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Nicea Kültür ve Eğitim Derneği

Country: Turkey

Nicea Kültür ve Eğitim Derneği

7 Projects, page 1 of 2
  • Funder: European Commission Project Code: 2021-1-FI01-KA210-YOU-000031052
    Funder Contribution: 60,000 EUR

    << Objectives >>SEED will empower young people with the mindset to become social entrepreneurs by equipping youth workers with practical, flexible digital tools.Objectives: To Create: -Raised awareness of SE opportunities-Activated entrepreneurial mindset -Practical, flexible, digital SE toolsTo Implement: - 8 youthworkers in 4 countries with innovative methodology- 16 local workshops for 40 youth- Online Local-Transnational SE Hackathon to mentor 80 young people launching social enterprises<< Implementation >>Presential trainings for youthworkers, local workshops for youth, and online events to bring them together. 1. Planting SE: Working Session - Finland2. Experiencing SE: Working Session - Macedonia3. Gaming SE: Working Session -Turkey4. Communicating SE: Working Session - Spain5. Creation of an Online Course6. Public Awareness Campaign: Ebook, Podcasts and Social Media7. Local Workshops: Transfer Best Practices to Communities8: Hackathon: Local-Transnational Digital Event<< Results >>Results Through these products: - SE awareness campaign- Showcase of SE best practices- Digital course in SE training- Gaming and Strategy toolkit- Real SE experience event We will create this societal change: - Youth workers are equipped to assist youth in SE- Young people are empowered to become social entrepreneurs- Youth take advantage of SE opportunities- More youth led socially beneficial enterprises are launched- Local areas benefit from social services

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  • Funder: European Commission Project Code: 2022-1-DE04-KA210-YOU-000081404
    Funder Contribution: 60,000 EUR

    << Objectives >>The youth of today will be the most important generation in the transformation of Europe to a sustainable future. The youth organizations are important for introducing basic and new knowledge in Sustainable Development (SD).Therefore,this project aims to educate young people about Sustainable Development Goals (SDGs) by equipping youth workers with game-based methods and tools such as card/board, escape-room, digital serious/simulation games etc.<< Implementation >>A1 - Project Management and Dissemination activities A2 - Working Session for Two Methods: Card/BoardGames and Educational GameA3 - Working Session for Two Methods: Escape RoomGames and Digital Serious GamesA4 - Local Workshops as Pilot TestingA5-Development of Online Training Tool<< Results >>1. design an online training tool with basic info about SDGs, best practices of partner NGOs, videos from the project activities, explanations, tips etc. for youth workers2.development of the content of 1-day workshop which combines different kind of game-based methods used by partners3. organization of 1 day workshops to young people at local level as a pilot testing4. organization of 1 day workshop to related beneficiaries and stakeholders as a multiplier event in the final TPM.

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  • Funder: European Commission Project Code: 2020-3-PT02-KA205-007477
    Funder Contribution: 45,810 EUR

