Rietsch KG
Rietsch KG
2 Projects, page 1 of 1
assignment_turned_in ProjectPartners:Eurospeak Language Schools Ltd, Fo.Ri.Um. società cooperativa, Coopérative pour le Développement de l'emploi dans les métiers du patrimoine, AGENZIA PER LO SVILUPPO DELL'EMPOLESE VALDELSA, Rietsch KG +1 partnersEurospeak Language Schools Ltd,Fo.Ri.Um. società cooperativa,Coopérative pour le Développement de l'emploi dans les métiers du patrimoine,AGENZIA PER LO SVILUPPO DELL'EMPOLESE VALDELSA,Rietsch KG,Danmar Computers LLCFunder: European Commission Project Code: 2015-1-FR01-KA204-015334Funder Contribution: 338,040 EURSelf-directed learning has been described as a process where learners are responsible owners and managers of their own learning process. Self-directed learning integrates self-management (management of the context, including the social setting, resources, and actions) with self-monitoring (the process whereby the learners monitor, evaluate and regulate their cognitive learning strategies). The Internet has widely improved the possibilities for self-directed L2 language learning by giving access to a boundless amount of OER Open Educational Resources accessible ubiquitously, 24/24. These are training materials expressly developed for L2 learning based on e-books, videos, webinars, MOOCs, Apps and other specific software, available for free or for a small fee, Additionally, the web allows free access to written texts, videos and TV and radio programs in many different languages developed for native language speakers that can be used directly by intermediate and advanced L2 learners. Finally, thanks to Skype and social media, direct interaction with teachers, other learners and native speakers has become easier and cheaper. From and educational point of view, the Internet has widened the possibilities for not formal and informal learning and for individualized learning strategies, as well as for self-directed learning. Some learners are able to find their way and benefit by themselves of this large amount of resources, while others needs to be guided and supported in the process, hence the need for a L2Learning Supporter (L2LS). This project wants to explore and promote the role of the L2 Learning Supporter using the web based OER. The project will develop a methodology and a Guide on supporting L2 self-directed learning with web based OER. Other IO will be a Report in the state of the art on supporting L2 self-directed learning by using web based OER, two E-training courses based on the Guide (one addressed to L2 Learning Supporters and the other one to L2 learners), a website for supporting L2 self-directed learning. This project is submitted by a network of four L2 training providers based in FR, DE, IT, UK, plus two ‘technical’ partners specialized in E-learning and use of the internet for education (AT and PL). Thanks to the project, 240 trainers and 320 L2 adult learners will be trained to use the methodology. Additional 200 trainers and 400 L2 adult learners will use the project website developed for supporting of L2 self-directed learning. Additionally, over 15000 people belonging to the target groups will be informed about the project. Long term benefits will be an improved use of OER by L2 trainers and L2 adult learners, both producing an improvement in L2 learning and diffusion.
more_vert assignment_turned_in ProjectPartners:SDRUZHENIE ASOCIACIA DYSLEXIA - BULGARIA, Socialiniu projektu institutas, EUROFACE CONSULTING SRO, UL, GedonSoft GmbH +1 partnersSDRUZHENIE ASOCIACIA DYSLEXIA - BULGARIA,Socialiniu projektu institutas,EUROFACE CONSULTING SRO,UL,GedonSoft GmbH,Rietsch KGFunder: European Commission Project Code: 2018-1-LV01-KA204-046970Funder Contribution: 298,443 EURThe implementation of the project DYS2GO- „Learning games for dyslexic young adults”( reg.nr. 2018-1-LV01-KA204-046970) followed the tasks, producing of intellectual outcomes for dyslexic young adults , their teachers, parents . The integrative approach (disabilities, inclusion, adult education , ICT technologies ) was used to implement the project. The main objective of DYS2GO was the provision of a range of mobile highly motivating and stimulating learning games for a carefully selected skills known to be important for young dyslexic adults such as : visual and auditory discrimination,memory and sequence as well as spatial position to be trained .The project was carried out by a European partnership consisting of partners that not only work in the field of SEN, but were either involved in the EDYSGATE or DYS 2 project or had experience in developing mobile apps for learners with special needs. Due to that the project enriched and widened the successful experience of GRUNDTVIG projects EDYSGATE (2008) and DYS 2 (2011) that tackled the problems of dyslexia by providing learning games for dyslexic youngsters on the Window platform. DYS2Go went further. Following the development of technologies and satisfying the growing needs of dyslexic youngsters about 16 and their teachers, the games were created to be available for mobile devices (Android, IOS) , Windows desktop and Windows tablets . According to the project proposal DYS2GO games were planned as mini-learning games based for training above mentioned skills.Besides 80 mini games (indexed games) , 5 story games such as „Lost in the pyramid”, “When dreams come true”, “Surprising trip”, “Good or bad luck”, “ Family secret” , on three levels difficulty were created as added value to the project . These games are available in all partnership languages: the German, Bulgarian, Czech, Latvian, Lithuanian and English. Avatar Robbie guides the youngsters and speaks in all above mentioned languages .It took additional time for creating story line games, testing and evaluating, but these story based games together with indexed games were highly evaluated by youngsters and teachers as giving flexibility to teaching and learning. Output 4 – learning games - indexed games and story based games are available in iOS Apple store and Android PlayStore for mobile devices and on the project’s web site for Windows based devices. The learning game apps are accompanied by a Teacher's guide (output 5 ) in 6 languages that is delivered in pdf file and published in DYS2GO website under the section the „download“ http://www.dys2go.eu/en/download TheTeacher' s Guide explains how to operate the games .To reach this final output (learning games )the partnership went through several stages. Output 1 reached the common understanding and served as the methodological basis for the implementation of the whole project. ( see on Website http://www.dys2go.eu/Output 2 - the Media File Package contains all media files that are being produced based on the specifications of Output 1 and Output 3 (game specifications). These files (images, sound, text, animations, video) were provided with and used in the learning game apps. The Media File Package was prepared in all partner languages and English. Output 2 and output 3 are very closely linked leading to learning games.Evaluation process (ouput 6 )gave the project implementators the feedback about usability, attractiveness,quality and sustainability of created learning games. The General Evaluation report was prepared on the basis of the National Evaluation reports according to unified evaluation procedure. The project logo and Web page http://www.dys2go.eu/ were prepared in all partner languages.Slack platform, e-mailing , Facebook , Linkediln, Zoom ,Google docs, HiDrive, Doodle were used for mutual communication. 3 partner meetings were carried out in Vienna ,Bremen, Ruse (face to face ), 1 meeting according to project proposal was carried out virtually from Kaunas (May 2020) . As the project was prolonged to March 31st,2021 , 6 partner meetings were virtually organized by University of LatviaMultiplier events, evaluation and dissemination process, individual discussions demonstrated that youngsters,teachers, parents are interested in created games. For ex.the majority of participants ( 224) from evaluation process expressed the view that they will use the games and suggest colleagues as well. Interest in these games were demonstrated also by final conference with more than 260 participants.About 30000 people have attended project web page and web pages of partner organizations,participated in multiplier events,conferences and in other project activities.As the games are freely available , they benefit for youngsters, practical work of Dyslexia and speech therapists Associations , university curriculums , ensuring the sustainability of the project.
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