Fundacja Innowacyjnej Edukacji
Fundacja Innowacyjnej Edukacji
4 Projects, page 1 of 1
assignment_turned_in ProjectPartners:CULTURE GOES EUROPE (CGE)- SOZIOKULTURELLE INITIATIVE ERFURT EV, Fundacja Innowacyjnej Edukacji, TEGYUNK EGYUTT AZ IFJUSAGERT ALAPITVANYCULTURE GOES EUROPE (CGE)- SOZIOKULTURELLE INITIATIVE ERFURT EV,Fundacja Innowacyjnej Edukacji,TEGYUNK EGYUTT AZ IFJUSAGERT ALAPITVANYFunder: European Commission Project Code: 2021-2-PL01-KA210-YOU-000049890Funder Contribution: 30,000 EUR<< Objectives >>- To discover specifics of games games and gamification process educational- To increase awareness and importance of using games and gamification in the learning/educational process, in social and youth work.- To learn how to use games in education and how to create an educational and game- To create educational games prototypes for social and educational purposes.- To create physical educational games - To share games with interested partners and institutions<< Implementation >>A1 Training course on creation of Educational games - training course that will be focused on building competencies of youth workers and educators in game design and ways to apply it in youth work and education specifically based on NFE approach. A2 Creation of Educational games - 1. Open testing; 2. Incorporation of testing results in the game; 3. Development of layout, designing, and graphics creation; 4. Creation of physical and digital forms; 5. Sharing and dissemination of final results<< Results >>15 YOUTH WORKERS who participated in the project learned about how to use games in the educational process and develop their own educational games. Share gained knowledge withtheir colleagues and other youth workers.Develop at least 3 EDUCATIONAL GAMES.Create physically published games. (50-100 copies of the games.)Share physical games with interested partners, international organisations and institutions.
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For further information contact us at helpdesk@openaire.euassignment_turned_in ProjectPartners:Creative Reflex, Fundacja Innowacyjnej Edukacji, THALIA TEATROCreative Reflex,Fundacja Innowacyjnej Edukacji,THALIA TEATROFunder: European Commission Project Code: 2020-2-PL01-KA205-082915Funder Contribution: 101,680 EURContext-Climate Action is one of the 17 UN development goals. There is in other words an outspoken global call for collective solidarity to address climate change and we need to apply our strongest competences to be impactful. That’s why we aim to offer our core competences as organisations within improvisation, mime, clown and puppetry. -We believe that climate change is a systemic issue, rooted in global economic, social, cultural and value systems locking in unsustainable consumption, inequality and a disconnection from nature. -The arts and cultural sector and in particular the performing arts are well equipped to bridge the gap between what we know, what we feel and finally how we act. -The arts are increasingly going further than raising awareness about climate change and now often also contributing to co-creation across disciplines. The natural sciences alone will simply not do the trick for us. We also need a ‘humanistic climate response’ that pays attention to the human experience, including affect and emotions, human values and subjectivity. In other words participatory performing arts such as improvisation, mime, clown and puppetry, can be a particularly effective means of engaging youth on climate change. The C is strategic partnership between 3 organisation from Poland, Slovakia and Denmark, who seek to develop the methodology for youth empowerment and engagement to take the climate actions. Partners are going to developed methodology based on Clown, Puppets and Mime is aiming the youth empowerment focusing on empowerment to take the climet actions. The development of the methodology will unite the efforts of youth workers from inside and outside the partnership to empower the youth at local level. Project bring new alternative and innovative approach torward the eco-empowerment. The mehtodology is design to develop competances of participants, increase ther personal and proffesional development, incresing self-esteem, confidance and employability.The aim of the project is developing competencies of youth workers in the field of youth empowerment at local level; to act strategically towards impactful climate action through the performative art of improvisation, mime, clown and puppetry. -Developing the youth worker’s competances of partner orgnisations in the field of youth empowerment, social inclusion, environment and ecology through the LTTs-Delivering three trainings in three different countries in Europe: Poland, Denmark and Slovakia. Each training will be organised by a the local organisation with a focus on sharing key competence as a point of departure for knowledge and skills sharing between the youth workers participating. -Providing European youth workers with a structured flow of knowledge-based as well as experimental and participatory learning by doing sessions and possibilities for sharing knowledge and good practices and finally action oriented activities that aim to include either local youth and/or environmental organisations. Youth workers with informal activities for social and personal growth, in particularly the topic of socializing in the wake of corona, and environmental sustainability and action. -Promoting climate actions, social inclusion, tolerance, eco-lifestyle, non-formal education, Erasmu+ programme.-Developing the networking and cooperation between partner organisations and their youth workers.Partners decided to organise 3 LTTs which involve 18 participant and 2 trainers each and would develop in sufficient way competances of youth workers who could gain the knowledge about new methods and use it in thier youth work as well as combine them and transform it for the multiplex methodolgoy for youth empowerment and climate change.The 3 TPM for 2 representatives from each organisation will give partners possibility to manage, coordinate and evalaute the project with the high standards and will create the opportunity to learn from each other and develop their partnerships.The local phases will be dedicated time to test the methodology and to share the knowledge with the youth organisations and youth workers from the local and national level. Actitivies will increase the empowerment of youth and engage them to take the climate actions.
