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PROGEU-PROGRESS IN EUROPEAN UNION -ISTITUTO PER LO SVILUPPO

Country: Italy

PROGEU-PROGRESS IN EUROPEAN UNION -ISTITUTO PER LO SVILUPPO

10 Projects, page 1 of 2
  • Funder: European Commission Project Code: 2021-2-IT01-KA210-VET-000048075
    Funder Contribution: 60,000 EUR

    << Objectives >>The project's overall objective is to strengthen technical knowledge on sustainable cohousing models to shape European policies at the local level.The specific objectives are the following:(SO1) to share innovative alternatives and good practices of access to cohousing solutions; (SO2) to promote active citizenship and encourage young people to be more engaged with the decision-makers; (SO3) to produce an agreement on cohousing strategies for more inclusive and sustainable cities.<< Implementation >>The main activities planned are:- 2 promotional campaigns for the activities;- 3 mini-panels on innovative and effective alternatives to access sustainable social, public and cooperative housing solutions;- 2 workshops for discussion and dialogue between young people, municipalities and experts on project themes;- 2 commitment documents on the adoption of cohousing regulations by the partner cities;- 1 promotion campaign on the project results.<< Results >>The main results are the following:- a contribution to the local implementation of European policies on social, public and cooperative housing- an increased awareness of the practice of cohousing in the cities involved in the project- an increased dialogue between young people and institutions- 24 professionals interested in the topic of cohousing trained- 15 youngsters involved from the third panel- 20 youngsters involved by the workshops- 2 local associations involved by the workshops

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  • Funder: European Commission Project Code: 2021-2-HR01-KA210-ADU-000048979
    Funder Contribution: 60,000 EUR

    << Objectives >>The project's main goal is to encourage women's empowerment and the participation of the most vulnerable women in their economic and social context.<< Implementation >>The activities foreseen are:- the implementation of two transnational training courses on financial literacy, self-esteem and personal empowerment;- the realization of a compendium of the training material and of two videos;- the implementation of a communication and awareness-raising campaign.<< Results >>The results are:- 2 transnational courses (4 days each one) addressed to 16 vulnerable women;- 16 personal diary booklets developed by women during the training course on self-esteem and personal empowerment;- 1 compendium (approx. 30 pages) containing details and materials of the training courses;- 2 videos (approx. 5 minute each one) to collect the testimonies of women;- 1 awareness-raising campaign on social media

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  • Funder: European Commission Project Code: 2020-1-LT01-KA226-SCH-094825
    Funder Contribution: 76,840 EUR

