
ODV Inclusion Go ETS
ODV Inclusion Go ETS
4 Projects, page 1 of 1
assignment_turned_in ProjectPartners:Asociación Cultural Pinolere. Proyecto Cultural, ODV Inclusion Go ETS, LE EUROPE LIMITEDAsociación Cultural Pinolere. Proyecto Cultural,ODV Inclusion Go ETS,LE EUROPE LIMITEDFunder: European Commission Project Code: 2021-2-ES01-KA210-ADU-000049550Funder Contribution: 60,000 EUR<< Objectives >>1)Facilitating the access for artisans to digital tools (online marketing, e-commerce...) to improve their marketing and professional situation.2)Boosting the access for rural adults and youth with digital skills to vocations that contribute to incorporating innovation into rural activities, improving their employability.3)Democratizing the access of the population to training in artisan trades, especially the young population, with high quality standards and adapted to hybrid environments<< Implementation >>The activities that will be developed in order to achieve the objectives and maximizing the impact of the project are:- Project managament, organization and dissemination activities during the 15 months of the project- Initial meeting in order to set the basis of the project and learning digitalization tools- Hackathon Craft & Digital to develop pilot projects to solve the artisans & rural issues- Final meeting to define the methological guide and learning rural dynamization<< Results >>Project outcomes:- Designing of training itineraries for new artisans in multicultural environments through digital tools- Developing a methodological guide for the use of digital tools in the artisan sector.- Realization of a repository of activities in rural settings that promotes the appreciation of the rural environment- Cellebration of dissemination & multipplier events about how to face de digital transformation in rural areas using craft as good practice example
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For further information contact us at helpdesk@openaire.euassignment_turned_in ProjectPartners:Society in Progress, ASBL Décalage, ODV Inclusion Go ETS, FEAGASSociety in Progress,ASBL Décalage,ODV Inclusion Go ETS,FEAGASFunder: European Commission Project Code: 2020-1-ES02-KA227-YOU-016696Funder Contribution: 52,454 EUR"The mission of inclusive dance is to remove barriers and connect people with and without disabilities through movement. Inclusive dance pursues a social transformation as a response to difficulties, not only of inclusion of young people and people with disabilities (physical, sensory and / or intellectual), but also as a response to emotional, social, communication, and social difficulties. acceptance and even health in the day-to-day life of people (aggravated in some cases in the pandemic situation of greater isolation that we are experiencing).In addition, at this time of cultural crisis, this project aims to disseminate various inclusive dance techniques and their importance at a European level. Dance has important benefits at a general level and for this reason, we consider it of great importance to promote inclusive dance and the importance of it as beneficial and as a European cultural transmission. Due to the current situation, culture and artistic activities have been quite affected, in addition to the limitations for security reasons, a greater ""fear"" has been generated due to still social that has been generated. That is why, based on A philosophy of knowledge exchange, innovation and improvement, UDDI hopes to promote the open exchange of knowledge and experiences with workshops led by youth workers and participants in different countries. These in turn will then participate in other workshops in the final meeting. This will be a meeting of people who are dedicated and / or participate in inclusive dance. It is a meeting of participatory dance workshops where young people and people interested in inclusive dance will come to learn from different international ""experts."" The intention of this project will be to gather and share new dance ideas and techniques, offer open discussions, discover and cultivate changes in the world of dance and disability and expose inclusive dance as an important trend in artistic and everyday life.The objective of developing this project at an international level is to promote and make inclusive and accessible dance visible with specific training programs, exchange of methodologies, audio description of dance, research with new technologies in creation processes, social intervention work to through dance and creation of video-dance shorts with participatory video and dance methodologies thanks to the specific knowledge of each of the partners.The objectives of the project are:• Involve organizations and staff in the field of youth and non-formal education with the culture and creation sector in order, through the collaboration of entities and European cooperation, to contribute to social inclusion through art and culture.• Reinforce creativity, quality, innovation and recognition of work in the field of youth to publicize the importance of the artistic sector and creativity as a tool for improvement in various areas for work with young people and adults.• Encourage citizenship and European collaboration by applying a creative and artistic approach so that we grow and join forces through dance and music as a means of union and global communication without borders.• Help promote the cultural sector and creativity after the crisis caused by the pandemic.The direct target group that it addresses is two workers in the field of non-formal education per entity who carry out activities with young people with and without disabilities. On the other, directly and indirectly, we will also work with young people with and without disabilities (approximately 6, at least, per country) in the acquisition of learning tools and resources that promote inclusion, creativity and culture. At least 40 participants and 12 in the training will participate in the activities of the multiplier event.Regarding the methodology of the project, it will be based on the analysis, practice and dissemination of the activities that will be developed in 15 months, distributed in the following phases: Planning and analysis, practice and design, implementation and dissemination.In search of greater enrichment, the development of the project and its dissemination will be open. It is a project open to all dancers - professionals and amateurs -, choreographers, and, mainly, teachers with and without disabilities. The final event will be composed of mutual exchange workshops open to new participants (following COVID prevention regulations). In this case, the teachers will also be the students; accepting proposals for workshops of different dance techniquesThe results that have been set are the achievement of the objectives to promote and make inclusive and accessible dance visible with specific training programs, exchange of methodologies, and innovative techniques."
