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Ekonomska Šola Novo Mesto

Ekonomska Šola Novo Mesto

10 Projects, page 1 of 2
  • Funder: European Commission Project Code: 2015-1-MK01-KA202-002839
    Funder Contribution: 100,234 EUR

    PEEISS is a Transnational European project, developed by several partners from Macedonia, Slovenia, Austria and Finland targeted at students, teachers, trainers, managers, entrepreneurs and innovators from these countries, with the support of the Learning Programme Erasmus+ of the European Union, which aims at promoting the process of learning entrepreneurship by implementing new and innovative teaching methods and e-learning tools. To address the entrepreneurial skills of learners, the project offers dedicated pedagogically-rich education and training. In order to achieve this, it deploys well-grounded didactic and pedagogical models as founded in e-learning education by the help of creating intellectual outputs that come up from mutual teaching and training activities among partners, transnational project meetings and multiplier events. The goal of PEEISS as a project, to find new and innovative methods of teaching and learning entrepreneurship and to include entrepreneurship in every field of society, can be attained only by the mutual force of the project partners whose strong points will contribute to the achievement of project aims and will make it a valuable experience for all direct and indirect participants.Contents and activities planned for the realization of the project aims can be divided chronologically in three important phases: preparation activities, project management and implementation of project activities. Implementation of the project activities will be conveyed by the use of training activities, workshops, Transnational Meetings, the multiplier event - Final Conference, virtual mobilities which will result in the creation of intellectual outputs and enhancement of the project dissemination. The aims of the project will be achieved by implementing suitable teachers/trainers activities: - Training activity about using innovative teaching methods for teachers and presentations of ECVET in entrepreneurship, Finland;- Workshop for creating Curriculum for entrepreneurial teaching for extracurricular classes of Business and Entrepreneurship in Slovenia;- Implementing trainings for students for development of entrepreneurial way of thinking and soft skills according to the prepared Instruction book managed by Ekonomska šola Novo mesto;-Training activities for entrepreneurial learning and development of the students' entrepreneurial mind, Austria;- Training activity for Innovative teaching methods for entrepreneurship, Austria;- Workshop - Innovative Entrepreneurship: From Idea to Marketplace, Macedonia.The project will have a profound impact on the participants, the participating organisations and the target groups. All the key staff and the learners involved in the project will deepen their knowledge of teaching and learning entrepreneurship, they will understand and enjoy the benefits of using innovative methods for teaching entrepreneurship, they will grasp the foundations of using ECVET in VET and they will learn how to develop themselves as excellent, competitive and successful entrepreneurs. The schools involved in the project will have an opportunity to share ideas, practices and teaching materials on the new open source web platform, which in the future will be highly beneficial for everyone interested in the field of entrepreneurship. This will promote equity among learners from all regions because they will have an equal opportunity to enjoy in the results of this project. The students will benefit by becoming more competent on the labour market once they finish their vocational education.

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  • Funder: European Commission Project Code: 2021-1-DE02-KA220-VET-000028181
    Funder Contribution: 175,673 EUR

