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APS Polygonal

Country: Italy
21 Projects, page 1 of 5
  • Funder: European Commission Project Code: 2022-1-ES01-KA220-ADU-000085390
    Funder Contribution: 120,000 EUR

    << Objectives >>Adults for Future aims to encourage a broader understanding of how to actively engage older adults in green practices by a more nuanced definition of activism, by looking at the different contexts and issues they face. Plus, we want to support adult educators and adult education centres in improving their practices in terms of environmental education engagement for older adults. Finally, we aim at strengthening the role of older adults in being environmentally active in the wider society.<< Implementation >>1)Define the main skills and expectations on the factors that trigger environmental activism by older adults in the different everyday contexts together with adult educators and adults2)Develop practical advice for and with educators, older adults centre managers/caregivers/specialists to make adult centres more sustainable and as think tanks for climate change action 3)Empower older adults by making accessible materials to support them in acting in different scenarios of their everyday lif<< Results >>1)Community of practice for a framework of older adults empowerment in environmental activism, together with the methodology to empower older adults in environmental activism in everyday practices through intergenerational solidarity2)Capacity-Building Course for adult educators with the development of strategic guidelines for sustainable education in adult education centres3)Online accessible course on environmental activism for older adults

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  • Funder: European Commission Project Code: 2021-1-ES02-KA220-YOU-000028721
    Funder Contribution: 128,037 EUR