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For further information contact us at helpdesk@openaire.euassignment_turned_in ProjectPartners:Közhasznú Alapítvány Balatonalmádi Ifjúságáért, ODV Inclusion Go ETS, ASOCIATIA NEVO PARUDIMOS, Stichting Jong NoordKözhasznú Alapítvány Balatonalmádi Ifjúságáért,ODV Inclusion Go ETS,ASOCIATIA NEVO PARUDIMOS,Stichting Jong NoordFunder: European Commission Project Code: 2021-2-RO01-KA210-YOU-000051439Funder Contribution: 60,000 EUR<< Objectives >>O1 To broaden rural young people’s knowledge from the involved countries about the European Union, active citizenship and participation;O2 To foster rural young people’s active involvement and participation in their local communities.O3 To support the newcomer and less experienced organisations to gain experience in project management under Erasmus+ Programmes;O4 To develop the knowledge and capacity of the involved organisations how to address and mobilize young people from rural areas;<< Implementation >>* 1 Online preparation meeting with all project partners;* 3 Transnational meetings to follow-up the project activities;* 1 Seminar for developing the organisation's expertise;* 4 Multiplier events: series of 6 workshops for local, rural youth people in the locations of each partners;* Project management: during the whoe project period with shared tasks; * Dissemination: during the whoe project period by all partners;* 1 Online evaluation and closure meeting with all project partners.<< Results >>* 1 Handbook: The result of the seminar, which will be a guide, with the aim of helping youth NGOs and youth workers’ in youth mobilization and involvement in local communities. * 1 Video: One of the results of the multiplier events (workshops) are going to be a video whith the involvement of local young people who are going to speak about their opininon and experience.* 4 local campaigns: The second result of the workshops is local campain in the topic paralel to the project topics.
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For further information contact us at helpdesk@openaire.euassignment_turned_in ProjectPartners:ODV Inclusion Go ETS, Roes Cooperativa KOIN.S.EP., SkillsUp Training & Research Services, Innovation Education Lab, OFENSIVA TINERILOR ASOCIATIAODV Inclusion Go ETS,Roes Cooperativa KOIN.S.EP.,SkillsUp Training & Research Services,Innovation Education Lab,OFENSIVA TINERILOR ASOCIATIAFunder: European Commission Project Code: 2021-1-RO01-KA220-YOU-000028913Funder Contribution: 164,749 EUR<< Background >>CONTEXTThe current global pandemic, the current job market, opportunities and the multitude of events happening, the online traffic and the speed are confusing the young people and challenge them, according to the study that the lead partner is undertaking among University students. The study is ongoing since March 2021 and we met the Romanian American University of Bucharest students and AIESEC students (200 so far) in online and live focus groups and they reported a need for guidance, support from guides in order to reach the jobs that match their skill, motivation and aspirations. Here the youth workers and the NGOs meet those needs. Also, WEF Future of Jobs mentions “Skills gaps continue to be high as in demand skills across jobs change in the next five years”. “In the absence of proactive efforts, inequality is likely to be exacerbated by the dual impact of technology and the pandemic recession.” “Online learning and training is on the rise but looks different for those in employment and those who are unemployed.”NEEDS:Regarding the needs, there are no clear statistics that we have to underline the need of career guidance, the need to choose the right job, however we compiled the observation or contribution that each partner is willing to bring for their youth targets. Of course, we studied those, though the reality of the partner's grassroots work show that the quality of employment, the suitability, the discussions with the youth we work, and their trigger to do something that also fulfils them, that brings more value, that is more sustainable, climate friendly, inclusive, flexible, digitalised and gives a chance to both youth (as employees) and employers to grow, is the need. RO. According to a national study in Romania, 1 out of 2 youth need counselling. (Insight pulsez study). The two partners in Romania, in example, undertook a study at the beginning of the year, among HR representatives, youth workers, career counsellors, and did not find any relevant resources to apply with the target groups to prepare them for the future of work. Weak educational intervention in the area of hands-on, professional & vocational education. (Country Report Romania EC 2020).Lack of soft skill development and weak readiness of the workforce. (Country Report Romania EC 2020)Limited access to development opportunities in rural areas. (Country Report Romania EC 2020)Restructure of workforce in response to new technologies. (WEF Report)IT. According to a EUROSTAT study, in the last year (2020) European youth unemployment has risen from 16% to 26% Source: (Unemployment youth, a Euronews). While in Italy the situation is unfortunately even worse in fact according to the ISTAT data the percentages are close to 30% source: (istat.it) To respond to the needs of the partnership, IGO provides inclusion strategies for the project in order to engage TGs in activities for inclusion, employment, digitalisation.GR.For Professional Development, they equip through learning activities from interdisciplinary fields skills that enhance: Business skills, employability skills, teamwork and communication skills and experiences. Roes Cooperativa, a social enterprise itself, have vast experience with Audio-visual content creation, Professionalk Development and Cultural Landscaping.NL. The partner in NL provides support with their know-how in the areas of edTech and online educational tools, methods and that are effective for professional development of youth, trainers, educators. One of their goals is sharing their expertise in fields that would benefit the partnership and young people.Through this project we are creating new sets of skills and abilities for the youth workers who are working directly with NEETs and fewer opportunities youth in their communities. Through their new skills they will be able to support the inclusion of youth in employment, create support groups run by the youth for youth with the purpose of activating each other.