
FUNDACION BANCARIA IBERCAJA
FUNDACION BANCARIA IBERCAJA
2 Projects, page 1 of 1
assignment_turned_in ProjectPartners:Ordem do Mérito das Índias Orientais, Ľubovnianske múzeum - hrad v Starej Ľubovni, IMASCONO ART, S.L., Comune di Volpedo, FUNDACION BANCARIA IBERCAJAOrdem do Mérito das Índias Orientais,Ľubovnianske múzeum - hrad v Starej Ľubovni,IMASCONO ART, S.L.,Comune di Volpedo,FUNDACION BANCARIA IBERCAJAFunder: European Commission Project Code: 2021-1-ES02-KA220-YOU-000029177Funder Contribution: 186,265 EUR"<< Background >>These last two years have profoundly transformed the socio-economic balance of the entire society. All sectors have faced drastic transformations and, in particular, culture is one of the most especially affected by the pandemic.European job opportunities related to culture have seen their attractiveness drastically diminish due to the dramatic cessation of activities and income, due to health restrictions, and are today in a critical economic situation.Talented young students with artistic passions have seen their future traditional jobs falter, facing a digital transition that has reached the depths of every activity in every remote place of our old continent.Museums, theatres, concert hall, cinemas, etc. they move an important economic sector, formed not only by artists, musicians, dancers or painters, but also by a large number of companies, associations, public authorities and professional profiles.This dramatic and extraordinary situation has accelerated the continuous process of digital transformation of the cultural sector and has stimulated “fantasy and creativity” with the aim of proposing new artistic communication channels to keep activities and jobs alive.However, the losses, in terms of global income, have accounted for 80% of the total.In addition, to introduce art to young people is to give them one of the best tools so that they can express their emotions, either as artists or as spectators. It is a tool to express emotions, stimulate creativity, expand knowledge, better understand the world around them and develop aesthetic taste.As artists or as spectators, we want to continue motivating young people to enter the world of art.This project will promote creativity through training initiatives, research and exhibition of cultural trends aimed at all audiences, especially young people. Along these lines, we believe that this project offers resources and tools that will bring them closer to museums, either participating in creative action or as spectators.The FYS Virtual Project's main objective is to transfer new skills and abilities in the cultural sector, in order to deploy digital skills dedicated to developing and implementing innovative modalities to communicate, create, transfer and disseminate cultural content, also considered as tourist destinations connected to their territories. In this way, young people will be able to have new job opportunities and to carry out their life projects related to the world of art and culture.Due to the current COVID 19 crisis, authorities, public and private actors, belonging to the artistic sector, but also tourism, will have to adapt even more deeply to the new trends of visitors and spectators in search of cultural experiences, using the new related technologies. and they must develop a quality and sustainable offer capable of:• Develop skills and competences of young people in the cultural field• Coupling tradition and innovation of the European artistic legacy• Promote local heritage, habits and traditions through digital tools• Pay attention to the aspects of environmental sustainability, health security, accessibility for all through new skills of young artists and managers of cultural heritage• Protect heritage, landscapes and local culture.The project partners consider this need to be urgent, so as not to miss the opportunity to ""hook up"" with the ongoing digital transition, and they warn of the priority area of culture for the recovery and general growth plan of the European economy.<< Objectives >>OBJECTIVE: VirtualFYS's main objective is to create a cooperative association between 5 entities from different European countries (Spain, Italy, Belgium, Slovakia), in order to increase the quality and relevance of its activities in the field of youth, as well how to increase their capacity to operate jointly at the transnational level. In addition, it will promote the internationalization of its activities and develop innovative practices and methods for the training of young people in the cultural sector, with the help of digital tools and using great historical figures of European art and culture as a point of union between countries.The common thread of the proposal on which all activities will be based will be three characters from the field of art and culture of the different countries (Francisco de Goya, Giuseppe Pelliza da Volpedo and Isabel Alfonsa de Borbón).GENERAL OBJECTIVES• Creation of innovative educational digital content.