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CIVIC COMPUTING LIMITED

Country: United Kingdom

CIVIC COMPUTING LIMITED

44 Projects, page 1 of 9
  • Funder: European Commission Project Code: 2020-1-TR01-KA204-093670
    Funder Contribution: 171,717 EUR

    We have defined our target group “women” as Colibri Birds. Have you heard anything about the Colibri birds; despite being the littlest bird in the world with its volume in the enormous universe, they are strong enough to hang in the air and stand their wings by beating 15 to 80 times a second. Women in challenging life path, are invisible, fragile, stucking in a corner…Today, in behalf of achieving sustainable development, every layer of the society has to be included to employment and social life but women as also our project’s target group has to be particularly included as well. Women need a broader set of competences to sustain their social and economic life, become more independent and engage to the social life.They have responsibilities against life, society and family. In fact women are the source of the family that is the core of the society. Most of these women are mostly capable, successful and keen on productivity. Sometimes they do not find the enough resources, sometimes they do not know the road but at the end the target group of our project these women have a potential capacity in a certain extend. The European Commission (EPALE, 2020) has announced a sharpened set of priorities for European cooperation in education and training. “At a time when unemployment remains unacceptably high, and European societies need to urgently address the challenge of social inclusion, the new priorities reinforce joint work at the European level. The priorities aim to make sure education and training systems promote employability, skills and innovation”.As our project depends on this issue therefore we aim to reach the women in civil society, as a part of this kind of structures like non-governmental organizations and cooperatives. On the other hand empowering these women by education and training have a crucial role in enabling them to develop these competences, giving them the best possible to sustain and motive in life. As mentioned the problems and needs of civil society organizations in every field that the civil society institutions and organizations have to increase “the common cooperation culture”, to extend their fund and resources opportunities and to make their workings sustainable like education and training programs (Ref: “Problems Encountered by the Civil Society Organizations in the Activity Process and Solution Suggestions” Panel, 2018).Women's participation in economic life is also one of the biggest steps to be taken to overcome social breaks. Based on this finding, women need to be motivated, guided, revealing and developing their abilities in their social lives only with their participation in economic life. In this context, our project serves the priority of “Supporting the setting up of and access to up skilling pathways for adults” from the Erasmus Plus 2020 Program Adult Education priorities.The aim of the project is to empower women between the ages of 18-64 who cannot enter the workforce, who have entrepreneurial potential, to participate in both economic and social life, and to increase the quality of adult education by improving the capacities of women who are working. In order to overcome women's difficulties, to facilitate their participation in economic and social life, to support civil society, actors in organic ties have been identified, although they differ from each other on the basis of the development of social dialogue. The project partners are from KADEM Women and Democracy Association, Gaziantep Metropolitan Municipality, Socio- Cultural and Economical Development Association. The transnational partners are NCSR Demokritos (Greece), Association of Vai Avante (Portugal), CIVIC (UK) and Mobilizing Expertise AB (Sweden).The IOs of the project are:IO1 - “Second Chance” for Empowering Capability of Women Training ModuleIO2 - Distance Learning Platform for Empowering WomenIO3 – A Tool Kit Concept for Adult Educators: An Implementation Guide for Literacy of the IOsIO4 – Podcasts: Telling Success Stories From Civil Society for WomenIO5 – A Comparative Qualitative Study on the Perceptions of the Colibri WomenThe project have three sub-dimensions:- Empowering Women to Participate In Economic Life: Awareness levels and life skills will be developed by providing trainings to our target group on psycho-social support improving relations at the level of social and family, occupational health and safety, legal rights, digital marketing.- Socialization and Development of Self-Esteem as a Tool for the Development of Self-Efficacy: It is observed that women in working life face undesirable situations such as “Mobbing” and “Glass Ceiling Syndrome”, which prevent them from advancement. The self-confidence and motivation of women in the working life will be supported.- Ensuring the Sustainability of the “Second Chance” Capability Module: In order to ensure the sustainability of this second chance training module, the Distance Learning Platform will be developed.

