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ASSOCIATA EURODEMOS

Country: Romania

ASSOCIATA EURODEMOS

11 Projects, page 1 of 3
  • Funder: European Commission Project Code: 573130-EPP-1-2016-1-MK-EPPKA2-CBY-ACPALA
    Funder Contribution: 130,733 EUR

    The project “Dive in Social Entrepreneurship” was implemented in a period of 17 months and it included the following partners: YAK (Macedonia), NYFB (Bulgaria), IBC (Turkey), OENEF (Greece), EuroDEMOS (Romania), ACI (Costa Rika), Art 22 (Brazil) and Belle & Co (South Africa). The key aim of the project was to provide a way for active development of human capital, practical encouragement of social entrepreneurial activities and establishment of effective pathways to youth employment in strategic cooperation with different stakeholders. Within the project we have implemented the capacity building activities (kick of meeting, local researches and evaluation meeting) and mobility activities (seminar, training courses, study visit and job shadowing). Through implementation of the activities we were striving towards to tackle various aspects of Social Entrepreneurship (SE) and develop competencies of all involved actors to effectively fight youth unemployment. The activities were based on variety of techniques of non-formal education and they succeeded to support active role of the young people in the project activities. Furthermore, we are satisfied that the project activities targeted various groups including young people and leaders, youth workers, program managers and coordinators, representatives of institutions and local authorities. Besides developing capacities of the participants the project also aimed to especially support creating cross-sectorial cooperation that is being consider by the partners of this project to be one of the key element in the process of creating support entrepreneurship environment in participant’s countries. The project brought several key results as: 8 national reports from the research phase, Comparative analysis, reports with key methods and lessons learned from each mobility activities and ‘Guide for Future Entrepreneurs’ that contains lessons learned through project and practical tips that can be applied by different stakeholders in the communities. All of these results were published online on the project web site. Moreover, each participating organization realized one activity where the results and conclusions from the project were presented. To sum up, within 17 months of work the project “Dive in Social Entrepreneurship” reached over 1,000 young people from Europe and the world, FB network of 115 young people, youth workers, social entrepreneurs, over 100 pieces of media coverage of the project activities, 36 TV and radio pieces achieved.

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  • Funder: European Commission Project Code: 2021-1-RO01-KA220-YOU-000029869
    Funder Contribution: 201,497 EUR