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For further information contact us at helpdesk@openaire.euassignment_turned_in ProjectPartners:Kinoniki Sineteristiki Epihirisi, Plattform Generation Europa, Fundacja Innowacyjnej Edukacji, EdupliusKinoniki Sineteristiki Epihirisi,Plattform Generation Europa,Fundacja Innowacyjnej Edukacji,EdupliusFunder: European Commission Project Code: 2020-1-PL01-KA204-082072Funder Contribution: 102,195 EUR"2020 from the very start has brought the new challenges as well as new reallias into our world. Coronavirus outbreak is testing Europe in ways that would have been unthinkable only a few months ago. This crisis is first and foremost a public health emergency and it constitutes a challenge for the European economy and the livelihoods of citizens. Only in the last 2 weeks of March at least 1 000 000 people have lost their jobs ( source: https://www.euronews.com/2020/03/31/coronavirus-in-europe-one-million-job-losses-in-two-weeks-is-tip-of-the-iceberg), many companies got closed, many businesses bankrupted. On the other hand, every crisis brings the opportunity. To our mind, it showed once again that we should put extra efforts into raising employability and recruitment of as many professionals as possible as well as invest into development of entrepreneurship. Looking at educational perspective, it’s obvious that, in the current situation, some of the major priorities should be building entrepreneurial mindset as well as PR and marketing education both among adult learners and educators. Thus, we would like to propose a long-term project which would focus on personal branding in the field of education and will aim to equipping educators working with adults effective methodologies and approaches in promotion and marketing strategies as one of the essential competences nowadays.Project ""Going out there"" will include 60 adults workers (and 80 adults during local phases) from 4 countries: Poland, Austria, Greece and Lituania.Objectives:-to learn about the opportunities of personal branding and its effect on employability and recruitmentto reevaluate the limiting beliefs among educators which suppress the professional development of educators and get to know how to create your personal branding strategyTo learn about and practise in using various digital communication channels for the development of personal branding ( FaceBook, Youtube, Instagram, LinkedIn etc)To exchange best practices in relation to personal branding in the field of adult education-To provide participants with practical tools helpful in developing marketing and visibility skills of diverse groups of learners-to contribute to the development of the entrepreneurial mindset of educators and their target groups-To support design communication and dissemination activities adjusted to projects, target groups, scope of activities-To facilitate the building of long-lasting partnerships among participants’ and NGOs for future collaborationThe overall and most important expected result to be achieved during the project corresponds to our highest expectation: a paradigm shift in the way of thinking that may be visible both in behavior and in attitudes. This shift regards the change of perspectives from the traditionalist approach to viewing oneself and their expertise as a brand and empowering both educators and their adult learners to overcome their fears and ‘go out there’ and be visible as a service provider on the market thus making the field where they work more live, competitive, fulfilling and enriching.Besides that, the following results are expected upon completion of the project:-Professional development of educators / employees / trainers in the areas of digital competences, communication, marketing, personal branding, cooperation and exchange of the good practices in the visibility and promotion in relation to educationIncrease awareness of educators / employees and trainers in using digital tools for visibility and promotion as well as awareness about the influence the digital world and digitalpromotion have nowadays on the market-exchange of good practices and visibility media and sources which are popular in partner countries of this project- Development of self-confidence, entrepreneurial approach, critical thinking and creativity in participants- Exchange of experiences and methods in the field of shaping intercultural competences, understood as:-Ability to use all diversity as an asset in various types of activities undertaken for the benefit of the European community-Promotion of European diversity and the EU's values outside its structures-Development of cooperation skills over cultural and ethnic differences as well as communication barriers- Getting new clients and projects or deepening the already existing skills-Quantitative results- mentioned in the box ""project's success""The results will be ""multiplied"" by each partner organization, in the local community as well as at the regional level and in the networks to which they belong, in order to facilitate the access of professionals to materials resulting from the project. We hope that after the end of the project, the materials will be multiplied at the regional and national levels, offering a translation of the manual in writing, using national and other subsidies. Ensuring good visibility of the project during its lifetime will increase the sustainability."