    FRAME:The sudden, unplanned move to distance learning during spring 2020 drove a wedge into the middle of the school year—disrupting academic schedules, putting an end to extracurriculars, and undercutting the assessment and academic feedback cycles in most schools. To engage students in learning and adapt them in the new normal is a requirement at all: Children today who are experiencing the coronavirus pandemic need lots of imaginative play opportunities to help them make sense of the radical changes that have affected so many aspects of their lives. And once kids do return to in-person school, they are going to need a lot of time to play to process all the changes they’ve been through. The curiosity and connection sparked by outdoor learning could be a much-needed antidote to the anxiety and stress of 2020.Decades of research and theory tell us that play is the primary way that young children make sense of their world. OBJECTIVES:- To strengthen the profile of teachers: To be creative and proactive in identifying and finding solutions to challenges—emotional or academic—that individual students are facing.- To pilot a need-based virtual training programme, which based on digital-outdoor learning;- To motivate the students in online learning;- To produce materials that ease teachers' online learning process;- To prepare, adapt and engage students in the new normal;- To improve the students' and teachers' communication, cooperation, critical thinking, creativity and problem solving skills;- To raise cultural awareness and develop global skills od our students and teachers that are so necessary for the future; - To increase the cross-sectoral collaboration in the field of SCHOOL education- To create an EU wide digital-outdoor learning platform that will generate new projects - To strengthen European collaboration of the participating organisations - To Increase experience in management of long-term projects with multiple partners.OUTPUTS:O1: The virtual courses: Teachers learn outdoor learning, envision and implement outdoor learning wherever they are.O2: Tool-kit for Teachers to teach Outdoor LearningO3: Web-platform and eLearning modules for outdoor teaching in the new normal.ACTIVITIES:- eTwinning- virtual trainings.ACHIEVEMENTS:- Strengthened the profile of teachers: - Piloted a need-based virtual training programme, which based on digital-outdoor learning; - 5 virtual trainings delivered per partner and 3 international at EU level.- Motivated the students in online learning; - %80- Produce materials that ease teachers' online learning process; - Prepared, adapt and engage students in the new normal; %70 min.- Improved the students' and teachers' communication, cooperation, critical thinking, creativity and problem solving skills; %80.- Raised cultural awareness and develop global skills od our students and teachers that are so necessary for the future; %85.- Increased the cross-sectoral collaboration in the field of SCHOOL education; 3 NGOs and 3 Schools in the consortium.- Created an EU wide digital-outdoor learning platform that will generate new projects; 3 EU wide eTwinning projects. - Strengthened European collaboration of the participating organisations; 2 different collaboration min. - Increased experience in management of long-term projects with multiple partners. - Well-prepared students and teachers to deal with educational challenges- Qualified activities to prepare and deploy the education and training of professionals for equity, diversity and inclusion challenges in the learning environment.- Founded sustainable cooperation between regional authorities to promote the development of education, training and youth systems and their integration in actions of local and regional development. With this project, training and the skills teachers will learn how to use outdoor learning in teaching and how to adapt NFE methodologies in their online teaching process.TRANS-NATIONALITY.: Our organisations will bring a shared solution to their regional and national problems regarding the digitalization by developing, transferring and implementing innovative practices through cooperating and exchanging experience at EU level. This transnational cooperation will contribute to the solution of problems we face and create a more long lasting impact in the areas we want to record improvement by sharing ideas and methods while operating and methods while operating and networking at transnational level.

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  • Funder: European Commission Project Code: 2020-3-CY02-KA205-001979
    Funder Contribution: 170,142 EUR