• Improvement of the capacities of young people and their employability in the cultural sector (greater sense of initiative and entrepreneurial spirit; competences in foreign languages).• Improved accessibility to culture for young people with fewer opportunities (disability, rural and remote areas).• Improvement of the digital capacities of young people and professionals in the field of youth.• Sensitization of young people about the context of the European Union, as well as their cultural identity and social and historical heritage.SPECIFIC OBJECTIVES• Development of methodologies and pedagogical approaches for non-formal learning for young people to promote their entrepreneurship and creative learning (O1)• Development of new non-formal training programs, as well as learning materials and tools that make it possible to increase the employability of young people by reinforcing their key competencies. (O2).• Development of methodologies and digital tools that favor the interest and immersion of young people in culture, especially young people with fewer opportunities. (O3, O4)<< Implementation >>Virtual FYS is going to develop 4 intellectual products. For this, we will need to carry out numerous activities, all of them related to the development of pedagogical frameworks, didactic materials and digital tools that help us improve the capacities of the young beneficiaries of this project. In addition, we will carry out a training activity for professionals in the field of youth who are interested in exchanging good practices with other professionals, especially those related to the culture sector.INTELLECTUAL PRODUCTS• O1. Pedagogical framework -Competencies for young people in the cultural sector.• O2. Youth activities program (7 chapters)• O3. Design of Virtual Spaces• O4. Online platform- Virtual kit of digital tools.TRAINING ACTIVITIES (INTERNATIONAL EVENT)Short term joint staff training events.Participants: 7 participants from each country.PROJECT ACTIVITIESA1 MANAGEMENT AND IMPLEMENTATION OF THE PROJECTInternal communication between partnersCommunication with the National AgencyRisk analysis and managementIdentification of quantitative and qualitative indicators of successQuality assurance planPeriodic reports and cost statementsM1 1st Project meeting, Spain M1 Kick-off MeetingM2 2nd Project meeting in Italy M12M3 3rd Project meeting in Slovakia M22A2 DEFINITION OF THE EDUCATIONAL FRAMEWORKA.2.1 Needs analysisA.2.2 Determination of implementation parametersO1 O1. Pedagogical framework - Young culture skillsA3 DEVELOPMENT OF YOUTH TRAINING PROGRAM AND MATERIAL• A3.1 Design / mediation• A3.2 Design / actorCh1 Chapter 1. Dramatized visits• A3.3 Choice of works, contextualization and theory• A3.4 Design practical workshopsChapter 2 Chapter 2. Engraving workshops• A3.5 Design and call for competition rules at the local level• A3.6 Design and call for competition rules at European level• A3.7 Selection of works (Italy, Spain, Slovakia)• A3.8 Selection of works at European level• A3.9 Exhibition presentation eventChapter 3 Chapter 3. Comic Contest (Europe)• A3.10 Choice of works, contextualization and theory• A3.11 Design practical workshopsChap 4 Chapter 4. Workshops ""DIVISIONISMO"" - VOLPEDO• A3.12 Choice of spaces and routes, contextualization and theory• A3.13 Design practical workshopsChapter 5 Chapter 5. Workshop ""following the track of Pelizza""• A3.14 Isablla History• A3.15 Design of scripts for dramatized visitsChapter 6 Chapter 6. Series of lectures and scriptwriting workshops - ISABELLA• A3.16 Development of methodologies• A3.17 Application to the youth fieldChap 7 Chapter 7. Soft Skills workshopsO2 ACTIVITIES PROGRAM (7 Chapters)• A3.17 Content design and development• A3.18 Recreation of at least 2 rooms in cultural spaces in Spain, Italy and Slovakia• A3.19 Escape Room Mechanics / Gamification• A3.20 Test• A3.21 LaunchO3 Design of virtual spaces• A3.22 Design of the online platform VIRTUAL FYS• A3.23 Design of a specific virtual room for pedagogical framework Portugal• A3.24 Design of a specific virtual room for dissemination of training activities and dissemination of the projectO4 Online platform - Virtual kit of digital toolsA4 ASSESSMENT AND VALIDATION OF QUALITY• A4.1 Evaluation and quality control of project activities.• A4.2 Final evaluation report of the project• A4.3 Development of the Validation Plan and instruments• A4.4 Validation report of the provisional training program• A4.5 Final validation report of the training programO5 O5. Validation & Evaluation of the Training ProgramA5 DISSEMINATION AND EXPLOITATION OF RESULTSC1 Short-term joint training events for staff (Congress)Development and dissemination Online platform + stakeholder searchExploitation of the PlatformE1 Event (Portugal)E2 Event (Italy)E3 Event (Slovakia)E4 Final Event (Zaragoza)<< Results >>In the young:o Improve the living conditions of young Europeans, promoting their inclusion and resilience and favoring the participation of those belonging to the most disadvantaged groups, through better access