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FUNDACJA MALOPOLSKA IZBA SAMORZADOWA

Country: Poland

FUNDACJA MALOPOLSKA IZBA SAMORZADOWA

13 Projects, page 1 of 3
  • Funder: European Commission Project Code: 2017-1-ES01-KA204-038504
    Funder Contribution: 59,590 EUR

    "In the last decades we have seen a transformation of our reality, each day more and more influenced and linked to the digital world. No one doubts that we are experiencing a profound change that, supported by new technologies in a massive way, offers us great opportunities and challenges. We could say that mobile devices and the internet have been the two key elements that - as the printing appearance caused, or later other mass media, such as radio or television - reaches absolutely all the spheres of our lives: communication, information, entertainment, commerce, the provision of education, health and government services, and the production systems themselves. These elements not only provide new tools, but influence our position in the world, in our role as citizens. As the Coalition for Digital Skills and Job Coalition recently pointed out, one of the most pressing priorities that stands out at the EU level is the need to develop Digital Competencies for all, that is ""to develop the digital skills to ensure that all citizens are active in our digital society."" The project aims to contribute to the provision of competences of digital citizenship in adults, understood as “The ability to use digital technology and media in safe, responsible and effective ways”. But also to contribute to: - Increasing awareness among the adult audience on the current meaning of Citizenship and Digital Citizenship. - Empowering adult population to actively participate in the Digital Society. - Reducing the digital divide and improvement of digital inclusion levels for adults.Active participation of the target groups (adults and their trainers) in various phases and activities allowed the development of the two main products. In total, 42 professionals working in adult education, and 84 adult people participated in the design, validation and testing of the project's products, being 50 the number of participants in the national events organized by all partners.This participation was a key factor to test and adopt improvements to the final products, which include:- A training itinerary that, based on the European DIGCOMP framework, allows any interested entity or professional to design their own actions for the training of digital citizens.- A training course in Digital Competencies for Active Citizenship addressed to adults who want to improve their skills to exercise an active and effective digital citizenship. The training was designed taking into account the areas included in the DIGCOMP: Information and data literacy; Communication and collaboration; Digital content creation; Safety; and Problem solving. Likewise, the 21 competences defined by this reference framework are included.Some of the main achievements of this product are its pedagogical approach and its technical development. The approach of the DQ Skills course includes:- The use of a Moodle platform, configured to respond both in access via PC, as well as via mobile or tablet.- The generation of content in SCORM format (using Adobe Captivate) for the basic level, since it facilitates its viewing, as it is reproduced automatically, with very basic technical knowledge needs by the user.- The development of content for the intermediate and advanced levels based on assigments/challenges approach, in order to motivate the students with the highest level of knowledge.- The mainly practical approach of the content, introduced with clear link and relation to the areas of leisure, social life, business transactions, learning, employment, citizenship, and well-being. This is an essential aspect both from the point of view of the andragogic approach of the course, and with respect to the ultimate goal of training, that is, to provide digital skills for active citizenship.Finally, we outline the fact that the products are available through the project website (www.dq-skills.eu) in 5 languages ​​(English, Spanish, Greek, Romanian and Polish) which facilitates its use by users, and an easy update of content (key aspect taking into account the content topics)."

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  • Funder: European Commission Project Code: 2020-1-IT01-KA202-008584
    Funder Contribution: 282,794 EUR

