National Student Information and Career Center / Natsionalen studentski informatsionen i karieren tsentar
National Student Information and Career Center / Natsionalen studentski informatsionen i karieren tsentar
2 Projects, page 1 of 1
assignment_turned_in ProjectPartners:National Student Information and Career Center / Natsionalen studentski informatsionen i karieren tsentar, Student Computer Art Society / Studentsko obshtestvo za kompyutarno izkustvo, KID KIBLA, Orientare Associazione Culturale, Stowarzyszenie MANKO +1 partnersNational Student Information and Career Center / Natsionalen studentski informatsionen i karieren tsentar,Student Computer Art Society / Studentsko obshtestvo za kompyutarno izkustvo,KID KIBLA,Orientare Associazione Culturale,Stowarzyszenie MANKO,Arbeitskreis Ostviertel e.V.Funder: European Commission Project Code: 2014-1-BG01-KA205-001549Funder Contribution: 117,545 EURContext of the project:Rapidly, last few years, smart mobile phones and tablets invaded the market and especially the world of the youngsters. The youngsters are more and more addicted to their smart phones or tablets. Every day they spend considerable time with their mobile devices playing games or using different social networks. But also, Smartphones and tablets are radically transforming how we access our shared knowledge sources by keeping us constantly connected to near-infinite volumes of raw data and information. Every day people around the globe are absorbed in exciting new forms of learning. Obviously, the easiest way to reach the young people is to provide them the information and key competences they need using a user friendly tool, which is very close to their daily habits and lifestyle. But there is still a gap in the existing training tools for mobile phones, tools which are suitable for the youth work (youth exchanges, youth training course, youth seminars etc.). Even the youth workers and trainers realize the potential of the mobile games, they are facing lack of experience and training materials how to develop and implement such games in the youth work.That is why mGames in YW project developed methodology and tools for mobile devices (Smartphones and tablets) suitable for the youth work, namely, mobile games for entrepreneurship, intercultural learning and green skills. The project also trained youth workers and trainers how to use mobile games in their training or consulting activities. The project also trained youngsters and youth organizations how to develop mobile games for non-formal educational purposes.Project main objectives:The project main objective is to increase the capacity of youth workers, trainers and leaders via development of methodology for designing and implementing mobile games in the youth work. Number and profile of participating organisations:The project involves 6 partners from five 5 different countries. The consortium represents a mixture of cultures, languages and national perspectives which influences the final products and facilitate wider adoption beyond partner countries. The consortium is of cross-sectoral nature. It involves: community based structures (AKO - Germany, KIBLA-Slovenia, ORINETARE - Italy) national association engaged in developing innovative training content and promoting the use of ICT in the youth work (SCAS - Bulgaia), Art and cultural organization (KIBLA), a nation-wide youth career and information network (NSICC-Bulgaria) and a students’ organization (MANKO - Poland)The leading partner is National Student Information and Career Center /NSICC/ from Sofia Bulgaria – an NGO established to meet the needs of young people in the field of youth information and career guidance. It coordinates youth information and career centers and points in Bulgaria, organizes youth events and youth training courses and develops guidance, training and information materials both for youth workers and young people.Main activities:1. A Survey “The e-games and e-tools in the youth work”2. 3 mobile games (for Android and iOS) – “Event master” (a game for youth entrepreneurship), “Green skills” (a training game for waste separation) and “Culture trip” (a game on intercultural learing);3. mGames web platform – with games, information, links and tools useful for youth workers and young people which would like to use or develop mobile games.4. Manual “Mobile games in youth work” – a practical guidance for youth workers how to develop mobile games and how to use them in the work with young people;5. Training course - “Mobile games in youth work” – a short term training event for 20 participants from 5 countries.Results and impact:Besides the main project activities and outputs, as specified above the project achieved also the following results: 1 Developed methodology how youth organisations and youth workers could design and implement mobile applications and games in the youth work.2. Trained 120 youth workers how to develop and use mobile games in the youth work.3. More than 100 youth workers, youth leaders and youth NGO members, designers, etc. directly involved in the project.4. Increased capacity of the youth workers in the ICT implementation in the youth work and increased involvement of the young people by providing strong tools and training material available in all partners languages;Long term benefits:1. Increased capacity of the youth workers in the ICT implementation in the youth work and increased involvement of the young people by providing strong tools and training material available in all partners languages;2. Increased capacity of youth trainers on how to use mobile games in the out-of-school youth training;3. Providing the national institutions and authorities with an innovative model for work with young people; Showing the nowadays trends and cases of using mobile games in the training process;