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  • Funder: European Commission Project Code: 2017-1-UK01-KA201-036634
    Funder Contribution: 256,388 EUR

    All files relevant to this project including, CVs, timesheets, Intellectual Outputs, Quality and Dissemination reports are provided as part of the present report in the following link: - http://repository.erasmusplus.website/SG/Final_Report/- Username: evaluator- Password: Evaluator101!The study of Astronomy is an important experience which has far-reaching implications for many curricular areas. “Astronomy literacy” implies not only knowledge and understanding of the Earth and its interaction with other celestial objects, but also an understanding of the scientific processes used to produce those concepts. The project SpaceGuardians has developed an innovative pedagogy for improving Astronomy Literacy of children (3 to 6 years old) and for raising their interest over STEM (science, technology, engineering and mathematics), through two interactive learning eBooks:'The Moon was Stolen' (https://spaceguardians.eu/interactive-book) and; ('Is There Anybody Out There' https://spaceguardians.eu/interactive-book-2). The purpose of these eBooks are to spark an interest in STEM (science, technology, engineering and mathematics) in children from a very young age. During the project we took into consideration the need to incorporate:• A framework for Astronomy education that the partnership will specifically develop for pre-school level.• Good practices of storytelling and interactive stories, specifically for this age group.• The need to appeal to both boys and girls.The eBooks integrate interactive features, mini-games, puzzles and elements that move while reading.The eBooks incorporate voice over in all languages so they can be read individually by any child. However, if a parent or a teacher wants to read the stories to the children we have developed a Facilitators Guide (FG) that they can read before hand. The FG was developed to maximise the learning opportunities provided by the eBooks and it includes information about how the eBooks should be used, topics for reflection with the children and exercises and activities that you can play in the class room or at home. Through the eBooks and raising awareness towards the importance of Astronomy Education at various levels. Moreover, the project SpaceGuardians delivers: • 2 Interactive eBooks in 4 languages; English, French, Greek and Portuguese (including voice over) • Training programme for teachers, trainers and parents on how to use the SpaceGuardians eBook and the Facilitator’s Guide • Pilot training involving teachers and children to test the SpaceGuardians methodology (Interactive eBook and Facilitator’s Guide) • Promotional Video • Website on Astronomy Education with a repository of the materials produced in the project and a FaceBook page that can be a meeting point for people involved or interested in the topic. • Sustainability Strategy that presents the guidelines for the future exploitation of results and to ensure the future impact of the project. • Project presentation in events, in the partner countries and others. This initiative gathers 5 participants: • Civic Computing is a digital strategy agency with vast expertise in the development of bespoke applications and tools that is investing in new services for educational publishers and in children's books • Advancis (Portugal): private company that provides consultancy and training services in Education and People Development, with competences in curricula development, storytelling in education, ICT based learning methodologies, among others • BOON (Portugal): private company that provides services in design and illustration. • Platon schools (Kindergarten – Elementary – Gymnasium – Lyceum) is a modern educational institution with 530 learners and 83 staff. • Laboratoire d’Astrophysique de Marseille is a joint research unit of the CNRS-INSU and of the Université d'Aix-Marseille (AMU), that undertakes research in astrophysics and instrumentation.

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  • Funder: European Commission Project Code: 2017-1-UK01-KA202-036730
    Funder Contribution: 287,654 EUR