<< Objectives >>OBJECTIVES:O1. Create a set of methods for career guidance and peer learning that will be transferred to youth workers and youth, through an electronic toolkit, video tutorials and LTTs that are responding to the needs of young people’s needs in the area of employability and learning. It will reach at least 400 youth workers and at least 300 youth.- Youth Map will summarise the needs of youth made in 60 days- The toolkit will include at least 30 tools for career guidance and 30 for peer learning, that will be developed in 80 days (R2)- Video tutorials comprising the tools will be included in the website and youtube channels of the partners and will be developed in 120 days- LTTs will be implemented in the first 18 months of the project. O2. Create an online platform that includes learning challenges and online educational escape rooms for soft skills development (cooperation communication, inclusion, motivation, participation, presentation, branding), that will be created by the partners for the use of youth and youth workers in their organisations, and in their networks. Those will be developed by the partner organisations during the project and piloted with the young people in the BMYPs. It will reach at least 1000 users- The platform will be hosting all the results created and will be developed in 180 days, from the beginning of the project- The Educational Escape Room will be created in 60 days and will be embedded in the platform- 60 Learning Challenges developed in 60 days O3. Empower youth workers to upskill and integrate the new methodologies to deploy them in the daily work with the youth TGs in their organisations, and create clear structures for implementing those in practice. - At least 100 youth workers will be directly involved in the Staff mobility, interview and MEs and will disseminate those tools to at least 5 more youth workers in their reach (300-500 in total) - Promote and offer the platform as an upskilling tool to youth workers throughout the lifetime of the projectO4. Improve the national and international cooperation among the participating NGOs working with youth for their inclusion, participation, employability, skill development, career guidance, peer to peer learning.- At least 12 members of staff involved in the activities from all partners throughout the local and international project activities- All partners are being more visible offline and online in their communities, regions, countries and at EU levelMeeting the needs of TGs:- Saving at least 5 years of exploration around studies, jobs and contexts that are irrelevant by accessing relevant career counselling, educational dev, work preparation programmes - Creating a methodology for youth workers, coaches, mentors, that can be applied and used in any community, for the support of youngsters (high school, university)- Create peer learning resources that contribute to the community of youngsters and are implemented by youth for youth- Give access to facilitators, educators, mentors, to create a profile in the platform and propose challenges- Providing access to relevant experiences and building employability skills- Building confidence and a clear career path- Preparing for the main skills of the future (World Ec Forum)<< Implementation >>ACTIVITIESC1. LTT Staff Meeting for developing the methodologies and structuring the toolkits (R2).C2. LTT Blended Mobility for Young People where the methods and the online solutions are piloted with 36 youth (50% with fewer opportunities). C3. LTT Implementing a TC for youth workers where they will access the new tools for career guidance, peers learning and online activities. Followed by online support for working with the new tools in practice.R1. E-mployed Youth Map youth workers and youth target groups based on their specific needs and preferences of achieving their learning. R2. E-mployed Toolkit on career guidance tools and peer learning toolsadapted for youth workers and youth.R3. Play for Skill platform hosting 60 learning challenges, 1 online escape room that are integrated on the websites of the partners too. (connected to O1, O2) and serves the youth in their career guidance.R4. E-mployed Tutorials for career guidance and animations for peer learning that aims to engage youth in soft skills development activities. OBJECTIVES & ACTIVITIES LINKO1. Create a set of methods for career guidance and peer learning that will be transferred to youth workers and youth, through an electronic toolkit, video tutorials and LTTs that are responding to the needs of young people’s needs in the area of employability and learning. - Linked to R1, R2 and engages the youth workers, youth in activites that are mapping the specific situation in regards to soft skill that lead the young people towards the desired employment. In order to fulfill the achievement of the desired state R2 will be deployed and created for youth workers/ facilitators to approach the TGs in their daily activities. Each partners comes with their specific expertise P1 gamification and game based learning, P2 working with peer learning strategies, P3 self-empowerment tools and outdoor education, P4 inclsuion strategies