to training and culture, as well as digital skills.o Increase in the employability of young people through the acquisition of new skills and professional competencies.o Acquisition of new values and ethical, social and cultural competences, as well as greater sensitization and awareness about the principles of unity and diversity, cultural identity and social and historical heritage.,o A greater interest in culture and art, facilitating their access through the use and implementation of new forms of learning and new digital and technological languages.In professionals in the field of youtho Acquisition of new methodologies and pedagogical approaches to non-formal learning, necessary to help meet the objective of strengthening the digital skills of young Europeans, as a way to improve their employability and professional training.o Acquisition of a series of competencies and skills, as well as new ideas and knowledge of good practices, to be able to develop projects with young people from their respective countries in their communities of origin.o Improvement of the capacities related to their professional profiles (youth workers, trainers, cultural managers, awareness programs, training programs, those responsible for communication actions, etc.), in order to offer a higher quality service to the youth of your community.o Greater motivation and satisfaction in their daily work. Generation of new ideas and quality actions. In participating organizationso Exchange of good practices between the participating organizations, as well as the creation of synergies between them, which will allow multiplying the effects of the project, favored by the plurality of profiles of the participating entities.o Increase in the participants awareness and understanding of other cultures and countries, offering them the possibility of building international contact networks. It will promote contact, the exchange of good practices between entities from different countries and the implementation of new quality actions in the field of youth in the field of culture and digitization.Improving its ability to operate at EU level: strengthening cooperation with partners from other countries. One of the expected impacts is to strengthen relations with other entities, with the same vision and values to exchange good practices in the fields of youth, training and culture, making it possible to carry out joint projects in the future, in the field of youth.o Increase in the international dimension of the participating organizations, increasing their capacity to carry out more initiatives at the European level and higher quality consortia in the field of youth.o Achievement of improvements and innovation in the treatment of the target groups, acquiring new methodologies to carry out with the young people with whom the participating organizations from the different countries work.o Development of a European network that will lead to an exchange of good practices and a mutual enrichment of the partners.o Interaction with other private entities and public administrations: Throughout the project, various communication and dissemination actions will be carried out, to generate an impact on different administrations and local entities linked to the participating partners."
more_vert assignment_turned_in ProjectPartners:RSI, FUNDACION BANCARIA IBERCAJA, ΗΜΜΥ, TUC, IMASCONO ART, S.L. +4 partnersRSI,FUNDACION BANCARIA IBERCAJA,ΗΜΜΥ,TUC,IMASCONO ART, S.L.,COMUNE DI ALBA,EA,CONFEDERACION ESPANOLA DE CENTROS DE ENSENANZA ASOCIACION C.E.C.E.,Z Generációért AlapítványFunder: European Commission Project Code: 2022-1-ES01-KA220-SCH-000089594Funder Contribution: 250,000 EUR"<< Objectives >>This project will aim to enhance online, distance and blended learning,supporting teachers and trainers, as well as safeguarding the inclusive nature of digital learning opportunities.In this way the project has to:-Promote the recent trends in active and sustainable mobility that emerged during the COVID Era (increase in walking and cycling) ensuring road users safety,-Ensure the contnuity of learning by supporting teachers to get trained and adopt open and distance learning strategies.<< Implementation >>The project is divided to seven main Activities.A1 PROJECT MANAGEMENT & QUALITY ASSURANCEA2 DEFINITION OF THE PEDAGOGICAL FRAMEWORKA3 TRAINING PROGRAMME & MATERIAL DEVELOPMENTA4 Application developmentA5 SCHOOL IMPLEMENTATION & TRAINING ACTIVITIESA6 EVALUATION AND VALIDATIONA7 DISSEMINATION & EXPLOITATION ACTIVITIES<< Results >>5 main project results:-PEDAGOGICAL STRATEGY which includes the main pedagogical principle-DEVELOPMENT OF A TRAINING PROGRAMME called ""ACTIVE & SAFE"" , a Teacher's Guide-DEPLOYMENT of ""ACTIVE & SAFE DIGITAL LABS"", the digital complemetary app of the training programme-“ACTIVE & SAFE SCHOOLS” NETWORK, expecting to turn 150 school environments across Europe into living labs-EVALUATION of the training programme which will be the main vehicle for the sustainability of the proposed project"
more_vert