    << Background >>Game YOU! is a 24-month cooperation and European level between partners from four different countries and various sectors that aims to contribute to youth employment thanks to new and innovative resources related to egames and esports. Taking advantage of the videogames consume during the pandemic period among young people, the project partnership will create different intellectual outputs to allow young people (and youth workers dealing with them) to better guide themselves (or being guided) on the identification of skills and election of their professionals and vocational pathways. This will allow to overcome different needs on the youthwork field:- The reduced participation of youth on employment programmes and the difficulty of engaging on them to NEETs and other young people on risk of exclusion.- The need of tailor made coaching and guidance itineraries that could consider the profile, background and competence of each young person.- The poor capacity that some young people have to identify their strengths and recognise their value due to issues related with a low self-esteem or self-awareness. Also the need of creating new tools that could allow this youth a self-assessment in a comfortable environment for them while receiving too advice about how to take advantage of their strengths (not only on trying to cover their deficiencies).- The existing mismatching between those competences promoted by the formal education system and the real ones demanded by the real labour market (as well as the difficulty to create tools that could tackle this problem), something especially needed on the current pandemic times on which teleworking has rushed a digitalisation of the companies and SMEs, as well as bring the need of new workers with concrete and developed digital skills.- The lack of attractiveness on youth employment programmes and of resources that youth workers could use to modernise the ones already exiting on NGOs, VET centres, public administrations, etc.- The demonisation existing towards videogames as “wasting time” elements as well as the no recognition of the audio-visual sector as a professional alternative that could match with the expectations and competences of many young people. The recognition of egames as a professional alternative will also contribute to generate in a long term, suitable training and education programmes that this sector could demand and that potentially could be included on the formal education VET centres (contributing to the modernisation of the education systems).- The need of developing new partnerships that could put together key actors and representatives of all the stakeholders that should cooperate towards youth employability on the esports and ICTs industry (employment advisors, SMEs, NGOs, training providers, etc.).- The constant necessity of the project partners of creating new networks, innovating on their programmes or exploring new sectors that could contribute to regularly update their programmes towards the real needs of the youth and societies they work with. - The lack of recognition of Erasmus+ in some sectors (egames) as well as the need of opening it to new areas to which the programme could bring many benefits at professionals’ and individuals’ levels.- The need of setting new synergies between concrete European regions such as the Mediterranean and South ones to tackle common challenges in similar contexts, with shared cultural values and main ones suffering youth unemployment rates.<< Objectives >>Game YOU! and its partnership will aim to:- Strength the employability of youth thanks to training methods that could promote esports and video games as learning tools for the acquisition of soft and professional skills.- Promote to the innovation and increase the quality of the support provided by youth workers, educators or civil servants on youth orientation and employment programmes through esports, practical activities and having the opportunity of creating tailormade itineraries to each young person.- Contribute to the digital transformation of the youth and employment third sector by including new digital tools and more attractive and interactive methods when guiding young people. This will allow to increase the quality of the services provided to youth, improve the preparation of youth workers on guiding techniques and encourage youth entities to enter and take advantages of the ICTs and digital youth work benefits.- Generate self-assessment tools that could allow youth to identify their strengths, how to take advantage from them and understand their suitability for concrete job position and how they can be the starting point for a professional career.- Recognise esports and video games as an emerging sector that young people could professionally promote in and facilitate that they evaluate their suitability for it as professional egamers, egames developers or testers, video games graphic designers, referees, etc. Also to contribute to cover the mismatching existing between competences on the jump from the formal education systems related to the previous job positions and the real labour market.- Involve youth workers and young people into face to face and online environments that could facilitate their peer learning, exchange of experiences, personal interaction, etc. that could generate new professional bridges and transnational friendship relations promoting at the same time their EU belonging and global citizenship. Moreover, the project aims to fix synergies among esports entities that could also bring other type of opportunities for youth to be in contact and interact at EU in order to improve their soft, intercultural and egaming skills (ex. egames forums, esports competitions, online training courses, etc.). - Create a transnational network of entities focused on the use of esports as free time alternatives to promote youth interaction and inclusion, as learning tools for skill acquisition and as interactive resources to work with youth. Besides this, the project partners also aim to grow up and extend their level of expertise on new areas to expand the professional skills of their teams while being able to foreseen new working fields (esports partners will learn about EU funding, projects management, youth work and employment, while the other partners will learn on the benefits that esports and ICTs could bring towards youth work and labour orientation programmes).<< Implementation >>In order to address the previous objectives, a detailed programme of actions will be implemented combining different activities towards Game YOU! success. According to this, partners will:- Meet regularly (online and thanks to transnational mobilities) in order to ensure an appropriate management and implementation of the project. This will include internal audits and revisions to ensure that the Erasmus+ funding received is fairly distributed among partners, efficiently invested and properly justified.