    Over the last decades, social and emotional learning (SEL) has been increasingly acknowledged to impact on competency areas such as self-awareness, self-management, social awareness, relationships skills, and responsible decision-making. Mindfulness training is a multimodal intervention informed by the principles of positive psychology, with a central focus on skills that enable more effective coping and stress reduction. The application of mindfulness-based practices (MBP) has been strengthened by the results of evaluation studies that typically report on the positive effectiveness of MBP in terms of SEL. In parallel, research results show that exposure to natural environments arouses positive emotions and stress recovery, and improves compliance to mindfulness training, making it more effective. As such, the role of nature in the workplace is receiving increased attention, and existing theory and research suggest that nature contact can be considered as a workplace strategy for reducing stress, while at the same time enhancing performance and overall well-being. Therefore, Mindfulness-in Nature-based practices (MiNBP) joins together the healing effect of nature and the distressful effect of MBP, with greater benefits. It is therefore essential for company’s managers to understand how MiNBP has the potential to benefit their staff towards a systematic approach to SEL, in particular when considering the perspective of the five-competency-area framework. The Mindfulness-in-Nature Based Training through Virtual ENvironments (MINDLIVEN) project aims to provide an innovative solution to this issue. Building on existing research, partners will identify a required set of needs in terms of preventing and addressing work place stress, leading to the development of a set of MiNBP contents supported by an online MiNBP platform with communication tools and additional resources (like an Android and iOS app to facilitate access to the platform and contents) to facilitate the transfer of learning into the workplace but also to create the MiNBP user support community. This e-environment will raise the awareness for the problem and it will enable owners, managers and decision makers to plan for and to mitigate the occurrence and the negative consequences of work-based stress. After the pilot testing the real impact of the MiNBP in the main competency areas and on the individuals’ life and on the companies’ productivity will be assessed and consequently a policy report and recommendations will also be produced. The project targets:- Employees and owners/managers of SMEs as end users and main beneficiaries. They will be empowered and helped to improve their personal & professional life by being able to prevent and address workplace stress; - VET trainers, HR and Health & Safety consultants will be provided innovative tools for assessing the situation with their trainees and clients;- Professional associations, that have an active role in the sustainability and maintenance of the results of the MINDLIVEN project;- Organizational Health decision makers and governmental entities at regional, national and European levels will be contacted in order to persuade and make them aware of the need for more immediate actions. About 260 direct stakeholders (managers, staff, owners of micro and small enterprises) will be directly involved through direct contacts and other project activities like the MiNBP user support community and another 240 will be involved through the multiplier events. The MINDLIVEN network will also include about 100 HR consultants, health experts and decision makers leading to about 600 stakeholders directly involved in the project. Through a vast set of dissemination and exploitation activities, the consortium expects to reach other 6000 stakeholders (from all the identified target groups). This wide and systematic European intervention, rather than a casual local/national approach, will allow the project outcomes to be tested on different cultural and socio-economic contexts, showing the potential transferability of results across Europe and allowing for a European policy adoption.Note: Bibliographical references for the context and background of the project are provided in an annexed document

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  • Funder: European Commission Project Code: 2016-1-ES01-KA202-025335
    Funder Contribution: 194,627 EUR

    More than 91% of the UE´s territory is “rural” and about 56% of the EU population lives in these areas. A new demographic change is taking place in Europe, defined as “counter urbanization”: a lot of people, attracted by the environment and the quality of life, they move from urban to rural areas that are becoming increasingly more accessible thanks to the new public transport infrastructure and ITCs.Transform@ project has as an objective to foster innovation and business spirit in rural areas by the increase of digital skills and electronic commerce through training. The e-commerce provides the opportunity to establish new and original business and facilitates setting up services and products where they were not available before.Therefore, Transform@ is based on the need of enhancing the economic activity and the creation of employment in rural areas, and the strong belief that electronic commerce and the “online” shopping represent an interesting opportunity for the settlement of these zones.In the digital era, strategies such as e-commerce may increase the competitiveness of rural areas, avoiding depopulation and becoming zones with life and work opportunities. In addition to this main goal, the project has also the following additional objectives:•Improve the digital skills and e-commerce abilities of people;•Increase the employability and business spirit in rural areas;•Facilitate the transition of young people to labour market through training.To do so, the TransForm@ partnership has created the following intellectual outputs: •“Training on e-commerce in rural areas”: an online training course on e-commerce in rural areas;•“E-commerce in rural areas Serious Game”: an online game which aims to refine the abilities on e-commerce at international level through a gamified training strategy. The project has been promoted by the Department of Trade, Employment and Tourism of the Regional Government of Alava. Besides them, 2 entities specialized in innovative pedagogies and learning (Media Creativa and Virtual Campus), 2 non- profit organizations which work in the field of entrepreneurial training and offer training to those special target groups with difficulties (IED and MIS Foundation) and a VET center (CVO Antwerpen), which is one of the biggest in Belgium and whose training offer include secondary education, VET training, language course and business training comprise the partnership of the project. More than 35.00 people have been reached by direct and indirect dissemination mechanism put in place (presentation, dissemination in social networks, press notes, multiplier events in each country..) More than 300 young people from partner countries have tested the game and 118 experts have validated the training.The website, translated into 6 languages of the partnership, has around 2500 visits and the Facebook page has about 184 followers, while the visits to the game are above 500 downloads and the access to the web (338 times has been the game downloaded and 214 times has been accessed online). Likewise, there is a YouTube channel where Good Practices are shown in a video format, recorded in the frame of the project. The evaluation of the outputs, that were presented in a final conference that 80 people attended, have been very well assessed by the target groups and potential users. Besides, the partnership shows a strong commitment to continue working on the sustainability of the project, to include the training course and the game in the training offer and to disseminate the project in different events the partner organizations participate.