    "<< Background >>According to the data provided by the European Commission, youth unemployment rates are generally much higher, than unemployment rates for all ages. On European level, the alarming rates of youth unemployment can have a long-lasting effect on all generations. During the last decade, Greece has been almost constantly at the top of the Eurozone's unemployment charts. In 2020, at the 15-24 years old people, the ""young people neither in employment nor in education and training"" rate was between 10-20% (Romania - 14.8%, Greece - 13.2%, Slovakia - 10.7% and Italy - 18.9%) and the ""unemployment"" rate even higher (Romania - 17.3%, Greece - 35%, Slovakia - 19.3% and Italy - 29.4%).The ENTREALITY project also touches upon the Open and innovative practices in a digital era as it aims to assist young people to gain entrepreneurship skills through innovative 3D virtual educational environment. The project will produce brand-new ICT-based educational methods (i.e. 3D virtual reality) tailored for young entrepreneurs and their educational needs. By means of advanced ICT, innovation and interdisciplinary approaches, ENTREALITY is designed to unlock the potential of youth entrepreneurs, thus touching upon Achievement of relevant and high quality skills and competences horizontal priority too. ENREALITY will definitely improve the entrepreneurial skills of the young participants in the project and other young people (through multiplication mechanisms). The virtual world ENTREREALITY can be used successfully both for individual study and as an alternative and interactive method of group learning for practical exercises. It is an instrument whose relevance increases in contexts such as the global pandemic, in which direct activity is partially or even totally suspended, and the educational process becomes a real challenge for all parties involved and needs to be supported by all means, including digital. In the context of today's society, whose concerns are sustainability, equal opportunities and inclusion, the project comes with a theme, that of social entrepreneurship, supports the development of a responsible society, bringing added value. The results of the project will impact not only the field of education, but also of entrepreneurship, increasing the attention on social responsibility.ENTREALITY Objectives:1.To design, implement, and promote innovative frameworks, tools, and methodologies for entrepreneurship education, by means of 3D Virtual world environments which comprised of at least 5 topics and 40 scenarios;2.To train at least 20 young people in social entrepreneurship and assist them to create their business plan;3. To expose min. 200 young people to new entrepreneurial skills through the use of advanced courses and efficient ICT (i.e. virtual reality technology);4.To improve the participation in entrepreneurial education of young people facing all kinds of obstacles and barriers (i.e. economic, social, and physical) by means of digital innovations with 10%<< Objectives >>The project aims to spread experiences gained during AVARES project and will integrate new technologies and learning methodologies in the 3D World including social media and gamification approaches. Focus in this project will be transferred from plain content delivery to planning self-learning activities. Pedagogical approaches will be used towards this direction exploring new directions of non-formal learning. The course will combine virtual reality, multimedia, web 2.0 and gamification techniques. The main idea is to present as less text as possible and instead covering the material with various learning activities offered in the Virtual World that are more attractive and entertaining for young people. Furthermore virtual reality and 3D worlds can provide the means to represent objects and ideas in more expressive and comprehensible ways by offering 3D models of real items and simulating real scenarios in the world. Learning material, consists of Text based Presentations, Multimedia and 3D objects, hosted in a 3D Virtual World. This approach will make the course more attractive for young people and also offer additional functionalities such as online virtual meetings, conferences or collaborative learning activities for supporting the learning process. A main innovative aspect of the project is its overall approach to offer immersive learning and educational procedures with the utilization of Virtual Reality (VR). Specifically, the project aims to develop a virtual reality educational environment, based on 3D Virtual World (VW) technology, create innovative VR learning methodologies and integrate them with traditional learning for more attractive and effective learning of entrepreneurship courses and aspects. The project targets to cover the courses with various learning activities offered in the 3D VW that are more attractive, engaging and entertaining for young people and also make learning more effective. Therefore, an innovative aspect of the project concerns the 3D virtual reality educational environment that will be developed, which will provide the means to study subjects of youth entrepreneurship and courses in a more expressive, entertaining, immersive and comprehensive way. In addition, an important part of the project will be the implementation of web 2.0 techniques in the virtual world and the application of Gamification learning approaches and scenarios. This way students of the course will spend equal time for i) exploring and studying the learning material, and ii) participating in (self and team) learning activities. The combination of these techniques and approaches is expected to keep the student engaged and motivated while studying in the Virtual World and also offer a more personalized learning experience.Finally, an important activity of the project will be to design and implement mechanisms for monitoring user activity in the 3D world, analyzing and automatically generating useful feedback. Most educational 3D Worlds are relying in the presence of a trainer as a guide. We believe that our innovative mechanisms could make a great step towards effective and efficient self learning in 3D Worlds.<< Implementation >>By promoting entrepreneurship education, the ENTREALITY project will address one of the most important priorities of the EU, in line with Commission’s ""Entrepreneurship Action Plan 2020"". According to Eurofound, youth entrepreneurship is vital for creating employment and sustainable growth by the following means: 1. has a direct impact on job creation as it creates employment opportunities for both self-employed youth and other young people who may be hired by the newly created companies. 2. Moreover, it may also increase innovation and raise competition, two of the drivers of economic growth (Green, 2013). 3. Youth entrepreneurship also promotes resilience among young people, encouraging them to find new, alternative solutions in a changing market (Chigunta, 2002). This also includes new and innovative models for work organization and new perspectives on the market. 4. Young entrepreneurs may be particularly responsive to new economic opportunities and trends. This is especially important in a globalized society (OECD, 2001; White and Kenyon, 2000). 5. Furthermore, a young person setting up a new business may have a positive ‘demonstration’ effect, showing by example that with hard work and good ideas it is possible to be successful. This may be of particular importance in deprived communities with marginalized youth where setting up a new business may be a mechanism for helping disadvantaged people to escape the vicious circle of social exclusion, offering an indigenous solution to economic disadvantage (Green, 2013). 6. Finally, the experience gained in setting up a business and becoming an entrepreneur helps young people to accumulate human capital by developing new skills that can be applied in other challenges in life. The ENTREALITY project also touches upon the Open and innovative practices in a digital era as it aims to assist young people to gain entrepreneurship skills through innovative 3D virtual educational environment. The project will produce brand-new ICT-based educational methods (i.e. 3D virtual reality) tailored for young entrepreneurs and their educational needs. By means of advanced ICT, innovation and interdisciplinary approaches, ENTREALITY is designed to unlock the potential of youth entrepreneurs, thus touching upon Achievement of relevant and high quality skills and competences horizontal priority too. ENREALITY will definitely improve the entrepreneurial skills of the young participants in the project and other young people (through multiplication mechanisms).<< Results >>The mid-term results are as follows: • Entrepreneurship and Social Entrepreneurship Teaching Curriculum, courses and educational materials; • Open learning resources (i.e. eLearning platform, digital tools, career assistance and orientation resources); • 3D virtual reality educational environment based on 3D virtual worlds; • 5 multiplier events: one event hosted by each partner, and one last event organized by the coordinating institution at the end of the project; • 1 blended training session for successful students and future entrepreneurs from each partner country, in the second implementation year; • min. 200 participants at the training sessions and multiplier events, where they will benefit from new entrepreneurial skills and knowledge by means of technological innovation; Results – which is also essential for sustainability – consist in fully-fledged reports like ”European best practices in digital innovation and entrepreneurial education” which are presented in IO section and that they will be launched at the project’s final conference, which is intended to be an important public event, aiming at both informing and raising awareness on the digitally enhanced educational opportunities."

