
Europejska Fundacja na Rzecz Wspierania Rozwoju Innowacyjnego
Europejska Fundacja na Rzecz Wspierania Rozwoju Innowacyjnego
7 Projects, page 1 of 2
assignment_turned_in ProjectPartners:SDRUZHENIE ZA INOVATIVNO MISLENE, Europejska Fundacja na Rzecz Wspierania Rozwoju Innowacyjnego, PYLON ONE, PANELLINIOS SUNDESMOS EPIXIRISEON HLEKTRONIKON EFARMOGON, PLIROFORIKIS KAI NEON TEXNOLOGION, EVROPAIKO KENTRO KOINONIKON EPISTIMON POLITISMOU KAI ATHLITISMOUSDRUZHENIE ZA INOVATIVNO MISLENE,Europejska Fundacja na Rzecz Wspierania Rozwoju Innowacyjnego,PYLON ONE,PANELLINIOS SUNDESMOS EPIXIRISEON HLEKTRONIKON EFARMOGON, PLIROFORIKIS KAI NEON TEXNOLOGION,EVROPAIKO KENTRO KOINONIKON EPISTIMON POLITISMOU KAI ATHLITISMOUFunder: European Commission Project Code: 2022-2-EL02-KA220-YOU-000100095Funder Contribution: 250,000 EUR<< Objectives >>The Internatiοnal Labοur Οrganizatiοn estimates that 73.4 milliοn peοple aged 15-24 dο nοt have a jοb (43% οf glοbal yοuth). As youth unemployment is a major issue all other Europe - thus alarming in Greece (1st in place on youth unemployment), mastering ICT skills is becoming critical to fill the huge gap created by the digital revolution and COVID-19 outbrea. Though, as there is a growing need for ICT experts in the EU, evidence suggests that fewer students are choosing this field than before.<< Implementation >>To support youth work towards ICT skills' boost The ReBOOTCAMP:W1: Project Management - Financial, Time, Communication, Quality, Monirotning Management Activities.W2.A1 DataBase Analysis Development W2.A2. Curriculum Development & Learning Material for Youth WorkersW3.A1 Open Educational Platform DevelopmentW4.A1 Real IT Bootcamp No1 (training for youth workers) W4.A2 Real IT Bootcamp No2 (blended training/pilot testing)W5.Impact and Dessemination Activities - Maximizing the impact and PRs<< Results >>The ReBOOTCAMP proposes the development of 3 main Results, through 4 Activities.The Database Analysis and the e-book/research reportsReBOOTCAMP Curriculum, using a set of educational resources tο structure ReBOOTCAMP Toolkit. Pοwerful ReBOOTCAMP educational platformReal IT Bootcamps for Youth 1 to train youth workers on using the Toolkit & OER and Real IT Bootcamps for Youth 2 for trainers to train youth especially NEETs-ICT upskilling tools for youth workers-Key competances improvement
more_vert assignment_turned_in ProjectPartners:Europejska Fundacja na Rzecz Wspierania Rozwoju Innowacyjnego, FONDATSIYA EDU COMPASS, INSTITOYTO KOINONIKIS KAINOTOMIAS KAI SYNOXIS, BACKSLASH, My Career Revolution LtdEuropejska Fundacja na Rzecz Wspierania Rozwoju Innowacyjnego,FONDATSIYA EDU COMPASS,INSTITOYTO KOINONIKIS KAINOTOMIAS KAI SYNOXIS,BACKSLASH,My Career Revolution LtdFunder: European Commission Project Code: 2020-3-PL01-KA205-094940Funder Contribution: 106,990 EURIn recent years, war and globalization have changed the world - on one hand, people from conflict-torn countries seek safety and opportunity for a good life, while on the other hand, many people consider themselves global citizens and move to live abroad. This presents an Europe-wide problem - young people from different backgrounds might have a learning barrier due to a combination of social, economical and cultural factors. Now all those preexisting factors are combined with a new issue - COVID-19. The unique situation contributed to the already hectic lives of youth and is just another hindrance in their efforts to succeed. In our project, we focus on the groups with fewer opportunities, namely, immigrant youth since they have been one of the most affected groups in these times. The objectives of our project are to help young immigrants and people from different cultural backgrounds develop career competencies that are aligned with current business needs via board games. The competencies the project focuses on are mother tongue fluency, foreign language acquisition, mathematical literacy, competence in science and technology, digital competence, learning to learn, interpersonal, intercultural, social and civic competence, entrepreneurship and cultural expressions. Moreover, these employability skills are applicable in various sectors of the economy and are needed for immigrants to overcome various barriers, such as language barriers, prejudice or economic difficulties. Apart from an employability standpoint, these competencies will also prove valuable for those participating in