    "<< Background >>The outbreak of the COVID-19 pandemic has further stressed the need for a shift towards more sophisticated technological and digital solutions in all sectors of economy and society. The COVID-19 context has accelerated the ongoing digitalisation and automation process of many enterprises throughout the globe, thus increasing the pace to which digital technologies are transforming various jobs in the non-tech field due to the requirement in digital technologies mastering. In this sense, ""The future of jobs report 2018"" (World Economic Forum, 2018) presents a future scenario where a set of digital technologies might be adopted in different manufacturing industries or in vertical industries, which deploy new automation and robotics features as well as devices running in the information and communication technology industry. The displacement of some existing jobs as a result of automation is inevitable, while digital skills gaps will be related to the need to support digital transformation in different industries. In the Industry 4.0 era, the application of Artificial Intelligence (AI) tools and solutions requires new digital skills in the workforce, thus demanding a co-work relationship between humans and machines (Bughin & van Zeebroeck, 2018), which entails more jobs related to computer programming. In this sense, the new jobs requiring advanced digital tools and solutions encompass the specific programming category and the less specific computer programming logic mastering category (ITU, 2020). CODE aims at filling the gap between labour request and labour demand related to digital skills in the nowadays market through a 24-month strategic partnership for innovation in the field of vocational education and training targeted at learners aged 14-30. In particular the project will introduce VET learners to STEM/ICT skills, focusing mainly on coding, in order to enhance their understanding of programming logic and of its paradigms. The selected age span will constitute an advantage for VET learners and for the project purpose since, as reported by DESI (2020), between 85-91% of young individuals possess at least basic software skills, which makes them more receptive to the selected topic. At the same time, project outputs will serve the purpose of easing the access to new job opportunities for young VET learners, who will benefit from the enhancement of their digital skills and from a trending requirement. Partner countries' performance as for digital technology integratio in business is lagging, since all of them are below 50% rate, while increasingly big enterprises and SMEs are using softwares for analysis purposes, e-commerce platforms for trade and cloud computing services to improve operations and cut the costs (DESI, 2020).<< Objectives >>Overall, project objectives will be the following:- Training VET professionals in the implementation of courses related to STEM/ICT field, with a focus on coding;- Facilitating the entry into the labour market for young VET learners;- Easing the matching between labour demand and labour request for youth;- Decreasing inequality gap related to low-skilled professions, displacement and misinformation.Overall, project objectives will be the following:- Training VET professionals in the implementation of courses related to STEM/ICT field, with a focus on coding;- Facilitating the entry into the labour market for young VET learners;- Easing the matching between labour demand and labour request for youth;- Decreasing inequality gap related to low-skilled professions, displacement and misinformation.<< Implementation >>The project will deliver its objective through the following outputs:- A Hanbook containing a research and a guide providing an innovative and digital learning system for VET professionals, resulting from the research outcomes and from the Exchange of good practices among Consortium partners;- A digital platform that will deliver E-training modules elaborated starting from the Handbook;- A digital application developed in collaboration with VET learners that will introduce and spread the knowledge on ICT coding to a widers public.The project relies on the VET methodology due to its suitability to the choosen topic and due to the growing reliance of young learners to this kind of learning in the upper Secondary level on the EU level (European Commission, 2019). In particular, through its activities CODE will increase the access and qualification for all, taking into account the gender divide, while it will support the teachers, notably by training the trainers in delivering a quality training. CODE will sensitize policy-makers towards project's theme and the necessity of promoting youth inclusion by fostering their participation to the labour market. Stakeholders' undesrtanding of projects' topic will be enhanced through dissemination campaings and through the public availability and spread of Intellectual Outputs.<< Results >>Tangible Results:1. A Handbook including:• A research report containing data and forecast about the present and future level of automation in manufacture and service sectors. The research will also analyse the educational offer in each partner country, highlighting the weak and the strong points vis-à-vis the challenge of automation in labour market.• A guide based on the exchange of good practices among partners, containing instructions and practical information on how to develop and implement the VET course aimed at developing hard skills for young graduates in the ICT and coding field2. Digital Educational format based on the handbook that serves as a training base for VET learners. The development of ICT skills will be fostered both through an educational offer that includes innovative, inclusive and digital methodology and through the creation of a group project that involves the content creation of a digital application3. A digital Application developed by Innovation Frontiers in collaboration with VET learners for fostering coding culture to a wider audience4. 1 international blended mobility for VET learners (14-30) for developing and implementing the skills acquired during the VET course.5. Qualifying ECTV certificates validating the learning outcomes acquired during the entire VET programme.6. 1 Digital self-assessment tool developed by partners in collaboration with companies that will be used to test the acquired competences and that will be used for issuing the certificates.7. 5 multiplier events (1 for each partner country) in which the outputs will be presented to a wider public, stakeholders and policymakers.Intangible Results:1. VET professionals will benefit from the exchange of good practices deriving from the collaboration between the partners’ knowledge and experience, thus enhancing their educational instruments through the learning of new methodologies and approaches for the implementation of VET in the STEM/ICT field.2. Young people will develop sensitive hard skills that will enable them to enter the labour market more easily, thus facilitating the transition to labour market and adulthood. Young people will have the possibility not only to learn, but also to create outputs that will stimulate their creativity and critical thinking, thus developing self-confidence that will result in selfempowerment.3. Young people will benefit from the blended mobility that will enable them to challenge themselves by creating digital content and by interacting with peers and professionals both having a different social and linguistic background, while at the same time stimulating their civic sense of belonging to the European society."

