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Eprojectconsult - Istituto Europeo di Formazione e Ricerca

Country: Italy

Eprojectconsult - Istituto Europeo di Formazione e Ricerca

6 Projects, page 1 of 2
  • Funder: European Commission Project Code: 2020-1-BG01-KA227-ADU-095146
    Funder Contribution: 198,128 EUR

    The Covid-19 pandemic has created new economic and social realities in European countries. Along with job losses, the closure of public facilities and the loss of capital, the education and cultural sectors have been severely affected and put in the background as a secondary function of European societies. The virus has paused the introduction of innovative practices in the field of education and training, in facilitating the recognition and validation of knowledge, skills and competences acquired through formal, non-formal and informal learning.At the same time, the lack of digital skills among citizens and among the already digitally intensive sector of education, training and creative industries was extremely serious - all participants in these processes had to be digitized as a matter of urgency. The vast share of online communication, the great increase in the volume of created and shared content, has exacerbated the need for better knowledge and understanding of software products that have obsessed our daily lives and work. Extreme political currents, mass demagoguery and the use of fake news have created a tangible need for knowledge and training for full-fledged digital European citizenship.In this context, the problems addressed by the project are related to:• the need to strengthen all aspects of creativity in non-formal and formal education by improving the development of skills and competences;• the need for measures to accelerate the digital transformation and the use of digital means to adapt the way creative products, goods and events are created, managed, distributed, made available and consumed;• the need to promote active citizenship and social inclusion through the arts, using digital tools.The main goal of the project is to address the key digital challenges posed by Covid-19 - digital transformation and intelligent use of digital tools in creative activities. The specific objectives of the project are:- Adapting a model of competence framework in the field of digital creativity - defining levels of knowledge and skills from DigComp 2.1 (The European Digital Competence Framework for Citizens), which are related to the topic and validation of the acquired skills of the persons included in training programs for digital skills. Introduction of a model for validation of the acquired skills through an open digital badge for creative skills.- Study the applicability of digital creativity in different sectors through case studies to illustrate the opportunities for social integration, sustainable business and active citizenship, and to promote the use of creative and cultural products in general, in the current pandemic situation;- Creating tools for ethics and purity of digital content in creative activities, promoting active citizenship, the fight against fake news and diversity.The key target groups are identified according to the levels of competence offered by the project and the specific knowledge / skills required for each of them:- Young people and students who are among the most numerous and active creators of digital content;- Representatives of small and medium enterprises (SMEs), which could optimize the management / production processes in their companies through digital creativity;- Teachers, facilitators engaged in training to promote creativity, culture, and cultural diversity.The following results will be achieved within the project:- Adapted model of competence framework in the field of digital creativity - defining levels of knowledge and skills from DigComp 2.1.- Created a framework for self-assessment of digital creative competencies, based on the model - an online tool for self-assessment.- Created a tool for validation of the acquired skills through open digital creative badge for creative skills.- Report from a study of the applicability of digital creativity in different sectors through case studies (3 pieces - one for each of the partner countries - Bulgaria, Italy, Germany).- Toolbox - a toolkit for ethics and purity of digital content in creative activities. The tools will be compiled in the Open Digital Repository (ODR), in various formats (presentations, videos, publications), supporting active citizenship, the fight against fake news, digital diversity and equality.

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  • Funder: European Commission Project Code: 2021-1-NL02-KA210-YOU-000027428
    Funder Contribution: 60,000 EUR

    "<< Objectives >>The PWoEE project aims at providing digital means to support young female entrepreneurship in Europe by providing tailored made training curricula and a digital mentorship community for real life situation and support through their entrepreneurial pathway focused on preserving our environment.More concretely the specific objectives of the project are:-Development of strong partnership in the field of young women empowerment – The partnership is established between different types of organizati<< Implementation >>A1-Web Platform PPWoEEThere will be 3 main tabs:1.Curricula:Course A: ""Business Technology"".Course B: ""Social & Environnemental Entrepreneurship""Course C : ""Entrepreneurial Finance""2.Mentoring3. Networking spaceA2- The EU dissemination campaign Sets out key audiences and dissemination channels for use from the start of the project implementation, as well as metrics to be measured to track dissemination progress.<< Results >>-Institutional sustainability: Permanent network for support the female entrepreneurship activities and development which will continue existing after the end of the project.-Policy level sustainability: The project will be supported by national authorities and public institutions in all the countries-Environmental sustainability The project aims protection of the natural environment and its promotion. -New KA2 projects"

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  • Funder: European Commission Project Code: 2021-2-DE02-KA210-ADU-000051398
    Funder Contribution: 60,000 EUR

    "<< Objectives >>The project ""Participatory digital development for Green Cities"" offers social workers, community workers, cultural workers, youth workers, etc. participative methods how to act on district level with the general public for to better access the topic of climate change and sustainability within their living environment. It's about methods for professionals how to activate, promote and transfer knowledge through participatory learning to strengthen climate protection as a goal in urban development<< Implementation >>The project consists of 5 areas of activities:1. Research, development and design of participatory learning methods for to enable professionals in their work with local people on district level2. Workshops with the focus group for to train, test and evaluate the participatory methods3. Workshops with the group of multipliers for to inform, train, disseminate the participatory methods4. Dissemination of project, results etc5. Professional exchange between the partnership of this project<< Results >>The project expects 3 main results:- New participatory non-formal learning methods for any kind of district workers for the activation of people.- To create networks for further development of the topic between local (district) and European level- To deepen the professional knowledge, the readiness for collaboration and the further development of the field of the project between the project consortium and third partners that will get involved during the project."