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  • Funder: European Commission Project Code: 2017-1-ES01-KA204-038478
    Funder Contribution: 153,200 EUR

    In a European context, in which it is increasingly clear that the so-called 21st Century Competencies are essential to understand and peform in the world today, we find groups that for various reasons do not participate in activities aimed at developing these competences. Since 2017, the European Commission (after public consultation) highlighted the key importance of 3 competences: mathematical competences, literacy and digital competencies.Some key data allowed profiling the main target group of the project: adults. For example, about 55 million adults between 15 and 65 have difficulties with reading-writing in their own language; 24% of the EU population have a level 1 or below in maths (on the five-point scale); and 44% of Europeans have no basic digital skills.On the other hand, the technological innovation that has broken into the last decades implied structural changes that decisively influenced virtually all areas of our lives. Technology changed the way we relate with others, our habits and lifestyles, our way of understanding and enjoying leisure time and also our way of learning and teaching.Thus, the App4skills project focused on the development of a web application that allows, in a playful-educational context, to improve the basic skills of European adults in mathematics, literacy and digital skills.The project focused its activities towards the fulfillment of the following objectives:- Improve creativity and develop in students the ability to create new problems / activities, ask questions and share relevant ideas.- Improve students' perception of learning mathematics, improve their literacy skills and promote their digital skills, increasing their interest, motivation, flexibility and perseverance, and correcting negative attitudes traditionally linked to lack of trust, low self-esteem or the anxiety that can be generated by formal learning settings.- Prepare students for continuous and autonomous learning, developing critical thinking and promoting equity, social cohesion and active citizenship.- Promote the professional development of adult trainers in basic skills, providing them with a new tool for use in informal and non-formal contexts.The project implementation counted on specialists from five countries (Spain, Finland, Poland, Italy and Turkey), members of the partners' work teams, but also from other local, national and European entities linked to them. Professional networks were activated and dinamysed to obtain valuable feedback for the project.In addition, the project counted on the direct participation of 391 people in the phases of testing of the prototype and in the presentations made in the different multiplier events. All of them representatives of the project's target groups: adults and their trainers.The web application was developed in several phases, which we could summarize in 3: design and development of the prototype, testing with real users, adaptation and inclusion of improvements for the development of the final version.It is worth noting the wide participation of users in the testing phase (159 people, of which 123 were adults and 36 trainers), and the positive feedback received. As an example, we can highlight that 91.82% of the participants considered that the webapp meets their expectations and 91% believed that its design is attractive.In addition to the direct positive impact on these users, the project continuously carried out networking and dissemination actions with the objective of gathering the interest and collaboration of other entities for the use of the webapp, once the project is finished. In this sense, some interesting connections have already been made, and the data recorded in the web application show that the number of activities has increased from 300 published by the partners to 342, which is a sign of their use by third parties.

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  • Funder: European Commission Project Code: 2021-1-ES01-KA210-VET-000034535
    Funder Contribution: 60,000 EUR

    << Objectives >>The main priority of the project is training the trainers, strengthen their capacity and improving their skills and abilities to promote entrepreneurship programmes with a social dimension based on the Sustainable Development Goals. The SDGs are the blueprint to achieve a better and more sustainable future for all. They address the global challenges we face, including those related to poverty, inequality, climate change, environmental degradation, peace and justice.<< Implementation >>- Planification- Preparation- Implementation- Evaluation- Dissemination<< Results >>- A training toolkit for trainers on how to design social entrepreneurial itineraries for entrepreneurs- A set of resources and practical activities based on Project Based Learning methodology with specific guidelines for use in promoting social entrepreneurship based on the DGSs- A set of new entreprenesaurial ideas to solve common challenges through innovation social entrepreneurship- A Final report of conclusions and recommendations to be t

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