    "BACKGROUND There are a number of frameworks, standards and protocols to assist companies adopt and implement the sustainability practices. However, those frameworks, standards and protocols can be complex, especially for SMEs, and are designed as “one size fits all” with large enterprises in mind (Tutterow, 2014). SMEs today, lack important knowledge regarding sustainability problems (many SMEs admit to confusion over what sustainability is and which programme to follow to introduce sustainability into their businesses). At the same time accountants need to know more about the principles of sustainability if they are to take an independent proactive approach to their work. Report-ASAP concerns the lack of specific experts and expertise in relation to sustainable accounting and reporting practices and techniques. OBJECTIVES - A useful first step to implement sustainability for SMEs. - Encourage the spread of a CSR culture among SMEs operating in the six EU countries of the partnership. - Make sustainability easy to implement while delivering business benefits in terms of cost savings, marketing and employee engagement. - Practical sustainability advice: cover key topics such as energy efficiency, waste and recycling, travel, food, water, health and well-being. - Develop policies/practices to make it easier for SMEs to adopt sustainable practices in their day to day business. PARTICIPANTS [7 partners from 6 countries] The partnership comprises a university actively supporting the up-skilling of SMEs from the region, a software house with significant experience in bespoke web applications, a HEI Foundation which promotes the development of collaboration channels within its socioeconomic environment, a business school and business incubator, a consultancy offering accounting and training services to SMEs, a chamber serving SME members and an educational technology specialist with experience in personalised learning. ACTIVITIES - An analysis of the current awareness of target groups in relation to sustainable accounting and the benefits of corporate sustainability practices in terms of cost savings, marketing and employee engagement. - The design and development of an online training course and supporting tools addressing the missing knowledge and expertise for the adoption of sustainable accounting practices by SMEs. - The establishment of a framework for the recognition of skills and achievements by learners. - The validation of the training course through training sessions. - The dissemination of the training course through multiplier events and its sustainability through the growth of a network of adopters facilitated by a virtual space providing infrastructure, resources and assistance. METHODOLOGY - Identify and depict the existing approaches to ""Sustainable Accounting"" and determine the missing knowledge and skills - Compare national approaches from a critical viewpoint leading to ""Sustainability Reporting Literacy Levels"" across participating countries - Derive a set of recommendations to help even out the ""Sustainability Literacy"" levels - Design & Develop a Training Course addressing the identified shortage in knowledge and skills. - Model the course inside a Learning Motivation Environment (LME) - Design a dynamic demonstrator to visually explain key concepts of the course. - Create a virtual space as the single entry point to all outputs and provide the necessary infrastructure to support and grow a network of adopters. RESULTS - Set of recommendations for addressing the shortage in knowledge and skills related to sustainable accounting - Training Course and Trainer's Guide - Online Delivery Environment and Dynamic Demonstrator - Open Badges Framework for skills and achievements recognition - A virtual space providing the necessary infrastructure to support an international network of adopters. IMPACT - Increased awareness about Sustainable Accounting practices and reporting systems - Acquisition of Sustainable Accounting skills. - Mobility through ECVET provisions and the Skills and Achievements Recognition Framework. - Improvement of current training opportunities and tools in support of sustainable accounting and reporting practices and techniques. - Increased trust among investors and consumers. - Promotion of Sustainable Accounting practices as part of a Corporate Social Responsibility policy. - Accessible training opportunities of high quality and value. - Improvement of company image and positive impact on balance sheet. LONG TERM BENEFITS The diffusion of the CSR culture among SMEs operating in the six European countries of the partnership. Benefits of sustainability reporting for SMEs include increased appeal to environmentally conscious customers, strengthening relationships with suppliers, positioning their brand as a good corporate citizen, generating greater loyalty and commitment from employees, and reducing operating costs resulting in improved profitability."

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  • Funder: European Commission Project Code: 2020-1-UK01-KA201-078865
    Funder Contribution: 354,700 EUR

    Astronomy is, on its own right, a high interest subject with vast implications in our societies. Throughout History we used the sky to navigate the oceans, to decide when to plant crops and to answer life enigmas. More recently, technological advances such as GPS or wireless internet have astronomy to thank to (Renée James, 2012).Today we witness a new “space race” between world powers such as the US and China, competing for the benefits of Space exploration.The EU cannot, therefore, stay behind in the astronomy and space fields, and political and economic decision makers seem now more determined to place Europe in the forefront of this race.The European Space Agency (ESA), founded in 1975 with the UK and France as 2 of the founding members, is going to benefit from a significant budget increase over the next years. And even Portugal and Greece, members of ESA since 2000 and 2005, respectively, have recently created their own Space Agencies and are looking to Space explorations more strategically. Portugal, for instance, is setting a satellite launching base in the Azores Islands.This renewed interest in Space is bound to create new businesses and jobs in astronomy-related fields, for which Europe will be needing qualified people. As such, Astronomy, can no longer be viewed as only elite training for future scientists or engineers, but an essential scientific and technological field to prepare people to be actively engaged in societal issues and in new careers and jobs related to Space exploration.The project SpaceGuardians 2 follows a previous project – SpaceGuardians – which aimed to improve Astronomy Literacy next to pre-school children through interactive ebooks. The success of the project, namely the way it was welcomed, was pivotal to the decision of proposing a follow-up project, now aimed at primary school level.The main goal of the project is to develop a playful learning approach for Astronomy Education at primary school level, set upon 3 main deliverables:•a learning framework for Astronomy Education at primary school level, that schools and educators can use to engage Astronomy topics•a boardgame with Astronomy-related contents, featuring digital elements and a space-themed construction kit, to create a memorable and meaningful learning experience•workshops on Astronomy for teachers, trainers, parents and children, capable of generating impact and encouraging new initiatives on Astronomy EducationThis initiative gathers 6 partners from the UK, France, Greece and Portugal:•Civic Computing is a digital strategy agency with vast expertise in the development of bespoke applications and tools that is investing in new services for educational publishers and in children's books•Advancis (Portugal): private company that provides consultancy and training services in Education and People Development, with competences in curricula development, storytelling in education, ICT based learning methodologies, among others•BOON (Portugal): private company that provides services in design and illustration.•Platon schools (Kindergarten – Elementary – Gymnasium – Lyceum) is a modern educational institution with 530 learners and 83 staff.•AKNOW is a is a technical implementation and staff sourcing company providing highly skilled ICT services and staff to organisations, with a track record on educational activities.•Laboratoire d’Astrophysique de Marseille is a joint research unit of the CNRS-INSU and of the Université d'Aix-Marseille (AMU), that undertakes research in astrophysics and instrumentation.

