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CULTURE GOES EUROPE (CGE)- SOZIOKULTURELLE INITIATIVE ERFURT EV

Country: Germany

CULTURE GOES EUROPE (CGE)- SOZIOKULTURELLE INITIATIVE ERFURT EV

35 Projects, page 1 of 7
  • Funder: European Commission Project Code: 2022-2-IE01-KA220-YOU-000096690
    Funder Contribution: 250,000 EUR

    << Objectives >>The Missing Piece seeks to increase the participation of young people, with a sub-target group being young women, within peace and reconciliation processes, through the long-term capacity building of a) youth workers b) P&R NGOs c) NfE/Youth NGOs, to better complement their approaches regarding driving youth engagement in their communities and P&R processes. We will develop a community of young people and youth workers, supported by toolkits, who can act to develop peaceful societies.<< Implementation >>1/ Develop a Methodological Framework and e-Mapping regarding the role of youth organisations and youth work within reconciliation. 2/ Engage in two long-term capacity-building programs of YP and YW, capacity building of YP and YWs (incl. a YE, TC, and study visits)3/ Establish a transferable Youth Peace and Reconciliation Programme for Young People, Youth Workers, and Youth Organisations4/ Connect with diverse stakeholders to disseminate to YP, post-conflict communities, and institutions<< Results >>1/ A transferable Youth Peace and Reconciliation Programme for Young People, Youth Workers, and Youth Organisations.2/ An emerging community of practice regarding NfE and Peacebuilding, with a focus on creative and artistic methodologies of youth participation. 3/ A network of NGOs, YP, YW, and P&R NGOs supporitng the continuation of this community of practice. 4/ Cascading impact via local activities, and sustainable peer-to-peer networking and mentoring.

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  • Funder: European Commission Project Code: 2022-3-DE04-KA210-YOU-000100908
    Funder Contribution: 60,000 EUR

    << Objectives >>Understanding, through structured dialogue with (new) migrants and migrant-focused services, innovative and forward-looking practices regarding the communication of available services to migrant communities, with an emphasis on approaches that engage migrants in co-creating and co-delivering this communication to target communities. Through this structured dialogue, having a body of knowledge/network of expertise to build future initiatives, with NGOs and migrant communities.<< Implementation >>- Kick-off Meeting- Compilation of focus groups research and case-studies.- Working Group / Training Course Hybrid activity to deepen the cooperation between the consortium in order to create sustainability of cooperation, and combine resources for analysis and production of: - Casebook of Innovative Practices - Multiplication Actions in IE/DE/PT<< Results >>- Heightened links between the consortium and migrant communities in partner countries (via transnational activities and focus groups).- Case book of innovative practices regarding co-creation & co-implementation of migrant services communication.- Sustainable network and heightened capacity of less experienced KA2 organisations.- Stimulated policy dialogue and facilitation of migrant-led implementation of project outcomes into service provision by the consortium and associate partners.

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  • Funder: European Commission Project Code: 2020-1-DE03-KA201-077538
    Funder Contribution: 189,989 EUR

    Digitisation and Industry 4.0 are perhaps the most important drivers behind the profound transformation of the labour market and the way people work which has resulted in an increased demand of digital skills. In order to reinforce the above, the Commission has revealed last February 2020 its actions for a digital transformation which focuses on the EU society powered by digital solutions, that opens up new opportunities for business and boosts the development of trustworthy technology while equipping young people with digital skills for a competitive future. This follows the 2018 Digital Education Action Plan which urged Member States to go ‘wide’ of the different aspects of digital competences, but also to go ‘deep’ for more specialised skills to respond to the ever growing needs of the labour market while closing the ‘gender gap’.. Reflecting on the above, the consortium aims to design, pilot-test and produce an inclusive STEAM4ALL MULTI-MEDIA TOOL KIT to support students with fewer opportunities (marginalised, living in remote or rural areas, with migrant background) to acquire a combination of digital (coding and robotics) and STEAM competences based on an inter-disciplinary approach that will promote environmental education and sustainable development. In doing so the project, addresses the following priorities:SCHOOL: INCREASING THE LEVELS OF ACHIEVEMENT AND INTEREST IN STEMHORIZONTAL: Supporting individuals in acquiring and developing basic skills and key competences The project promotes STEAM related competences through the teaching of robotics which is an an effective, fascinating and motivating way for students combining a wide range of skills. Robotics is increasingly being considered as the fourth “R” of learning, “Reading, wRriting and aRithmetic” that students must understand to succeed in a highly competitive, technology-driven world. Robotics integrates all STEAM fields in a way no other subject can cover. It integrates mechanical, electrical, electronics, control engineering, computer science, technology, math and science.STEAM Education is fully applied using hands-on experience of learning to design, build and program robots of increasing complexity. This can greatly boost students’ teamwork and problem-solving abilities, while helping them to learn how abstract concepts of mathematics, engineering and computing actually work in practice. If students get involved in robotics on a competitive level, they will encounter a whole new arena of exciting creative and practical challenges. New learning methods such as experienced-based learning, work-integrated learning, and experimental-learning can be easily promoted thus encouraging students to take active role in their learning building on newly acquired skills, using existing knowledge, applying into specific scenarios and gradually enriching it with the advanced features of knowledge.This will be achieved as students and their teachers will be working on cross-curricular topics based on the identification of a problem or need within the environment, community or culture which they will try to solve using a combination of STEAM, ROBOTICS, CODING (or 3D technologies) and then share-present this for further exploitation. HORIZONTAL: Strengthening the profiles of the teaching professionThe target group of school teachers (mainly IT or from related fields science, technology) will be provided with opportunities to acquire the aforementioned competences and be trained to implement the STEAM4ALL programme, either as part of the school curriculum or as extra-curricular activities organised in flexible ways based on synergies and partnerships with experts. The profiles of the teachers/professionals will be upgraded and strengthened through the professional development programme to be developed to acquire the digital, STEAM, coding and robotics skills to support students. All the material to be developed as part of the INCLUSIVE DUAL STEAM4ALL PACK both on-line and off-line accompanied with multi-media tools and resources to target the needs and requirement of students.HORIZONTAL: Environmental and climate goals:Schools have an important role to play as innovators of social change and sustainable development for a circular economy by promoting environmentally friendly, digitally oriented and socially responsible minded young people who apply their knowledge, skills, attitudes and competences for the protection of the environment and prevent climate change. This means that traditional school curricula, need to break subject boundaries to be able to apply cross-curricular and inter-disciplinary approaches to promote the acquisition of digital, robotics and STEAM competences to resolved challenges seen in the environment or community they live in: reduce and manage waste, recycling, saving energy etc. The project will use environmental issues as the basis of all STEAM related activities thus applying a topic related methods.