- Create working groups and teams that will make possible to carry out the project and develop the results and outputs expected.- Design a communication strategy that could allow not only the internal exchange of information and knowledge among partners, but also to get to know the project and spread its results and outcomes out of the partnership, at transnational level and especially on the partner countries and Game YOU! target groups. It will include templates, a website, different social media channels, a project image, etc.- Put in practice a monitoring and evaluation programme that could measure the quality of the project and its product, their suitability for their target groups, replicability to each partner country and identify amendments or improvements that they could need to increase their efficiency, impact and utility. This programme will also evaluate the learning experience of those involved on the project, and especially of partners teams. This will make possible to obtain conclusions for the better performance of future actions by partners and in relation to Game YOU! target groups.- Generate different materials that will collect all the project decisions, knowhow, tips, etc. that will be used by partners and share with those involved on Game YOU! implementation (ex. meetings minutes, the Game YOU! testing guide, the MEL Framework File, the local testing report of results, etc.).- Arrange local researches (O1A1) on each partner country to map the suitability of egames on soft skills acquisition and for the identification of personal and professional profiles (which results will be collected and shared out of the project on the so called Game YOU! Analysis Report).- Work on the creation of intellectual outputs for both, youth workers and youth adaptable to their profiles, characteristics and needs on youth labour guidance, vocational pathways detection and employability.- Carry out a local testing of the project outputs in all the partnership countries in order to open these resources to its target groups, evaluate their suitability, detect potential improvements and explore the multiple uses and sustainability that they could have for youth programmes, employment services and young people in general. - Implement a transnational training course for youth workers (C1) in order to discover the project intellectual outputs created, understand their applicability and monitor its use. It will also allow the aperture of the project to other youthwork professionals and empower new synergies and networks between them.- Organize a transnational online event (A2) on which the young people involved on each country could meet, interact, learn and, have fun! while discovering Game YOU!, its outputs and how to take advantage of them.- Celebrate four multiplier events (one on each partner countries) to spread the project and its results among representatives of stakeholders related to the youth sector, VET and employment policy making (NGOs, foundations, public bodies, VET schools, municipalities, etc.).All these activities will be carried in all the project countries in a parallel way, either by the Game YOU! partner with presence on each area or in a cooperative way by all the partners together.<< Results >>Thanks to the activities planned and programme designed and implemented by all the project partners, Game YOU! will generate:- The Game YOU! Analysis Report (O1A1): this document will resume all the conclusions obtained during the research made at the beginning of the project. It will contain the results of this activity as well as the main findings detected in order to be used towards the benefit of youth workers, educators, employment orientators and those young people participating on their programmes (that will also the starting point to generate the two project intellectual outputs).- A Communication Plan: an internal guide that will govern all the project internal and external exchange of information and sharing of results and activities. It will act as reference for partners and facilitate all the visibility of Game YOU! and dissemination of results at EU level and on each partner country.- A Monitoring, Evaluation and Learning (MEL) Framework: an internal document that will facilitate partners to monitor the project evolution, identify learning outcomes of Game YOU! for its participants, measure its impact, evaluate if the objectives set are achieved and detect deficiencies or improvements that need to be address for a more suitable and efficient implementation of the project (or future ones).- A Manual for youth coaching on employment though video games (O1) able to support youth workers on labour coaching and providing them new methods to work with youth.- A Gamified job-orientation 3D self-assessment tool (O2) allowing young people to self-assess their skills while receiving tips to take advantage of them in a professional way. Also a vide related to this material in order to attract young people to use it.- The Game YOU! Testing Guide: a manual to put in practice the use of the project intellectual outputs and understand how to monitor and evaluate its quality and suitability. It will be the result of the transnational training course for partners staff and youth workers developed during the project (C1).- A project website, social networks, image and logo: they will contribute to identify those results and outcomes related to the project. They will be chosen and designed according to the project target groups preferences to better reach them. The site will also provide information about all the aspects of Game YOU!, its partners, stages, outputs, etc. Its social networks will also facilitate the sharing of results while making possible the online interaction of those beneficiaries involved on the project and the contact with the members of the partnership.- A strong partnership of reliable entities able to cooperate at transnational level that could continue working together on the sustainability of the project as well as on new ventures related to esports, youth work or employability.- A transnational group of youth workers, educators and professionals who could have enjoyed and benefit from this transnational initiative as well as continue in contact and cooperating or communicate besides the project.- A more prepared community of young people able to recognize their competences, potential and aware about the professional opportunities that the esports and egames could bring to them. Those involved on the project will also benefit from the interaction with other peers in the other partners countries that could generate new friendships, online interaction and common projects together (ex. a youth exchange (Erasmus+ KA1)).- A more aware population about the existence of the Erasmus+ programme and the support that it brings, as well as about the benefits that esports can bring for youth and far from misconceptions and the demonization that they are related to in many contexts.