online classes since the digital skills, combined with organizational skills, are of the utmost importance for success in a digital academic environment. The main participants will be young people with an immigration background and during the initial stages of the games, partners will conduct a series of one-day career skills workshops with 30 participants from said target groups. After the end of the project, we expect that the stakeholders would be serving 500 young people in the first year. The project activities are divided into 4 main stages. The first stage includes research on the current situation of the target audience and the business needs in all partnering countries, while the second stage focuses on the content and development of the board games and youth workers’ training according to the design thinking methodology, which offers methods for creative problem-solving. Thereafter, continuous beta testing will be utilized as well as implementing feedback and a launch campaign specific for each country will mark the fourth stage of the project.The result we will produce are:- a 30% increase of young players’ employability and suitability for higher-paid jobs- 600 young people between the ages of 15 and 21 using the games and tools during the first year after the games have been released- To reach over 6000 young people in total in all partnering countries in 5 years from the project completion.- To equip 50 youth workers from NGOs and the public sector to use the tools actively and effectively during the first year of tools release.- To reach over 300 youth workers in 5 years after the project is completed.
more_vert assignment_turned_in ProjectPartners:uDevelop e.V., APVET - Associação Portuguesa de Instituições VET, EVROPAIKO KENTRO KOINONIKON EPISTIMON POLITISMOU KAI ATHLITISMOU, Europejska Fundacja na Rzecz Wspierania Rozwoju InnowacyjnegouDevelop e.V.,APVET - Associação Portuguesa de Instituições VET,EVROPAIKO KENTRO KOINONIKON EPISTIMON POLITISMOU KAI ATHLITISMOU,Europejska Fundacja na Rzecz Wspierania Rozwoju InnowacyjnegoFunder: European Commission Project Code: 2021-2-PL01-KA210-VET-000050871Funder Contribution: 60,000 EUR<< Objectives >>GAME looks to identify and to address the reasons for early abandoning of e-learning training programs by proposing innovative methods and pedagogies for Youth trainers that prevents abandoning of e-learning trainings. It also proposes a series of pedagogical guidelines to prevent youngsters from abandoning e-learning training programs, mainly designed to trainers, supporting disadvantaged groups, by identifying a demotivation, based on a proactive approach.<< Implementation >>An innovative Digital Platform, will be developed by EQUALINEEducational Material for VET learners developed by APVET and uDevelopAn eHandbook with Best Practices developed by EFID 4 Infodays for each partner in September 2022Further Informational Material and Dissemination local activities<< Results >>-Enhanced implementation e-learning techniques of VET learners who have participated in the online Tools.-Awareness to include implementation techniques for decreasing e-learning abandoning classes intoeducational and training programs for trainers working with youth.- Enhanced knowledge of trainers in terms of hard skills (ie: ICT tools, e-learning platform functionalities, pedagogical techniques) and soft skills (ie: communication, motivation, selfawareness, confidence, initiative)
more_vert assignment_turned_in ProjectPartners:Rinascita Società Cooperativa Sociale A.R.L., BRATISLAVA POLICY INSTITUTE, Europejska Fundacja na Rzecz Wspierania Rozwoju Innowacyjnego, ENOROS CONSULTING LIMITED, ASOCIACIJA TAVO EUROPARinascita Società Cooperativa Sociale A.R.L.,BRATISLAVA POLICY INSTITUTE,Europejska Fundacja na Rzecz Wspierania Rozwoju Innowacyjnego,ENOROS CONSULTING LIMITED,ASOCIACIJA TAVO EUROPAFunder: European Commission Project Code: 2020-1-SK01-KA227-ADU-094290Funder Contribution: 135,387 EURRecent psychological findings explain why coronavirus might be perceived as an opportunity for adults to get more creative whilst under living life under lockdown. An average person has about 60,000 thoughts in a day and during this self- isolation time, negative thoughts can be overpowering. It is scientifically proved that engaging in a creative activity can lead to a positive state of mind. Getting inspired in the times of adversity and uncertainty, and