    "Based on robust scientific evidence, there is an urgent need to mitigate anthropogenic climate change (IPCC, 2019). However, there is a significant gap between scientific and public understanding of the risks posed by climate change (J. N. Rooney-Varga, 2018). Continuing warnings from the scientific community are not strong enough to generate the individual and governmental actions necessary to meet international climate goal. At a European level, for the first time, Climate change is ranked as the top priority with 32% by European citizens. However, only 12 EU member countries consider it as a top priority while in many countries this percentage was significantly lower.Based on recent studies (Prof. John Sterman 2018), this societal and political inactivity/idleness is justified by the fact that ""showing people research does not work"". Data from several studies find that the majority of people across the world increased their motivation to combat climate change through participation in simulation (based on real scenarios and variables) role games regarding climate change and the UN climate talks.ActNow -Bridging the Gap between Climate Change Science and Public initiatives for Action is a project that aims to build the capacity of youth workers to better integrate climate change and sustainable development topics in their practice and further development issues into formal and non-formal education systems, based on innovative educational material such as Mobile Augmented Reality Games and Simulation Games recognizing the need for a multidisciplinary approach.The objectives of the project are in line with the National Energy and Climate Plans (NECPs) for the years 2021-2030 that recently submitted by European Union Country Members (EU/2018/1999). In addition, the project is strongly related to the New Green Deal, the ambitious package of measures in order for Europe to become the first climate-neutral continent by 2050 (European Commission announce it on December 2019). A flagship initiative that has been taken by EC is to develop mechanisms for upgrading the role of youth and achieve a society in which all young people are environmentally active, educated and able to make a difference in their everyday lives (European Youth Strategy of 2019-2027). Therefore, the project will have a major contribution to the abovementioned initiative.The project objectives are fully aligned with the EU priorities and are the following:1. Develop a broad set of knowledge, skills, attitudes and values to sensitize, recruit, mobilise and adequately support youth workers and the youth enabling them to critically reflect on climate change as a major environmental challenge that requires immediate action2. Build the capacity of front-line youth workers professionals and educators to use bespoke Mobile Augmented Reality and Simulations Games;3. Provide youth workers and youth professionals with the tools and methodology to implement, evaluate and assess key competences of young people through action research based;4. Make use of the existing AR and Simulation games platforms and provide youth workers with the necessary technical knowledge to create their content for fostering young people key competences through learning about Climate Change;5. Develop knowledge and critical understanding of climate change and sustainable development issues.Intellectual Outputs:IO1: Augmented Reality Training Package and Trainer’s ManualIO2: Simulation GameIO3: MOOC for climate actionIO4: Policy & Practice RecommendationsKey Stakeholders include:- Youth Workers- Young People- NEETs- Environmental Experts- Policy MakersThe ActNow Consortium includes 6 partners organization from 6 countries who are experts in the field of environmental issues and youth education. There are 2 significant reasons why the project is designed to be transnational including these countries. The first reason is that Hungary and Spain have much higher percentages of citizens which considered climate change as a first priority while there is still room for more increase, in contrast with Greece, Bulgaria, Cyprus and Italy which have some of the lowest percentages 17%, 23% 24%, 25% respectively. In addition, by cooperating in a transnational youth education and competences development, project partners will be able to develop innovative outputs and exchange practicesThe ActNow project is expected to reach directly and indirectly at least 2000 youth workers, educators through the project’s outputs, implementation and dissemination activities (news on social media pages, e-learning space, websites). Additionally, at least 2,000 young people will be reached directly/indirectly through the project’s activities and implementation, and via online means, while 1,000 relevant stakeholders (public authorities, educational institutes, ministries) in all partner countries."

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  • Funder: European Commission Project Code: 2021-1-DE02-KA220-ADU-000033453
    Funder Contribution: 216,852 EUR