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For further information contact us at helpdesk@openaire.euassignment_turned_in ProjectPartners:Mensch-Raum-Land e.V., TEGYUNK EGYUTT AZ IFJUSAGERT ALAPITVANY, Centrum financni gramotnosti, Culture Clash4U, Fundacja Innowacyjnej EdukacjiMensch-Raum-Land e.V.,TEGYUNK EGYUTT AZ IFJUSAGERT ALAPITVANY,Centrum financni gramotnosti,Culture Clash4U,Fundacja Innowacyjnej EdukacjiFunder: European Commission Project Code: 2020-1-CZ01-KA227-YOU-094358Funder Contribution: 129,034 EUR"The project ""EduPlay"" aims to raise the quality of youth work (YW) and NFE through the learning of the creative process of EDUCATIONAL GAMES (EG) development and gamification of YW processes, and digitalisation of games for online use.The project idea was born from the need to equip YWs and educators with the skills of using games as an educational tool, game design, gamification and games digitalisation in order to foster efficient and engaging education. Project help social/educational organisations to learn how to use games in their youth/learning work, and create EG based on this needs for children and young people in order to empower YW and NFE process, bring leaning on a new level of development, and to increase inclusiveness and reach wider audience with digital/online games.Target groups (TG):- youth workers (youth workers, youth leaders, community workers, social/NGO activists working with youth) and educators (non-formal educators, trainers, facilitators, pedagogues and teachers working with additional and vocational education) working with youth groups.- youth age 13+ – the ultimate TG will be involved in testing the outputs, and will be the final beneficiary of project results.Objectives:- To discover specifics of games, gamification, toys, and play, their purposes, and differences- To discuss what makes games and gamification process educational- To increase awareness and importance of using games and gamification in the learning process- To learn how to use games in education and how to create an educational and digital game- To create EG for social and educational purposes. - To create instruments for independent work on creating own EG“Games are the most elevated form of investigation” Albert Einstein. We agree that games are one of the most inspiring, engaging, driving forces of creativity, learning and development. Johan Huizinga in his book «Homo ludens» proves that play is an indispensable part not only of culture and society but also of human nature as such. Animals started to play before humans did and this is a pure form of improvisational fun not constrained by any rules or regulations. The Games, on the other hand, is a more complex, structured and «programmed» form of play that has got enormous power over humans due to playfulness in its foundation. Nowadays, games are one of the main pastimes of people. Games field grows and develops fast and diverse. 2020 brought us a situation of COVID-19 confinement and youth workers and educators face a new reality when their work transfers to on-line. It leads to a number of challenges in YW and NFE, like: lack of digital competences both of youth and YWs, lack of motivation, lack of instruments, methods, flexibility and diversity in online learning. EG are one of the universal instruments successfully working in digital and physical forms can react to those challenges. Digitalisation of educational games, gamification and playful design support YWs and educators with new tools and methods, and provide option to create own games for relevant needs, topics and target groups. Digital games are accessible and easy to use. Games are one of the most efficient tools for inspiration, motivation and youth empowerment. They can be used as part of the hybrid learning poses, flexible and adjustable. Finally games are one of the best instruments to inspire creativity, imagination and thinking out of the box.The project will be done in the partnership of 5 organizations.Project structure includes:- 2 Learning Activities (C1 training course, C2 evaluation seminar)- 3 Transnational Project Meetings (M1 Opening Kick-off meeting, M2 Progress working meeting, M3 Evaluation of the project Meeting)- Testing phase - Online course on game development for participants- 3 Intellectual Outputs (O1 Educational games set, O2 On-line course on educational game, O3 Digitalised game)- 5 Multiplier Events (E1 Final international conference, E2-5 Dissemination of results local presentations/roundtables/workshops)Expected results:20 YOUTH WORKERS who participated in the project learns about how to use games in the educational process and develop own educational games. Share gained knowledge with their colleagues and other youth workers. Develop at least 5 EDUCATIONAL GAMES based on local social, youth and educational needs for children and young people (age13+). Create an ONLINE COURSE of the creation of educational games for all youth workers and public open use."
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