exploring creative outlooks is not a new concept. Dealing with the pandemic does not only mean taking care of one’s physical health, but mental health too. As we acknowledge the heightened atrocities of the world, it’s equally important to look out for the silver linings for our own sanity and our mental well-being. Mental health is an important part of overall health and wellbeing. It affects how we think, feel, and act. It may also affect how we handle stress, relate to others, and make choices during an emergency. People with pre-existing mental health conditions or substance use disorders may be particularly vulnerable in an emergency situations like the quarantine that we have all experienced in the previous months.There is a need for both mental health services, particularly for vulnerable po-pulations, and the strengthening of social capital to reduce the adverse psychological impact of the outbreak. (Shigemuraet al., 2020), the economic impact of COVID-19 and its effects on well-being, will likely cause high levels of fear and panic behaviour. QuarantinART will equip and support women with knowledge, key competencies and tools for improving understanding of artistic environments and diversity concepts in order for people who do not have the luxury to learn how to invest in art, or with a background that is not so artistic friendly, to invest time and energy in accepting that a more creative life will ensure an increase of resourcefulness and inspiration which even allows women to work professionally in a creative field. The consortium consists of 5 partners from 5 EU countries (SK, CY, IT, PL, LT) sharing similar challenges, covering a variety of sectoral, geographical & professional backgrounds. Especially when it comes to women with low skills and who did not have the opportunity to spend more time for themselves for a variety of reasons this project will become a milestone for their personal development and mental health through online artistic workshops. Through these virtual lessons they will learn that working out the passions is also a success element in life. An inspiring environment should give space for low-skilled women to follow their passions whether it is painting, knitting, drawing or other art forms. Setting aside time for such activities is really going to help them develop their creative talents in addition to academic brilliance. Creativity is not just for artists, writers, and painters. It’s an attitude and way of problem-solving that applies across domains, from engineering, to biology, to business. Many women dismissed their passion for art and did not follow the path they wished. A creative act can help focus the mind and it has also been compared to meditation as it helps in calming the brain. We are making an effort to increase the creativity level of women to boost their mental health and wellbeing despite the difficult times that they going through with a series of workshops and lessons especially designed to cover their needs. Whenever we think of creativity, the first thing that comes to our mind is painting, singing, dancing, and more. However, there is a lot more to the concept, than just that! 4 Transnational meetings will take place during the project's duration and 5 multiplier events will be organized to disseminate the project results. List of the expected results (Intellectual outputs)IO1) Creativity Boost Guide (a guide that will be demonstrating what are the barriers that adults face that doesn’t allow them to express their creativity and how to overcome them) IO2) Play based, art filled, at home education for women course ( digital creative teaching lessons designed to improve the women's skills on painting, craft-making, ceramic, knitting, etc) IO3) Digital Storytelling Empowerment Tools ( videos that will offer examples of personal success stories from women in the field of arts)Some other expected results are the improvisation or development of their skills, interpersonal, intrapersonal and communication skills.The objectives of this project include: •Maintain mental health and wellbeing of the participants•Increase the creativity levels of these women•Enhance Self-awareness and Expression•Help them show off their talents to the worldThe QuarantinART project is expected to have an overall impact on low qualified women living get involved with arts through initiating and establishing their own ideas.