    CONTEXTThe youth organizations in Europe should be important institutions for introducing basic and new knowledge in preventing Climate Change(CC) and can be the fundament of the competence needed for preparing motivated and educated young people in the new wave of innovation required for the transformation of Europe to a sustainable future. Therefore; the project aims to share and disseminate the innovative methodology to improve the quality of youth work and to generate the right tools based on gamification to work with young people. BACKGROUNDThe motivations at the basis of the design proposal are obviously very connected with the current situation like weather events, disasters, epidemics, pandemics people undergo these days.Huge, irreversible damage to nature, potentially leading to mass extinctions. And this could happen within a human lifespan, leaving our children and grandchildren to cope with the results.The COVID-19 pandemic has been a siren call for a wake-up call for humans and a stronger action in the face of global threats.we can still escape the worst impacts of CC, and build a safer future for all. But we need to do more, and faster. Tackling CC involves every single one of us – and YOUTH is at the heart of the global movement for a low-carbon, climate-resilient future.OBJECTIVE- inspire a passion for developing the knowledge, the attitude, the basic skills, and creativity of youth workers and young people in the field of Climate Change through learning by doing and game-based methods such as card/ board games, LEGO-serious play, Serious Games etc.- learn, exchange and share knowledge and best practices of game-based methods for preventing CC - development of a dynamic methodology based on the combined application of innovative techniques and methods used actively in their routine activities by partners. - development of the content of an online training tool and a workshop which combines all the techniques and methods used by partners to organize a local workshopPARTICIPATEThe project's main target group includes young people, youth workers and trainers in youth work. The project activities aims to involve as direct beneficiaries:1. Staff of partner organizations the staff involved: ( Youth workers/trainers/ project managers) indirect beneficiaries:1. Young people (at least 100)2. External trainers3. Stakeholders and the general publicACTIVITY DESCRIPTIONThe project involves:- 3 Short-term joint staff training events and 1 blended mobility of young people - a development an online training tool with basic information about climate change and action, ready-to-use templates, videos from the LTT activities, explanations, tips etc. for youth workers1st Module: -Reasons and consequences of Climate Change, - Individual and Collective measures that can prevent CC, 2nd Module: - Country-based situations, policy actions - Best practices of youth organizations to tackle with CC 3rd Module:- Non-formal techniques in the field of CC ( pair-group works, hand crafts, role plays etc.) -Card-Board Games ( habitat53, habitats, keep cool board game etc.) -Lego-Serious Play -Digital Serious Games (ecochains: arctic crisis, climate mission 3d etc.)4h Module - Organizing a workshop by combining these 4 different methods and techniques There are also several outcomes such as:- project logo- official website in English and partner languages- 4 newsletters , brochures - Project Facebook page- Facebook group for Project staff- press conferences- activity monitoring- activity evaluation- dissemination activities.METHODOLOGYIn order to effectively reach the various target groups, the project will combine different teaching, multidisciplinary and operational tools, encouraging the interaction of methodologies and techniques for intercultural education, mainly using the methods promoted in the training kits of the COE and the EC.In addition, the following methodologies will be applied:1) LEARNING BY DOING2) GAMIFICATION OF LEARNINGEXPECTED IMPACTThe project results will be able to involve a very large number of youth workers with enhanced professional skills and competencies on gamification and of young people with increased awareness of CC and of the environmental challenges and increased motivation for a sustainable future,

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  • Funder: European Commission Project Code: 2022-2-DE04-KA220-YOU-000096069
    Funder Contribution: 250,000 EUR

    << Objectives >>BioYouToon’s objectives are:-Development of skills/methodologies/knowledge among young people and youth NGOs on biodiversity-Training of youth workers/educators/trainers on how to integrate environmental education activities in their job -Reinforcement of young researchers’ skills in science communication and co-production of knowledge-Development of concrete methodologies for match-making youth NGOs and young researchers and facilitating their cooperation in biodiversity conservation action<< Implementation >>WORK PACKAGE 2 (e-manual for Bio-You-Toon )A1- Consortium-level Research ReportA2- Training MethodA3-Joint Staff TrainingWORK PACKAGE 3 (Bio-You-Toon Toolkit)A1.Development of e-learning platformA2. Development of Bio-Webtoon ComicsWORK PACKAGE 4 ( Dissemination and Visibility Campaign)A1.Online/Off-line Dissemination ActivitiesA2.Local Multiplier EventsA3.International Dissemination Conference<< Results >>1- E-MANUAL for BIO-YOU-TOON is designed as a practical Guide containing;* The Consortium-level Research Report * Training Method to train youth to engage in biodiversity protection actions.* Joint Staff Training report2-BIO-YOU-TOON TOOLKIT includes e-learning platform developed through a co-design process between the Youth workers and educators involved in the JST and The Bio-Webtoon Comics co-created by the young people involved in the local activities and partner organisation.

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  • Funder: European Commission Project Code: 2022-1-PL01-KA220-YOU-000086769
    Funder Contribution: 250,000 EUR

    << Objectives >>The members of the consortium are aware of the needs of target group,such as young migrants aged 20-30 with critical backgrounds.The partners acknowledged the lack of competences for the educators to transfer knowledge about the way to respond to the labor market needs.Aim of the project is to provide the target groups with the necessary skills and competences to fill their respective gaps,improving the educators’ skills in transferring particular competences through NFE methodologies.<< Implementation >>The partners will put in place two main activities in order to achieve the objectives.After a comparative research has been conducted,the members of the Main Target Group will be invited to participate to the Joint Staff Training Event with the aim of acquiring skills.Then,each partner of the consortium will hold local activities,during which the members of the Second Target Group will participate in order to acquire skills and competences useful to finance their social entrepreneurial ideas.<< Results >>We expect the following results:a digitalized portfolio;a new digitalized training format;an innovative digitized board game; an e-learning platform. The partners expect that young educators will be involved to upskill capabilities in transferring knowledge,mainly concerning crowd-funding methods.Finally, involved young migrants will acquire the competences to transform their social entrepreneurial ideas into reality, using crowd-funding as a tool to achieve their objectives.

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