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  • Funder: European Commission Project Code: 2019-1-DE04-KA205-017888
    Funder Contribution: 229,658 EUR

    ContextOur world is changing, and we need to adapt to new realities of knowledge, society, and education. Technology has fundamentally changed our idea of community and the ways in which we interact with each other, so that building individual networks for learning and support is more important than ever before. The Internet has broken down many barriers of space and time, allowing us to rethink the way that we learn, work and connect; we now operate within more fluid and complex networks of people from around the globe. The Internet also provides cheaper, freer access to an enormous amount of information and educational content. Learning can be done anywhere, at any time, and by anyone.With the context of the above, this project aims:- to support youth workers to develop a positive attitude towards digital citizenship- to promote the development of responsible, ethical, global citizens for the digitalised and connected the world we live in- to establish the DICIPASS 4YOUTH programme and Code of Conduct among youth organisations, youth workers and young people as a binding agreement- to pilot test the idea of the DICIPASS CHALLENGE PROGRAMME where young people follow various challenges in order to be AWARDED the DICIPASS4YOUTH BADGE showing excellence in digital citizenship values, knowledge, skills and understanding.- To offer opportunities for the acquisition of digital citizenship competencies among youth works thus strengthening their profiles and upgrading the quality of youth work.Two are the main target groups:- the direct target group is YOUTH WORKERS whose profiles will be upgraded and strengthened through the professional development programme to be developed to acquire the essential skills to support, protect and educate young people. They are key agents who can influence young people and ensure they have necessary digital skills and understanding of online safety.- the indirect target group is YOUNG PEOPLE (14-18 years old) with a specific focus on young people with fewer opportunities (including NEETs, marginalized, with a migrant background, including newly arrived immigrants and young refugees, early school leavers etc.).Based on the effects of digitalisation around the world it is essential for the project to be implemented transnationally.The project pioneers to design a COMPLETE TOOL KIT and an EDUCATIONAL PACK for developing, implementing and monitoring various INCLUSIVE strategies for promoting digital citizenship competencies. It also pioneers in developing an ASSESSMENT TOOL for the formative and on-going type of reflective and digital assessment of their habits, behaviour, attitudes and values.The consortium of strong and experienced partners from Germany, Greece, Lithuania, Cyprus and Belgium is committed to delivering the six Intellectual Outputs with high quality in an efficient and effective implementation and management plan. The consortium envisions to disseminate the project’s products and results to various levels starting from the local, to the regional to the national and also to the European Level. The use of the opportunities provided by the Erasmus+ programme for learning, teaching and training will offer the opportunity to a great number of participants to attend the blended learning programmes organised in four countries, as well as the Short Term Joint Staff Training and the Blended Mobility of Young People.The main results and impacts that are envisaged are:- Increased capacity of youth workers to use innovative resources in promoting digital citizenship competence and values among young people with fewer opportunities.- Increased awareness and enriched competences of young people to deal with sensitive ethical issues in their everyday life and make wise decisions regarding their personal data, rights, respect etc.- Increased capacity of young people with fewer opportunities to express their views and participate and have access to the digital world with dignity and respect.

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  • Funder: European Commission Project Code: 2023-1-SE02-KA210-YOU-000160073
    Funder Contribution: 60,000 EUR

    << Objectives >>-Engage a group of new migrants from SE, DE, PL, and ES.-Have concurrent consultations on communication strategies and inclusive activities that the places can offer-Hold a customized training course/workgroup in Sweden with educators and new migrants from SE, DE, PL, and ES.-Conduct 4 local dissemination events and incorporate the findings into the ongoing operations of our organizations and affiliated partners' work-Teach the target audience on effective NFE and participatory methodologies<< Implementation >>- Kick-off Meeting- Compilation of focus groups research and case-studies.- Working Group / Training Course - mobility to:a) improve the competencies of the members and educators of the partner organizations and development of innovative practices on inclusive spaces and communication deepen the cooperation between the consortium to create sustainable cooperation, and combine resources for analysis and production of:- Casebook of Innovative Practices- Multiplication Actions in IE/DE/PT/ES<< Results >>- An improve collaboration between the consortium and migrant communities in partner countries (through transnational activities and focus groups).- A case book of innovative methods in migrant service communication co-creation and co-implementation.- Longevity of the network and increased capacity of less experienced KA2 organizations.- The consortium and affiliated partners stimulated policy discourse and facilitated the migrant-led implementation of project findings into service provision.

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