our target group is 9-16 ( it was changed after the need analysis ) aged teenagers of which the majority consists of school age children. So as to reach these objectives. The partnership consists of Afyonkarahisar Provincial Directorate for National Education (TURKEY-coordinating partner), Turkish Ministry of National Education -YEGITEK (TURKEY), University of Manchester (ENGLAND), Konsulent Øystein SamnØen (NORWAY), Interfusion Services Limited (CYPRUS), Artemisaworld S L (SPAIN), Kominikujeme OS (CZECH REPUBLIC), CEIPES (ITALY), Universidade de Coimbra (PORTUGAL). As for the main activities of the project, making a literature review in order to build a comprehensive approach on the subject matter, conducting a needs analysis that provides a diagnosis of the current situation, risks, problems, and the requirements of online teenagers, parents, and educators, applying a study(questionnaires/surveys) on the target groups about the internet usage attitudes, digital literacy, online safety measures, awareness of cyberbullying, effects of cyberbullying, reactions on cyberbullying, organizing seminars for teenagers, parents, and educators, forming a project website, forming a blog or a facebook group, conducting national and transnational conferences, running a campaign against cyberbullying, preparing a guidebook for parents and educators, preparing a handbook for teens, creating an ICT tool, managing and monitoring activities, assessment and evaluation activities, and dissemination activities can be listed briefly. The impact of the project on the participants and partner organizations has been the development of extensive knowledge and experience on the field, improving cross-cultural dialogues, improving individual and institutional administrative and communication skills. Awareness of teenagers, parents and educators have been increased on the concept of ‘cyberbullying’, digital literacy of the target groups has been improved, a perspective of precautions and safety measures against cyberbullying have been acquired by the target groups, low school success, absenteeism and early school leaving related to cyberbullying have been minimized, a reference guide has been created on the field, and a great effort has been made to build a safer digital world for children.Through BECYBERSAFE, the partnership wants to create a set of approaches and strategies within the EU's vision based on different ways of motivating and engaging teenagers in safer use of internet. BECYBERSAFE serves as a prevention tool for teenagers; an advisory guideline for the educators and the parents.

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