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  • Funder: European Commission Project Code: 2018-1-UK01-KA201-048152
    Funder Contribution: 261,511 EUR

    Documents in this report are in the repository:-http://repository.erasmusplus.website/RETROSTEM/final/-Username: evaluator-Password: Evaluator101!CONTEXTThe facts surrounding young people and the importance of STEM knowledge and skills have not dissipated during RETROSTEM's life. If anything, STEM is more important, and its role has intensified during this period. The importance of STEM would likely have grown anyway, but the onset of COVID in 2020 has acted as a catalyst. The impracticality of gatherings has led to a rapid digitisation, meaning that coding, electronics, and other STEM skills that RETROSTEM aims to promote are likely to be more in demand than ever. OBJECTIVESRETROSTEM’s main objective, which the consortium believe we have fulfilled, was to produce approaches and tools to help teachers and others working with children to engage their interest in programming and STEM-related skills. It aimed to do this not by increasing screen time but by encouraging hands-on play through the creation of games playable on a retro design console in combination with electronics gadgets relating to STEM subjects.PARTICIPANTSThe RETROSTEM partners, unchanged since the project’s outset, include three schools, a university engineering department, a company offering bespoke software development services to governmental agencies, and a company specialising in corporate training solutions and knowledge dissemination.ACTIVITIESRETROSTEM achieved its aims through activities two intellectual outputs (IOs). IO1 consisted of activities necessary to produce a console and documents to support its use:•Created the Console Guide to help users build, configure, and use the console in the classroom•Developed a curriculum and unit plans for use with the console, based on Raspberry Pi edition, to teach children programming. This includes lessons such as using Minecraft Pi games, played on the console, with electronics (e.g. circuits with lights, buzzers, buttons alongside the game) that children build and that enhance understanding of STEM conceptsIO2 was the next stage, covering supplementary resources:•Designed electronics kits that support the curriculum, to be built by children for use with the console as an educational hands-on play approach•Prepared an online social learning environment to deliver the curriculum to teachers or other users and for skills retention•Piloted the outcomes with teachers and delivered a final version•Created a dedicated virtual space (the RETROSTEM Academy) to support users and grow a community of adopters, practitioners, and other interested partiesRESULTS AND IMPACTThe RETROSTEM Project produced the proposed results: - RETROSTEM Raspberry Pi Consoles running Minecraft Pi - RETROSTEM Curriculum - Learning Motivation Environment in all project languages with a skills recognition framework - DIY kits to enhance teaching experience - RETROSTEM Academy virtual space with supporting infrastructure Their impact is best quantified through project dissemination as well as multiplier and pilot events, with details in the project dissemination report available in the document repository (http://repository.erasmusplus.website/RETROSTEM/final/). In brief, the project used newsletters, infographics, press releases, and social media to reach an estimated 64000 people in the project’s life. Pilot and multiplier events were also impactful for the project, allowing deliverables to be tested and promoted in, as well as boosting key dissemination opportunities with, the target audience and beyond. TARGET GROUPSRETROSTEM’s target groups remain those proposed at the project’s inception. The main target group is professionals (teachers, social workers) working with children of 8 – 17 years. Otherwise, beneficiaries such as schools, children/parents’ associations and organisations, policymakers and educational stakeholders deciding curricula, parents, and children’s curriculum developers comprise more indirect target groups. After the end of the project, target groups could expand to include commercial organisations producing serious games for educational purposes, universities with pedagogical or engineering departments, educational bodies, and STEM toy manufacturers.LONG TERM BENEFITSThere are several long-term benefits from RETROSTEM: - Elucidation of findings on ways to introduce children to programming and STEM through hands-on play. - Creation of evidence-based policy and research recommendations for the use of games to teach coding and to promote educational hands-on play, especially for STEM-related subjects - Setting the project up as a node of knowledge on how to engage children with programming and STEM - Devising strategies for the adoption of educational hands-on play in the classroom - Providing a pool of expertise and technical assistance to start-up awareness nodes (new nodes could be ‘adopted’ by a more experienced node, such as Code Dojo).

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