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  • Funder: European Commission Project Code: 2019-1-UK01-KA202-061906
    Funder Contribution: 35,259 EUR

    Context Youth experiencing social exclusion do not have training and resources tailored specifically to their needs. Despite this, in our experience many would consider setting up an enterprise but lack the self-confidence and know-how to go about it. Youth workers and others working in the field may refer to business advisers but usually these are not equipped to provide the special support and nurturing that socially excluded youth need. So most give up on this dream early on as they feel overwhelmed. The Take the Leap Project aims to fill this gap by developing, piloting and introducing a two-level workshop-based training program, and an innovative online Training Package geared sensitively to the specific needs of a young person facing social exclusion. Objectives •Workshops and one-to-one mentoring at (a) Level 1 - to address the barriers socially excluded youth face e.g. by boosting motivation, self‐confidence, entrepreneurial/creative thinking, personal skills recognition, communication skills, developing enterprise ideas, and (b) Level 2 – firming up these ideas, needs analysis, identifying key skills needed for success, unpaid work placements, and visits to successful start-ups •Sharing knowledge, skills, good practice and experience between NGOs in the training, coaching and mentoring of socially excluded youth in entry to entrepreneurship •The development of an open digital youth work entrepreneurship Training Package supporting socially excluded young peopleParticipants (a) 300 youth facing social exclusion including such factors as poor mental health, long term unemployment (NEET), learning disabilities, social isolation, income deprivation, being ex-offenders and (b) At least 400 youth workers and youth trainers and others who provide support services to the above group Main Activities Creation of common brand for the project; further research into best practice; setting up and piloting of workshops; transnational meetings to manage the project and share experience, including an end- of-project conference; development of online training package; delivering a further 3 training workshops; testing, evaluating and final production of online Training Package; presentation via multiplier events in each country; planning dissemination; writing final evaluationMethodology Partner will lead on named areas, work via a Project Management Board through ongoing communication via email, Google Drive, Skype and face to face transnational meetings. Reference groups (including youth participating in the workshops) will trial the workshop training and the online Training Package providing feedback. Training will incorporate processes such as peer mentoring, 1:1 support, small group work, other student-centred approaches using team work, experiential problem-solving learning, building on existing knowledge. For all our events we will using social media/digital presentation technology (e.g. Mentimeter.com) to track progress and maximise involvement in project decision making. Regular monitoring will take place with evaluations of events supporting the mid-term and final evaluation/report. We will use the last few months of the project to disseminate more widely. A project finale conference will form part of the final transnational meeting and multiplier events will showcase the completed online Training Package in all partner countries. Results Results include (a) sharing, development and dissemination of best practice/new innovative tools in youth training tailored to socially excluded young people; (b) enhancing youth trainer's professional development, by using digital methodologies; (c) enhancing of transnational cooperation (d) direct training and support of socially excluded youth learners who have hitherto faced barriers to entering entrepreneurship (e) new digital resources in the form of our online Training Package geared to the specific needs of socially excluded youth Impact For the young people: personal development: improved skills, knowledge and awareness to start up as entrepreneurs. For the youth trainers and others who work provide services to young people: awareness of methods of training and supporting socially excluded youth to enter entrepreneurship; new/improved understanding of how youth are supported to enter entrepreneurship in other countries; improved practices in supporting and motivating socially excluded young people. For all: knowledge of the availability of other support provision and resources for youth regarding entrepreneurship - offered within their own country, within the EU and in Europe as a whole; knowledge of how to access this provision and these resources. The enhanced training and resources will benefit socially excluded youth across Europe as described above. We expect to have a stronger group of stakeholder organisations working together with policy makers in national governments in this field at a local, national and European level.

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  • Funder: European Commission Project Code: 2022-1-BG01-KA220-SCH-000087331
    Funder Contribution: 250,000 EUR

    << Objectives >>The main objective of the project is to develop innovative FaR&Com Methodologies, with the help of which teachers will facilitate students’ personal and academic achievements due to the development of concentration, photographic memory, peripherial vision, will limit the regression of the eyes during reading, eliminate the articulation, develop the imagination, and support the simultaneous work of both brain hemispheres during reading for speeding the reading and improving the comprehension.<< Implementation >>Based on 5 national reports, three Comprehensive Reading Methodologies and three training programs will be created, a mobile application for learning and practicing, international English learning followed by national ones, creating additional exercises on five topics and pilot trainings in real educational environment. Two rounds of events for sharing and promoting the project and a final conference. Three partnership meetings, a website, a Facebook page, a YouTube channel.<< Results >>Three methodologies with three training programs in 5 languages, 50 additional exercises, at least 16 participants in international training, at least 32 participants in national trainings, 240 participants in pilot testing, 80 participants in first-round results sharing events and 90 in second, 100 participants in an international final conference. Improved skills of teachers and learners for speed reading and comprehension. Innovative mobile application for fast reading and comprehension.

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