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  • Funder: European Commission Project Code: 2021-2-EL02-KA220-YOU-000048042
    Funder Contribution: 222,854 EUR

    << Background >>Young people and especially those with fewer opportunities have been strongly affected by different economic crises and recessions, the last one being due to COVID pandemic that considerably impacted their perspectives of future and created a general distrust toward policy makers. Indeed, it is undeniable that, since the Covid-19 pandemic, a big portion of citizens have a negative perception of the EU. This negative feeling is further triggered by the loss of jobs and lack of welfare measures to sustain our citizens during these hard times. This situation is negatively affecting our youth (our future) which is constantly undermined by fake news and negative messages from any sort of media. Different Eurobarometers published since 2016 show that youth feel, more than others, marginalised from their economic and social lives, they don’t think that their voice is being heard. While working with youth, partners face the limited understanding of youth about how the Union and its institutions work. They observe that too many of them do not know their EU capitals or ignore the difference between the European Council or the Council of Europe. Meanwhile, 90% of youth respondents to Eurobarometer (1) say that it is important for young Europeans to learn about the EU and how its institutions work. They consider that social networks represent progress for democracy. This generation is rather interested in practical and directly applicable knowledge than theoretical speeches, and is used to dealing with the latest available ICT as entertaining. Young people lack easy access to tools (such as games, mobile applications) or initiatives, which help them to better know and understand the EU and its institutions.As a consequence, many youths, especially those belonging to groups at risk of exclusion, are unaware of the opportunities that EU programs can offer them. To answer this need, workers and volunteers supporting youth lack innovative teaching material, which they can use to cover this lack of knowledge. As youth support organisations, we need to improve the way we explain and publicize the opportunities that the EU offers, thus helping to better understand the EU and its values. As an answer to this situation, the EU Values project was born out of the need to encourage young people to become active citizens, agents of solidarity and elements of positive change for communities across Europe, inspired by EU values and European identity.Knowledge of the EU, its origins and how it works, as well as its member states, will lead to greater respect, understanding and cooperation among European citizens. In addition, this greater knowledge will encourage young people to form their own opinions and have the necessary knowledge to participate in their communities or the Union's political and social life. To summarize, EU values aims at following the main recommendations of the EU Youth Strategy 2019-2027. Europe cannot afford wasted talent, social exclusion or disengagement among its youth. Young people should be architects of their own lives and contribute to positive change in society. (1) https://www.europarl.europa.eu/at-your-service/es/be-heard/eurobarometer/european-youth-in-2016<< Objectives >>The main objective of EU VALUES Project is to enhance the youth understanding of the EU and foster a sense of belonging to it, besides preparing them to participate in their communities or the Union's political and social life. Through our results and activities we want to achieve the next objectives:- Better knowledge about EU and its values, by providing training content for youth, and organizations and stakeholders that work with or for youth.- Promote the civic participation of young people, giving them the necessary tools to be agents of change capable of actively influencing their environment, being the ones who participate in the improvement of society.- Facilitate the inclusion of young people belonging to groups at risk of social exclusion, by participating in training workshops on the European Union.- Promote citizen coexistence and social cohesion among young people from different origins and realities.- Promote innovative practices and social transformation, through the creation of guidelines and methodology to train young people in the values ​​of the European Union and its history.Thanks to EU Values, participants will be able to know the history and values of the EU and know how to transmit them by actively participating in their communities.<< Implementation >>This project will involve 6 partners from 5 countries (Greece, Spain, Netherlands, Italy and France), who will work together addressing young people (18-29 years old) and all people in general who work with the E+ program in the development of a youth competence profile that recognise the values and institutions of the European Union, becoming an agent of change, working on the development of associated competences, linked to citizen’s participation on the one side, but also to the acceptance and application of some of our key values of inclusion, diversity, wellfare, sustainability.These activities will be:- Development of 3 main project results: an EU Framework of Knowledge for Youth, an Online Training Course and associated Teaching Notes and an Educational Game. They will together form a coherent and complete training set focusing on EU values knowledge and the tools that enable people to become leaders of change, addressing directly our final target, the youth, as well as their trainers with associated materials that will help them in the exploitation of our products.- Piloting activities, EU Values will involve our target groups all along with the project implementation. It is planned that both the online course and the educational game will be tested by our target audience. In addition, a panel of external evaluators will review some of our activities for permanent feedback.- Sustainable events will be organized in each country at the end of the project as a way to promote the results achieved.- Use of ICT as a catalyst for the project activities impact: our main results will be produced in digital and interactive formats.- Focus on international activities, being in line with an international scenario for shared values and heritage.- And of course, all those activities will be supported by an efficient management system that will itself be designed with the idea of reducing the impact to the minimum, meaning fewer transnational meetings, more virtual meetings, a no-papers dissemination strategy, the optimization of online management tools, and a continuous reporting effort to spread our achievements.<< Results >>To achieve our objective, we will prepare training material for young people since it is the generation who should lead the change and begin to build a European society that is more aware and prouder of the values ​​that unite us. In addition, we will prepare guidelines that will help people working on youth support to transmit the project's training content to youth, focusing especially on groups at risk of exclusion who do not have easy access to this type of training material, and migrants, whom we want to welcome and integrate into the European Union, making them participants in our history and values.This will be achieved through the production of 3 main results:R1: EU Framework of Knowledge for Youth. The objective of this result will be to create a framework through which will be reviewed the current level of knowledge of youth about the EU values and assess for their further needs. The study made thanks to the involvement of our two main target groups in the frame of a survey and focus groups, will focus on the perceptions of youth about the EU, including awareness of its role, institutions, major policies, opportunities, as well as on their awareness about the eventual gap of knowledge and training needed to increase their competences, and what they would need to become more trustful and engaged in the EU project. At least 360 representatives of our target groups will be involved in this activity. An online interactive report will be created, including a mapping of the places that promote EU actions in each partner city. This framework will address the youth themselves, looking for information, but also those working with them, being Youth assessors, counsellors, educators, association and NGOs who will use it as a source to design future training pathways for their youth members, to integrate into their activities with youth. To make it more attractive, it will have a form of interactive resource within the project website and will reveal the most needed set of knowledge, skills and attitudes needed to know the different EU values and Institutions. R2: Online Training Course and Teaching NotesTaking R1 as a basis, partners will develop a training course, including theoretical contents supporting the increase of knowledge and general culture about the EU, and, as a second main pillar, modules that treat the importance of participating in the EU citizenship life for democracy. In parallel to this training, partners will develop Teaching Notes, using a mixture of methodologies in training aimed at young people working collaboratively, promoting citizen coexistence and social cohesion among young people from different origins and realities. R3: Educational Game APPPartners will develop an educational Game which will include:- Interactive activities that simulate the different institutions of the European Union, so that young people can learn, play, how the different organizations work.- A tool with which, through questions and answers, you can acquire and practice knowledge about the European Union, and the identified skills and competencies to boost citizen participation.The expected impact on the target group, as a result of these activities, is to change the current situation of youth. Participants will be able to become actors of their present and future, raising their sense of initiative oriented toward the social European values, applicable in any area of their daily life, besides preparing them to participate in their communities or the Union's political and social life.