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  • Funder: European Commission Project Code: 2021-1-SI02-KA220-YOU-000030182
    Funder Contribution: 252,653 EUR

    << Background >>According to the European Commission: “The growing importance of sustainability has reached all sectors and it is easy to consider green jobs as the preserve of eco-industry.” The last disasters, like the covid-19 pandemic and Australia fire are showing us we need green business forms and social innovation more than ever and young people can change the world by doing green jobs. We empower them by training as eco-literate and green entrepreneur so they can find green jobs. We can provide learning, teaching, training activities and internship opportunities to them so they have been employed in green start up companies and they gain skills to start their own green start up company.The project has brought together 6 partners from Slovenia (Ekonomska šola Novo mesto), Turkey (Nature Conservation Centre), Austria (Innovation Education Centre), Italy (CIAPE), Spain (UCAM) and Portugal (Rightchallenge), all of them related with youth, online-training, nature conservation, entrepreneurship and eco-literacy.<< Objectives >>The project focuses on increasing youth employment in the green business. Our first focus includes collecting data to present youth's knowledge, attitudes and habits and expectations regarding ecological literacy and green entrepreneurship. Moreover it also includes analysing and describing the green start up company by data collection from the selected institution through a survey and we will create a list of key topics like sustainability, waste management, packaging, water and energy conservation, carbon emission and finally we will prepare aguide as how to be eco-friendly or green start up company.The second focus is designing online training program. We will cultivate young people as eco-literate and green entrepreneur by online-training, mostly interactive video lessons with core learning modules. After the training they have a change to apply the internship program in green start up companies. The program provides that young people are able to see the trends, activities, and changes in green economy by interacting with supervisors on real job site. They can see how to contribute to human wellbeing, sustainability, biodiversity and eco-industries as well.The third focus is organising a competition for young people who are dreaming of green start up. According to a survey conducted by MonsterTRAK, young workers want employment with a green company: %80 of those surveyed said they are interested in a job that has a positive impact on the environment and a whopping %92 would chose working for an environmentally friendly company.<< Implementation >>Five main activities will be developed:1. A Guide: How To Be Green CompanyAnalysing youth's knowledge, attitudes and habits and expectations regarding ecological literacy and green entrepreneurship. Finding good examples and surveying key topics in ecoindustry would be useful tool to make the best decisions to address sustainable world.2. Online training: Eco-literate and green entrepreneur skills for young people integrationTraining young people to cultivate eco-literacy by creating learning modules; how does nature work, how does man impact the Earth's natural systems, sustainability and circular economy, green entrepreneurship, solutions for the future, entrepreneurial ideas to help restore Earth's natural systems.3. An Internship Program in Green CompaniesInternship is the best way to get a foothold in a career door young people may never get otherwise. They will complete a week internship and see fresh ideas, unique angles, the latest eco-industry developments and hands on help.4. Green Entrepreneurs CompetitionOrganising the competition to bring young green entrepreneurs to connect globally and receive support on turning their ideas into a tangible impact, with a focus on urgent issues like climate change, deforestation, waste management.5. Eco-Linkedln: The online service to bring eco-literate/green entrepreneur young people and members of green start up companies together.Learning, Teaching, Training Activities and Multiplier Events also support the project implementation.<< Results >>CARE shall result in:- Presenting youth's knowledge, attitudes and habits and expectations regarding ecological literacy and green entrepreneurship,- Presenting good practices in green entrepreneurship companies, analysing their actions for sustainability, waste management, packaging, water and energy conservation, carbon emission activities.- Presenting how the companies conduct activities to develop green entrepreneurship,- Creating a guide for young people how to start up their own green company,- Inviting young people who can contribute green economy,- Creating a community who interested in global environmental issues and they show their entrepreneurs to fulfill the demand for creative tools,- Creating a online training program for cultivating ecological literacy and green entrepreneurship,- Provision of innovative training tools for the promotion of ecological literacy among young people through measured effectiveness of internship program,- Empowered capacity of young people, youth workers, young leaders, green entrepreneurs and support staff for green companies through effective face to face and online training modules,- Creative approaches and the influence on policy makers related to ecological literacy informed youth practices using Eco-Linkedln Platform,- Cultivating ecological literacy, fostering young people engagement in green entrepreneurship, but also encourage them to take action towards global environmental problems,- Increased capacity of nature conservation, being exposed to informal education through ecological literacy online training as participants work together and share experiences in a natural setting,- Increased public interest to nature conservation in Europe by cultivating ecological literacy,- Improving knowledge and experience of representatives of institutions and youth workers about concept of ecological literacy,- Designing the ecological literacy online training to raise awareness and appreciation of biological diversity in Europe.- Keeping people’s (young people, youth workers, professionals working with youth, young leaders, green entrepreneurs and support staff for green companies) interest to issues about ecological literacy, nature education, entrepreneurship,- Contributing to social inclusion of young people from disadvantaged background,- Building a society who feels close and attached to nature will contribute to using natural resources sustainably and thus building sustainable planet,- Getting a foothold in a career door young people may never get otherwise through the internship programs,- Creating an environment where young green entrepreneurs could see fresh ideas, unique angles, the latest eco-industry developments and hands on help through the internship programs,- Improving internship programs in green companies,-Organising a competition for young people to provide planned financial support for innovative green solutions and contribute to the achievement of the Sustainable Development Goals.- Designing a Eco-Linkedln Platform to bring eco-literate young people and members of green start up companies together,- Sharing the experience with a festival,- Developing an community by socialising, volunteering, friendships, civic pride, conserving nature, and appreciating one another’s differences,- Increased mutual understanding, cultural diversity and intercultural dialogue among partners.- A final result will be the strengthening of networks and influence of policy makers and interdisciplinary organisations, stakeholders.