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For further information contact us at helpdesk@openaire.euassignment_turned_in ProjectPartners:Vocational school General Vladimir Zaimov, OSTERREICHISCHES INSTITUT FUR BILDUNGSFORSCHUNG DER WIRTSCHAFT - IBW, National Student Information and Career Center / Natsionalen studentski informatsionen i karieren tsentar, Viesoji istaiga JAUNIMO KARJEROS CENTRAS, Ankara University Center for the Study of Human Resources and Career Counselling +1 partnersVocational school General Vladimir Zaimov,OSTERREICHISCHES INSTITUT FUR BILDUNGSFORSCHUNG DER WIRTSCHAFT - IBW,National Student Information and Career Center / Natsionalen studentski informatsionen i karieren tsentar,Viesoji istaiga JAUNIMO KARJEROS CENTRAS,Ankara University Center for the Study of Human Resources and Career Counselling,Student Computer Art Society / Studentsko obshtestvo za kompyutarno izkustvoFunder: European Commission Project Code: 2014-1-BG01-KA202-001544Funder Contribution: 223,975 EUR"The slogan could summarize the project main idea: ""FROM CAREER GUIDENCE TO SELF-GUIDENCE SKILLS""Context of the project: Nowadays, the youth career guidance format undergoes rapid changes. More and more young people are learning about jobs and how to reach them by the net, asking for advice their peers or some more experienced people via social networks, job portals, discussion forums or other Internet services. Although the traditional methods for career guidance will still be used, traditional face-to-face guidance in youth career centers shifts more and more to abilities of self-guidance. Here comes the question to what extent nowadays career consultants are familiar with modern media literacy. Skills like rating the information, validating the resources, intelligent searching, abilities to ""scan"" etc. become of vital importance for the career orientation. This changes the shape of the modern consulting process - from pure career guidance to modern media literacy and self-guidance.Aims and objectives: ""Quality of youth career guidance and nowadays media literacy"" project main aim is to improve the quality of youth career guidance via providing innovative methodology, quality indicators and online tools for youth career counselors. The project objectives are:- to develop the consultants' skills in the area of so called ""self-guidance"" via modernizing the Quality Indicators (QI) and Quality Model (QM) in youth career guidance, including the development of new indicators related to nowadays media literacy (rating the information in the net, validating the resources, intelligent searching, abilities to ""scan"", social networks usage, ePortfolio usage etc.);- to improve the quality of youth career guidance via providing innovative tools and manual for career guidance - online self-assessment toolkit for consultants to test their knowledge, skills and competences in media literacy and self-guidance;- to train youth counselors and mangers of youth career services in modern aspects of youth career guidance and quality assurance; - to develop a strategic partnership network among the partner organizations within the project so that the organizations continue working on the project main topics after the project end;Target group: youth guidance services managers, youth career consultants, the project results could be also useful for the pedagogic consultants (in the schools); Potential beneficiaries: youth (16-25) & youth with special needs (early school leavers (ESL), outsiders, minorities) who need more knowledge and skills in ""self-guidance"" area.Total number of participants from the target group and potential beneficiaries: 320Description of activities: - project management activities;- quality assurance and evaluation activities;- learning outcomes and quality indicators related to modern media literacy and self-guidance (needs assessment, drafts, experts reviews, polishing and translation);- Modern media literacy self-assessment toolkit for youth career counselors (planning and scenarios, interface and programming of the e-games, interactive tests and ePortfolio examples, testing, polishing, translation);- Manual ""Self-guidance and modern media literacy"" (framework and contents, writing the chapters, design and pre-printing, testing and polishing, translation and printing);- project web site (design and programming, content);- testing and piloting activities;- dissemination activities;Methodology: designed to incorporate necessary research, design, testing, production, implementation, exploitation and sustainability phases. Activities are scheduled to allow for essential reflection and inputs both by the consortium partners and target groups.Main results: 1. New learning outcomes and quality indicators in the field of:- Self-guidance and modern media literacy (consultants nowadays should be able to consult young people how to orient themselves by using modern media) - rating the information in the net, validating the resources, intelligent searching etc.;- Disadvantaged youth (youth at risk of ESL, cultural and economic obstacles) - key factors of ESL and their influence on the young person - family, ""street"" and in-class factors;2. Modern media literacy self-assessment toolkit for youth career counselors - online toolkit with free access; 3 simulator e-games, 3 interactive multimedia tests and ePortfolio examples demonstrating self-awareness.3. Manual ""Self-guidance and modern media literacy"" - theoretical and practical information (cases) how nowadays youth career consultants should advice youngsters to use modern media in their professional orientation, in their job search and job application.Impact: Increased competences (related to modern media literacy and working with disadvantaged youth) of youth career consultants, youth career services managers and pedagogic consultants; Increased competencies in ""self-guidance"" field; Improved QA approaches."
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