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  • Funder: European Commission Project Code: 2022-1-IT03-KA220-YOU-000085032
    Funder Contribution: 250,000 EUR

    << Objectives >>The main objective of Call2Nature is to provide education to the 18-29 aged youth for a better and more moderated use of new technologies oriented towards the protection of our natural and physical environment, as well as encouraging them to take digital and/ or physical initiative to defend our values. We intend to -Raise youth awareness about their digital practice-Develop a training programme-Encourage the sense of initiative-Equip the youth supporters<< Implementation >>-Working seminars to better our mutual definition of key concepts-Focus groups with our target groups to assess their needs-Development of the project results -Implementation and testing of our results, organisation of a week of disconnected community-like living experience for a group of youth, and then a participation to connected collaborative activities. -Validation and promotion of our results-Enrolment of further stakeholders thanks to a mainstreaming strategy<< Results >>Our expected results are:-A definition of relevant competences for digital initiative-An auto-evaluation tool on digital practices -A manual of disconnected activities-An online training platform, including smart connected collaborative activities-Train the trainer materials-Recommendation for an optimal use of our materials for a durable impact on the local, regional and EU level in terms of transformation of our society towards active citizenship engaged for our sustainable develop

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  • Funder: European Commission Project Code: 2022-2-FR02-KA220-YOU-000097173
    Funder Contribution: 250,000 EUR

    << Objectives >>GreenTour:“Green Entrepreneurship through sustainable Eco-Tourism” aims at becoming a new European educational reference within the youth and non-formal education sector,by creating solid links between the opportunities that eco-tourism provides in the context of fight against climate change and for sustainability purposes,therefore enhancing the potential for socio-economic gains that green entrepreneurship through eco-tourism can offers in rural and semi-rural areas to youth and youth workers.<< Implementation >>GreenTourwill implement the following activities,detailed within 5 Work Packages including a thorough project management & fololow-up (WP1):Development of a Customized Eco-Tourism Framework for Youth,Youth Workers and “Eco-Tourers”(WP2),as well as an innovative online Course(WP3),supported by the development of a Project Handbook & Capacity Building-Toolkit for a Youth Exchange in Guadeloupe(WP4) and, consistent Dissemination Activities,including a Final International Conference in Spain (WP5).<< Results >>Throughout 2 years of implementation, GreenTour aims at developing the following results & outcomes available in EN/FR/ES/IT/EL/NL:-Project Website,social media pages and Online Course with over 150 people benefitting from it).-Comparative Research Report including a Customized Eco-tourism based Competency Framework for Youth, Youth Workers and “Eco-tourers”.-Handbook & Capacity Building Toolkit for a Youth Exchange in Guadeloupe.-Final International Conference in Spain: 50 attendees.

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