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  • Funder: European Commission Project Code: 2021-1-PT02-KA220-YOU-000029077
    Funder Contribution: 214,108 EUR

    "<< Background >>The European Commission adopted EU rules to ensure increasing DRONE traffic across Europe is safe and secure for people on the ground and in the air. The rules will apply to all operators of DRONES – both professionals and those flying drones for leisure under the Commission's Aviation Strategy for Europe whose core objectives are to maintain the highest level of safety and to support the competitiveness of the EU's aviation industry. These rules, which will replace existing national rules in EU Member States, not only address safety but also contain important building blocks to mitigate DRONE related security risks. The Commissioner for Transport Ms. Violeta Bulc said: ""The EU will now have the most advanced rules worldwide. This will pave the way for safe, secure and green DRONE flights. It also provides the much needed clarity for the business sector and for DRONE innovators Europe-wide."" Unmanned aircraft, commonly called DRONES, offer huge potential for developing innovative civil applications in a wide variety of sectors that benefit European society, and will contribute to creating new businesses and jobs. The EC projects revenues from DRONES sales to top $12 billion in 2021, up from just over $8 billion last year.Within 20 years, the European DRONE sector is expected to:•directly employ more than 100,000 people;•have an economic impact exceeding €10 billion per year, mainly in DRONE services.The use of DRONES is transforming the media industry, action sequences in movies can now be taken from an aerial view smoothly and journalists can cover news in areas where human entry could be dangerous or prohibited, photographers can click dream pictures of places in nature which may otherwise be inaccessible, etc.DRONES in media are being used mainly to:• To film movies and television serials• To cover news footage in journalism• To record events and functions• For Aerial PhotographyDRONES have opened a new world to filmmakers and video producers as they can go where humans simply can’t. More accurately, DRONES can shoot where humans on a budget cannot. Instead of booking a plane or a helicopter, or any other expensive means to shoot from the air, DRONES are easily portable and are way less costly. It’s no wonder DRONES shipments are predicted to reach 800,000 in 2021 versus 100,000 in 2016. The number of companies offering drone-based services is also on the rise. In this context, DRONES Project consists of extending and developing the skills and competences of young people (18-30 years old) especially in the field of technology aiming to improve DRONE Technology education through innovative online tools and methods but also firsthand experiences with DRONE experts in the partner countries. As young people are the main users of advanced technology there is a need to increase the awareness of youth and develop their skills in using unmanned aerial vehicles such as the DRONES in order to increase their knowledge in media, journalism and their active participation in their societies in general. Young people are the future leaders and entrepreneurs as youth entrepreneurship and digital transformation is a main priority of the European Union for 2020-2021 and so there is a need to train them to expand and explore new job opportunities and professions using DRONES or even developing media and DRONE Journalism with innovative initiatives during the project.The Future Of Media is the Future Of Media Production Through Multi-Drones’ Eyes’, as they explore the usage of UAVs for media production and journalism. The project aims to train the young people through the development of:-DRONE Survey for collection of Best practices (R1);-Multimedia Handbook on how to use DRONES (R2);-DRONE Curricula (R3);-DRONE Incubator (R4);The project also aims to connect young people with DRONE Experts, journalists, bloggers or other professionals who use DRONES in their professional careers.<< Objectives >>By implementing the project the partnership aims to achieve: - Promotion of Digital Transformation and DRONE Technology-use of DRONES as a new way of work -youth initiatives and job opportunities using DRONEs Technology connect young people with DRONE Experts, journalists, bloggers or other professionals who use DRONES in their professional careers-teach and train young people to even start a professional business using DRONES in innovative ways-DRONES to transform media and new labour market opportunities - DRONES to become more widespread and technically able-New digital skills and transformation for journalists and media in general-transnational cooperations using DRONES -Innovation and entrepreneurship-influence and expand the skills of adults, educators, trainers and the education systems around the countriesThe use of drones by young people will open new scenarios requiring practical and theoretical knowledge that are beyond the simple driving and maintenance of drones:(i) drone mechanical characteristics,(ii) sensing equipment,(iii) processing and use of the acquired information, and(iv) national and local laws regulating their use.The aim of the proposal is to define a learning environment to deliver more opportunities to access new competences related to the use of drone technologies in youth activities. These new competences refer in particular to the use of advanced ICT solutions for the use of drones and of the data acquired through drones that may go a long way towards the goals and priorities in terms of optimization of the professional competences, that have already been stated in the Social-economic Development Strategy 2020 of all the Partner Countries, and in terms of creating new job opportunities, especially for youth that is strongly encouraged by Europe 2020 strategy as stated in the European Commission Communication “Youth on the Move”. Moreover, the project aims at realizing an innovative ICT-based infrastructure employing enhanced technologies and methodologies allowing all the Partner Countries to create a network for sharing educational contents and databases to youth. Such infrastructure will be used to support OED in the technological and scientific transfer. The project aims also to develop and explore  Drone architecture;  piloting techniques;  drones equipment for measurement and monitoring activities;  processing of measurement data and  drones maintenance.