and participation, P5 creating educational materials.O2. Create an online platform that includes learning challenges and online educational escape rooms for soft skills development (cooperation communication, inclusion, motivation, participation, presentation, branding), that will be created by the partners for the use of youth and youth workers in their organisations, and in their networks. - Linked to R3, the platform reaches out to young people in order to shape their soft skills through practical challenges and one online escape room. P1 will create the structure and the structure of the challenges for the platform, P2,3,4 will come with a variety of challenges (20 each), while P5 will create the escape room. O3. Empower youth workers to upskill and integrate the new methodologies to deploy them in the daily work with the youth TGs in their organisations, and create clear structures for implementing those in practice.- Linked to C2,C3 where youth and youth workers will be testing and piloting the created results. C2 youth engage with the platform, play with the challenges, assess them, create new ones (in addition to the 60 already existent), understand the digital environment and the role to employability, develop soft skills. C3 youth workers acquire a new methodology to working with youth and guide their employability skill, inclusion and active participation. C2 is hosted by P3 and C3 hosted by P2. Both partners have experience in working with the TGs in the required activities.O4. Improve the national and international cooperation among the participating NGOs- Linked to the management activities, dissemination and visibility, cooperation. All the partners and their staff will be making new contacts, increase their value among their target groups, raise awareness at local, regional and national levels and gain atention from stakeholders to the topic - career guidance, peer learning, employability - and foster possible new developments.<< Results >>OUTCOMES AND PROJECT RESULTSOt1.C1 LTT Staff Meeting for developing the methodologies and structuring the toolkits (R2).Ot2. C2 LTT Blended Mobility for Young People where the methods and the online solutions are piloted with 36 youth (50% with fewer opportunities). Ot3. C3 LTT Implementing a TC for youth workers where they will access the new tools for career guidance, peers learning and online activities. Followed by online support for working with the new tools in practice.Ot4. Running one multiplier event in each country for promoting the project’s outcomes and the project as a whole. Ot5. Platform for learning challenges, escape room and hosting the results of the project and the online tools. Ot6. E-mployed network of organisations working with youth which integrate career guidance tools and peer learning.R1. E-mployed Youth Map youth workers and youth target groups based on their specific needs and preferences of achieving their learning. R2. E-mployed Toolkit on career guidance tools and peer learning toolsadapted for youth workers and youth.R3. Play for Skill platform hosting 60 learning challenges, 1 online escape room that are integrated on the websites of the partners too. (connected to O1, O2) and serves the youth in their career guidance.R4. E-mployed Tutorials for career guidance and animations for peer learning that aims to engage youth in soft skills development activities.(I) Participants/Participating Organisations - Direct Target GroupsThe participants who will contribute in the activities foreseen in the 24-month period of the project are youth workers/trainers/ researchers and young people aged 16 to 25. The expected impact of E-Mployed on staff/youth workers/trainers is to:- Increased awareness of career guidance, soft skills, peer learning, inclusion importance for developing soft skills that lead to achieving a suitable job;- Increased knowledge, skills and competences of youth workers, facilitators and youth participating in the project activities on career guidance;- Improved digital abilities and skill to work in online environment;- Project managers in each organisation will improve their ability to automatise their own work; - Increased competence of youth workers and trainers to deliver more comprehensive career guidance session and training programs;- Increased competence of youth workers and trainers to set peer learning contexts;- Organisations working with youth equipped with a new concept to be incorporated in their current training programs or offered as a stand-alone training course;- Improving the cooperation in international teams and environments;- Enhancement of non-formal education courses;More concretely the partners:a) gain a new methodology that can be used with their TGsb) share a new methodology with organisations in their community, region, national and international levelc) bring a change in the youth communitiesd) offer youth a helpful tool R3,4e) contribute and share their know-how, their unique valuesf) contribute to the common goals of the partnership, policy makers and EUThe expected impact on youth:- Gain knowledge in soft skills that they hadn’t had the chance to learn about in detail;- Acquire competences/ soft skills that are useful in their potential workplace;- Encouragement of young people to pursue career guidance and support each other;- Realise the importance of soft skills and peer learning;- Empower youth to take initiative in learning and sharing learning with peers;- Become more confident on their path, interests, and abilities- Have their voices and opinions heard by participating in the definition and validation of R3- Get hands-on experience on how the European Union fosters the acquisition of essential competences among young people through Erasmus+ Strategic Partnerships’ projects.
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