    << Background >>Createch has great potential to contribute to economic growth and job creation,based on the underlying technology and the expected wide applicability of Createch innovations to different sectors and contexts.A common finding in studies on the future of work is that employers will increasingly demand digital skills and creative skills.Many researches shows that combinations of skills – technological, artistic, organisational and management are important for creative work.A report on the future of jobs by the World Economic Forum (WEF) considers creativity, along with complex problem solving and critical thinking, as one of top three skills in 2020, and estimated 87% of creative jobs are ‘at low or no risk of automation’.Regarding to the 35 million job adverts posted between 2011-2018, It found that the occupations that mention “createch” skills the most were: graphic designers; photographers, audio-visual and broadcasting equipment operators; artists; arts officers, producers and directors; and product, clothing and related designers.Given the importance that future of work studies attribute to both creative and digital skills, it is reasonable to suppose that ‘createch’ skills will be associated with roles that are expected to grow in importance in the future.With the current pandemic COVID-19 crisis,there is also sudden need for creative and digital solutions in the current circumstances.Many Europeans have been suddenly thrown into conditions demanding the use of digital technologies .The impact of the COVID-19 pandemic is having a severe effects on adults who need to find ways to continue in these challenging times which now relies on the access to and use of digital technologie<< Objectives >>CREDI aims to develop creative digital skills of adults who has low creative digital skills.The unemployed/employed adults will have chance to identify several «createch» skills determined using this methodology include image editing, graphic design, typesetting, animation, website design, art direction, photography, gamification and video productionThe objectives of the project are;*To identify what the createch skills are, which roles require them, and their importance to the future jobs market*To provide learning opportunities for adults in lifelong learning;also to provide incentivise and enable greater employer engagement in training; and cement the value of creative education*Give adults the opportunity to acquire and develop skills and abilities that contribute to their full participation in the information society.*Develop an Online Training programme which includes modular training courses*Develop an Online self assesment tool which allows adults identify gaps and shortages in digital skills *Deliver training courses at least 60 digitally low skilled adults to increase their createch skills and competences*Support at least 12 trainers<< Implementation >>The project will be developed in three main phases such as development,piloting and delivery which includes the 2 intellectual outputs and supported by 3 management activity work packages-Development Phase R1-Online Self Assesment Tool for Digital SkillsAn online tool will be produced to help the learners to identify their digital skills and will be the first step of their learning pathway.R2-MOOC and Blended Training course for Digital skills MOOC and The training program Digital Skills will be developed as an online course with integrated MOOC and OER tools, resources and solutions, and designed specially for low digital skilled creative workersPiloting PhaseR1-The online assesment platform will be tested thoroughly to ensure that it is stable and fully functional on all the widely used operating systems and browsers by experts and the targeted end users.R2-MOOC will be available as MOOC in the website of the Project to be run online with 100 learners from the defined target group, over a period of 1 month.Blended learning course which will combine the Digital Skills MOOC course with face-to-face training where 60 learners will be able to implement the knowledge gained from several modules.-Delivery PhaseThe course will be available in the website of the Project so all interested adults can Access and enroll the course free.For the blended course,each partner will implement 1 blended-learning training course with the participation of 20 adult learners.WP1: Project management (EMYF lead)Based on PCM (Project Cycle Management) and working along a fixed activity breakdown structure as described above.• Activity Planning• ReportingWP2: Monitoring and Evaluation ( GEINNOVA lead)The internal work processes as well as the products and impact of the project will be quality controlled and evaluated Including:• A Quality Strategy and Plan: detailing the a) quality assurance and b) internal evaluation activities for the project.• Internal Evaluation reports and an end of project Internal Evaluation ReportWP3: Sharing,Promotion and Use of Results ( AKGD lead)Partners will disseminate the project and its outcomes to their extended network through face-to-face, media and web activities. In year 2, partners willidentify and map potential stakeholders, actors and policy makers that will be targeted in order to further exploit the project outcomes.Use of results are envisioned to be long-lasted in the afterlife of the project, and will be guided by a detailed plan<< Results >>1-The Project CREDI will provide 1 MOOC and Blended training course for the development of creative digital skills as a project results. It aims to give prominence to the learning of adults, placing this group in the center of digital literacy processes, giving them the opportunity to actively participate in the knowledge society. It provides an opportunity for adults to enjoy the enormous benefits offered technologies as a means of social interaction and cultural, entertainment, work activity, training, etcTotally 60 learners and 12 trainers will participate in piloting for MOOC and Blended Training Course20 learners per partner will participate the Blended training course2-And another result will be 1 online self assesment tool which will identify digital competences in line with the DigComp Framework. It will highlight the competences which are strong or weak.It will be used to better understand the digital literacy skills of adults themselves and encourages them to consider their level of confidence using a variety of digital tools.Totally 60 learners and trainers and 6 technical experts will participate the piloting Apart from the listed project results, event and activities that are described will better understand their digital literacy skills and encourages staff to consider their level of confidence using a variety of digital tools.ollowing sections, the results will above all relate to project management, evaluation, and sharing,promotion and use of resultsA1. Project Management activities Results:- 1 Project Management Toolkit: includes guidelines on project management, time and resources allocation, communication process and the project’s overall action plan.- 4 Transnational meetings- 2 Quarterly Progress Reports- 1 Interim and 1Final ReportA2. Monitoring and Evaluation Activities Results :- 1 Monitoring and Evaluation Plan -> evaluation strategy gives an overview of the evaluation activities within the project.- Developing meaningful quality criterias for the quality assurance- Preparing evaluation forms and tools to gather relevant dataA3. Sahring and Promotion Activities results will :- 1 Sharing and promotion plan for the project -> that outlines approach, materials, target groups, channels for effectively disseminate the project- 1 project identity -> a unique logo that is easily recognisable and that conveys the idea of the project, design for presentations and other information material.

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