<< Implementation >>The partnership will implement the following activities:1. ΙO1 DRONE Survey for collection of Best practicesR1 aims to identify the best practices in the national countries concerning the use of Drones in education, training, IVET and CVET and the collection of other national experiences using unmanned aircraft systems and vehicles (UAS). It is expected to have national survey reports about:a) Drone journalism, the use of Drones in media, communication and press;b) current situation in the partners countries of the project about drone-based professions, education and training (focusing as much as possible on drones / UAV topics) and also if there is any education and training to young people. A collection of best practices in each partner country.2. R2 Multimedia Handbook on how to use DRONESR2 aims to collect open source materials for a multimedia online handbook usable online and offline, structured according to a shared specific table of contents decided by the partners of DRONES Project. The purpose of this Result is to provide guidelines for institutions, practitioners, educators, young people, journalists to develop and/or implement:a) UAV/drone - based educational and training activities,b) DRONE based careers in order to implement and develop UAV/drone based work opportunities, as communication, media and press and practices in their professional careers,c) identifying other activities linked with DRONE communication, media, press, journalism. The handbook will have a multimedia version, available on the project website and is expected to have at least 50 users from the target groups and more and be increased by the following impact.3. R3 DRONE CurriculaDRONE Curricula will create some guidelines for young people and interested stakeholders to learn using the DRONES in their lives. The curricula aims to increase knowledge and abilities in using DRONES for improvisation and innovation in their professional careers. It concerns mainly youth, journalists, bloggers, teachers and other trainers and educators using DRONES for their own needs and professions. The courses will set up, arrange and organize open resources and materials and will also set up multidisciplinary groups for organizing managing drone-based training and educational activities.4. R4 DRONE IncubatorThe DRONE Incubator will help the target groups acquire the necessary skills, providing information, training and technical assistance in one location. It will be an interactive tool which will also include information about the Project and its outcomes, thus adding to the dissemination activities of the project. Furthermore, the DRONE Incubator will include videos, certificates and online self evaluation.For the dissemination of all Rs, each Consortium Member will publish in its own network and associate network a call for participants, in order to select and recruit the most suitable participants for each target group.<< Results >>DRONES Project is expected:- to give professionals and young people new skills for an “applied” use of DRONES, in particular with the perspectives of storytelling-related activities and more specifically in journalism, but also to transmit them a vision, advanced technological skills and competences of possible civil use of DRONES in their local communities;- to raise awareness of workers, educational systems and other interested stakeholders or other staff in specific training sectors (for example: web journalism, social media) to create a connection between youth and DRONES and give them competences for the use of them in training activities, contents and processes.As to operational objectives, the proposal aims to:• investigate experiences, initiatives, educational activities, training practices involving young people in DRONE topics and issues particularly those ones connected with media / storytelling / journalism underlining best practices;• Defining sets of skills and competences for media workers (youth workers with particular attention to I-VET), for trainers in the use of DRONES;• Making available and organized open source educational and instructional materials about DRONES and applied use of them;• Experimenting and testing approaches and youth capacities in the use of DRONES, with attention to storytelling, journalism (for example: tourism journalism, naturalistic storytelling, cultural and creative storytelling); Increasing educational and professional networking, with particular attention to DRONE Journalism, also youth organizations, media and storytelling associations/UAV organisations.The following main expected results are identified:1. Valorisation and transfer of innovative media and communication experiences and UAV-based activities starting from local levels.In particular through the research phase, the training activities and handbook development (that is also the results of an on-field activity of involvement stakeholders operating in the field of media and press and of UAV sectors). The Partners aim to contribute to create innovative initiatives for media workers, journalists, communication agencies that want to practice and use UAV technologies exploring the possibility to deal with them as supporting skills opportunity or in specific professional careers.These initiatives may include:a) availability of an offer / demand area where people operating in the fields of media and press and of UAV sector can match;b) attention by education and training institutions to the UAV based media and press needs using the DRONES;c) increasing of the opportunities for practising skills and abilities using responsibly DRONES and advanced aerial technology.2. Matching between communication, media and press industries and technological sectors, also with the organisation of regular events and meetings and the creation of a European open virtual community to ensure exchange of experiences and best practices. Partnership activities will enhance opportunities through the promotion of the meetings and dissemination activities among DRONE journalists and UAV organisations at local level then connecting this groups through Facebook or other social media.3. Experimentation of piloting drone-based social media activities, communication and journalism approaches realising success stories and reportage. The Partnership aims to enhance and foster the use of storytelling and drone-based storytelling as an medium for promotion and valorisation of territories, communities, cultural and creative initiatives, rural areas and rural enterprises.4. Promotion of collaboration and cross-polination between UAV industries and communication and media industries, in particular for the recognition of non formal and informal learning in the field of the new media and journalism. The Partners will foster the diffusion of exemplar modules related to UAV skills and UAV based media and press activities in vocational education."