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  • Funder: European Commission Project Code: 618626-EPP-1-2020-1-AL-EPPKA2-CBY-WB
    Funder Contribution: 149,266 EUR

    Main goal of the project ‘Empowering Rural Youth Organizations’ is to increase capacities of rural youth organizations to deliver quality activities to young people from rural areas. The project will take place in several Western Balkans and Programme countries including Albania, Montengero, Romania, Poland, Greece, Serbia, Kosovo, Republic of North Macedonia, Hungary, Italy, Bulgaria and Czech Republic. Main project target groups are organizations working with rural youth, youth workers in need of development of their competences to prepare and to facilitate youth activities, representatives of youth organizations, local institutions working in rural areas and interested to bring new opportunities to young people in their communities. The project will include mobility and capacity building activities reflecting following objectives: -To raise capacities of youth organizations to deliver quality activities in their communities;-To increase capacities of organizations to design and implement innovative programmes that effectively address specific issues in their communities;-To develop capacities of organizations, especially in the areas of project management, fundraising and advocacy making;-To enhance competences of youth workers to analyse the situations in their communities and to use various tools for empowerment, especially tools based on creative writing, storytelling and digital storytelling;-To increase social skills of youth workers to start processes supporting active participation of youth in life of their communities;-To raise knowledge of participants on Erasmus + Programme and support creating partnerships and ideas for future projects in framework of empowerment of rural youth. Key project results will be raised capacities of rural youth organizations in the field of project management, funding and fundraising and advocacy making. Moreover, youth workers involve in the project activities will increase their competences to deliver quality activities aiming to increase competences of rural youth.

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  • Funder: European Commission Project Code: 618729-EPP-1-2020-1-AL-EPPKA2-CBY-WB
    Funder Contribution: 64,772.4 EUR

    Main goal of the project ‘Developing Capacities of Organizations Working on Gender Inequality in Rural Areas’ is to increase capacities of the organizations representing Albania, Romania, Kosovo, Germany, Greece, Bosnia and Herzegovina, Poland, Serbia to deliver activities fighting the roots of gender inequality and leading to gender empowerment. Project objectives: 1. To equip the organizations by knowledge, tools enabling them to identify and to understand the roots of gender inequality in rural areas;2. To train staff of participating organizations to design and deliver activities addressing gender inequality and leading to empowerment;3. To increase community awareness in rural areas on the importance of empowering girls and women;4. To improve networking amongst involved CSOs and other stakeholders, support sharing best practices and developing new project ideas leading to creating more gender equal societies. Set project goal and objectives are in line with the vision of the organizations and their long term goals. The project reflects the European polices and priorities set by Europe 2020 including promoting gender equality and women’s rights across the world and integrating a gender equality perspective into all EU activities and policies including youth one. The project goal and objectives we will meet through series of capacity building and mobility activities. Key project results will be‘Guidelines for Youth Workers and Educators: How to Empower Young Girls and Women Coming from Rural Areas’, Booklet of Good Practices and new local, national and international projects addressing gender inequality.

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  • Funder: European Commission Project Code: 589874-EPP-1-2017-1-AL-EPPKA2-CBY-WB
    Funder Contribution: 115,514 EUR

    Key motivation behind the project ‘Fighting Gender Inequality through Youth Work’ is to raise capacities of the organizations to effectively address gender based issues and contribute to creating gender equal society.Overall goal of capacity building project ‘Fighting Gender Inequality through Youth Work’ is to promote gender equal society by strengthening competencies of CSOs representatives coming from participating organizations to tackle roots of gender inequality and effectively respond on them. Objectives: 1.To develop the understanding of the role of gender and equality in youth work;2.To train staff of participating organizations in gender awareness and anti-discriminatory practices;3.To increase community awareness on gender issues through public actions (capacity building activities) based on using following innovative elements: integrated media tools and storytelling;4. To improve networking amongst involved CSOs and other stakeholders and support sharing best practices of gender related activities. The project ‘Fighting Gender Inequality through Youth Workconsists from several mobility activities (training courses, seminar, study visit and series of job shadowing) and capacity building activities focusing on raising capacities of local stakeholders to effectively address gender inequality. And it will be realized in cooperation of partners coming from 8 countries Albania, Greece, Montenegro, Republic of Macedonia, Poland, Romania, Turkey and Kosovo.

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