more_vert assignment_turned_in ProjectPartners:Ce.F.A.S. - Centro di Formazione ed Alta Specializzazione APS, Danube 1245, CENTER FOR EDUCATION AND INNOVATION, ENOROS CONSULTING LIMITED, EAVI +1 partnersCe.F.A.S. - Centro di Formazione ed Alta Specializzazione APS,Danube 1245,CENTER FOR EDUCATION AND INNOVATION,ENOROS CONSULTING LIMITED,EAVI,Europejska Fundacja na Rzecz Wspierania Rozwoju InnowacyjnegoFunder: European Commission Project Code: 2020-1-BE04-KA227-YOU-002816Funder Contribution: 170,867 EURThe COVID 19 crisis has hit the cultural and creative sectors (CCS) particularly hard. Education and training opportunities for youth have also been interrupted for long period, creating long-term implications for post-COVID-19 recovery. Although the pandemic intensified the uncertainty and anxieties for the future, it also helped to create new business models with market potential for young people, in helping to address both the major societal challenges that CCS are facing in light of this global crisis but also the opportunities for them that the crisis has brought to the fore. Building on the impact of the COVID-19 crisis on both the education and the CCS, strategic complementarities can be developed. SIDE will develop tools as measures to accelerate digital transformation and use of digital means to adapt to the way creative products, cultural goods, and events are created, managed, disseminated, accessed, and consumed. The project aims to equip young people with the necessary educational material and tools, as well as with competencies needed to come up with creative and innovative solutions and overcome unprecedented risks and skills inequalities, as well as to unveil professional opportunities that can be sought in a critical context. The partnership consists of six different partners from six diverse EU countries (BE, IT, RS, CY, GR, PL), which will work together, in the fields of formal, informal, and non-formal education, supporting the CCS by empowering young people through enhancing necessary digital skills for promoting Arts and Culture, to be successful innovators by developing initiatives on Digitalisation of Culture, in local and international level, assessing their level of capacity through quantitative and qualitative self-evaluation, and stimulating at the same time EU culture awareness for future generations, thus contributing to the recovery resilience of the CCS.The SIDE project aims to involve young people and particularly young artists for participating in the project's activities and events, but also for any stakeholder who would like to learn more about the project's subject. This will be done via the following outcomes:-“Digital Culture Course” (IO1)-“Methodology Toolkit on Digitalisation of Culture and Creative Sector'' (IO2)-e-Assessment of digital skills in Culture and Creative Sector(IO3)This project will also include four transnational project meetings that will contribute to the preparation, implementation, and evaluation phase of the project as well as six multiplier events organised in each partner country. During the project, one Blended mobility for young people in Italy will be organised: Two representatives from each partner organisation will participate in a 3 days blended mobility. The aim is to train and empower young people in becoming Successful Innovators in Digital Culture Citizenship, supporting further the Culture and Creative Sector in the context of digitalisation and the new realities that COVID-19 caused.The Expected impact of the project is the following:-Increased skills and knowledge of young people, young artists, youth workers in each partner country to successfully implementing the tools in practice;-Improved access towards sustainable education through awareness of skills and qualifications gained by using the IOs, which are adapted in the new, digital demands for the Culture and Creative Sector.In particular, the most important impact on the direct target group will be their enhanced competencies in Digital Skills for Culture and Creative Sector. The proposed project supports the implementation of full innovative, creative and interactive digital tools to increase knowledge, skills, and capacity of young people and other stakeholders, especially from the field of Art and Culture, for achieving a better understanding of contacting activities, initiatives and that enhance the cross-sectoral collaboration, support the implementation of new technologies and promote the resilience and sustainability of the Culture and Creative Sector. The biggest impact of the project is to recognize the importance of using modern methods that adapt to the demands of society's needs and socio-economic challenges. The project will provide equal opportunities for everyone to participate, in educational tools, interactive practices, and networking opportunities. All the information and material gathered through this project as well as the developed innovative tools will be digitalized and uploaded on the SIDE website. The partnership will capitalize and build on each other’s knowledge and expertise, as well as experience from best practices in their national context, for future circulation and transfer of know-how. Last but not least SIDE project's results and outcomes will have both international and local impact as well as clear and tangible benefits and more opportunities for all stakeholders involved.
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