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  • Funder: European Commission Project Code: 2020-1-FR01-KA226-SCH-095331
    Funder Contribution: 229,400 EUR

    The technological changes our societies undergo require educational institutions to introduce innovative learning approaches in order to prepare future citizens possessing the necessary 21st century skills and competences. Research in game-based learning has clearly demonstrated that using games as an educational tool provides immense opportunities for deeper learning. With the emergence of massively multiplayer online games, data shows, young people aged between 13-17 yo. spend on average 6 - 8 hours/daily in 3D immersive gaming environments, and the most popular gaming environments, Roblox and Minecraft, have 70 million players monthly, the majority of whom are between 11 and 17 y.o. While Roblox and Minecraft are the top online entertainment platforms for teenagers, their educational potential has not been fully explored to this date.The current project aims to develop a series of tools, targeting to improve both educational methodologies and approaches, through introducing the use of multiplayer online games in the classroom in order to foster soft and transversal skills and competences in learners.The most important results to be expected during the project and on its completion are the following:1. The Virtual Games for Real Life Skills training programme2. The Virtual Games for Real Life Skills toolkit for teachers and educators 3. The Virtual Games for Real Life Skills competencies for Parents/legal guardians4. Two training events: 1 for teachers and one for pupils will be carried out in order to directly reach the target group representatives from one side, and to allow us to test, evaluate and improve the methodology with regards to the results achieved during the trainings, and the participants feedback.5. The Virtual World Games for Real Life Skills local workshops for students, which will be carried out in each of the partnering countries for a duration of three months. The main target groups of the project are secondary and high school pupils, their teachers and parents/legal guardians. The project is expected to involve around 600 direct participants through its activities, and around 4000 thousand indirect participants through its dissemination and promotion activities. The project is expected to improve the skills of students, their entrepreneurial, digital, critical thinking, social and cultural skills, promoting better chances for professional realization and improved performance in all areas of their lives. Their motivation to learn and engage with the educational process at school will be strengthened, as they will be provided with “fun” learning tools in a gaming environment they already use as part of their entertainment. Teachers will upgrade their own digital skills and will be provided with tools which will diversify their teaching approaches and methodologies. Parents/legal guardians will be able to engage better in the learning process of their children, as well as with the school teachers and staff through the gaming environment and the communication tools to be provided through the project.

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