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Country: Spain
7 Projects, page 1 of 2
  • Funder: European Commission Project Code: 2021-1-ES02-KA210-YOU-000035403
    Funder Contribution: 30,000 EUR

    << Objectives >>The main goals of the project are:-An increasing active approach to citizenship among young people.-Exchange and share different methods of participation among the partners involved. -Providing Youth Workers with knowledge, tools, and experiences to enhance their capability in order to promote active citizenship with their young people through blended methodology with the focus on gamification-Raising awareness of the support the EU provides for young people to achieve their goals among the<< Implementation >>There will be local activities, interviews with decission makers and youth workers to compare their perspectives about ideas and innitiatives. We will have a seminar with 16 youth workers, 4 per partner to share and compare the results about surveys perspective. After that we will ellaborate materials, games and a tool-kit plus a final evaluation event in the municipality of CInisello with 2 youth workers from every country<< Results >>- a website for sharing Youth innitiatives to increase and share participation and active citizenship in decission making- - An increase in awareness of youth, about active citizenship and participation, how to be more active and what tools from the EU they can use - measured by surveys among youthAt least 30 young people will have directly been trained in gamification and active citizenship method

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  • Funder: European Commission Project Code: 2020-2-RO01-KA205-080910
    Funder Contribution: 159,271 EUR

    The project “Sexual education for youth empowerment” initiated by Dominou Association brings together 4 youth organisations and local authorities from SE, SP, PT and RO that will work with local authorities, schools, parents for creating an innovative OER multilingual platform on the subject of holistic sexual and health education. The project is cross curricular because it addresses a main priority of the youth sector, “Promoting, engaging and empowering young people” and a school priority education, “Tackling early school leaving and disadvantage”. There's nothing simple about teaching young people about sex these times of precocious pre-teens, pregnancy among teenagers, and sexually transmitted diseases. Aim: transfer of knowledge and innovation in modern and gamified sexual education tools and activities for youth workers by development of an innovative OER multilingual platform and establishing a network of networks of organizations active in health and sexual education & promotion of qualitative development of youth workObjectives:O1: Creating an innovative OER multilingual platform on the subject of holistic sexual and health education by transfer of good practices from SE, RO, SP, PT and development of modern gamified new tools accessed by at least 1200 youth workers working with disadvantaged young people that will function during the project lifetime (2020-2022) and at least 5 years after.O2: Creating a 6 day training course for 18 youth workers, youth trainers, other professionals educating youth on the topic of sexual education for disadv. young people, tested in national and intercultural settings and transferring these competences for 300 RO youth workers during the project lifeO3: Promoting health and sexual education to local communities from 5 countries (RO, SE, PT, SP) and at least 240 young people, out of which 200 disadvantaged, to increase youth empowerment, gender equality, equity in access to sexual education and healthy lifestyle and decrease early school leaving O4: Creating an international network of 4 organisations, experts in sexual and health education at international standardsActivities:International level:Learning Activities(Training in SE for 18 youth workers; Youth exchange in RO and PT, 40 youth and 8 leaders each);3 Transnational meetings (2 participants/ partner/ meeting, in total 24 staff)Multiplier event (205 stakeholders)Intellectual output - E-learning Platform(min 1200 youth workers enrolled on the platform)National:Pilot testing the platform(20 youth workers trained in the programme)Round table and webinars with national stakeholders(2800 staff and stakeholders)Local:youth work activities testing sexual education methods(involve 240 young people, 83% disadvantaged)parent workshops and seminars(200 parents )local/online center for sex ed counselling(300 young people counselled)Types of target groups: working on youth field educators/street workers, heads/coordinators of youth centers, trainers, teachers, school counsellors, class mentors, school psychologists, active members of youth associations, disadvantaged young people involved in Peer Education programs and participants working on Youth policy and inter-sectoral working groups: policy makers, pedagogues, social workers, heads of services, coordinators of educational campaigns, representatives of institutions and NGOsMethodology used for the innovative cross curricular intellectual output:platform development: SCRUM agile process framework and online gamification principles for learner engagementmethods, activities and tools: OCTALYSIS gamification framework, non formal education methodology and principlesLearning activities use non formal methods and modern ICT tools to attract digital natives.Results of the project:The project will create high quality learning outcomes both in the professionals involved and in the youth, in the field of sexual education, respecting the World Health Organisation StandardsInnovative collection of non formal and gamified methods, activities and videos presented in a modern, sustainable and easily transferable format - a multilingual e-learning platform2800 stakeholders will gain awareness of importance of sexual education and use some of the project toolsImpact of the project:Main impact will be in RO, by cross curricular transfer of the methodologyImproved health and empowerment for the disadvantaged young people the youth workers following the e-learning courses work withAll partners’ impact in their communities and cooperation with stakeholders growsThe sustainability will be provided by frequent long-term use of intellectual output O1 – e-learning, because of the gamified learning process which will ensure users like and promote the platform. The gamified platform will be self sustainable so it requires minimum human effort, which will make it relevant for years, free and with open access to materials, documents and media produced

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  • Funder: European Commission Project Code: 2021-1-ES02-KA220-YOU-000029293
    Funder Contribution: 124,975 EUR

    "<< Background >>During the 2012 United Nations Conference on Sustainable Development (Rio+20, Member States agreed to launch a process to develop a set of sustainable development goals (SDGs) to succeed the Millennium Development Goals (MDGs). The SDGs are to address all three dimensions of sustainable development (environmental, economic and social) and be coherent with and integrated into the United Nations global development agenda. Disability is referenced in various parts of the SDGs and specifically in parts related to education, growth and employment, inequality, accessibility of human settlements, as well as data collection and monitoring of the SDGs, for instance:●Goal 4 on inclusive and equitable quality education and promotion of life-long learning opportunities for all focuses on eliminating gender disparities in education and ensuring equal access to all levels of education and vocational training for the vulnerable, including persons with disabilities. In addition, the proposal calls for building and upgrading education facilities that are child, disability and gender sensitive and also provide safe, non-violent, inclusive and effective learning environments for all.●In Goal 8: to promote sustained, inclusive and sustainable economic growth, full and productive employment and decent work for all, the international community aims to achieve full and productive employment and decent work for all women and men, including for persons with disabilities, and equal pay for work of equal value.●Closely linked is Goal 10, which strives to reduce inequality within and among countries by empowering and promoting the social, economic and political inclusion of all, including persons with disabilities.●Goal 11 would work to make cities and human settlements inclusive, safe and sustainable. To realize this goal, Member States are called upon to provide access to safe, affordable, accessible and sustainable transport systems for all, improving road safety, notably by expanding public transport, with special attention to the needs of those in vulnerable situations, such as persons with disabilities. In addition, the proposal calls for providing universal access to safe, inclusive and accessible, green and public spaces, particularly for persons with disabilities.●Goal 17 stresses that in order to strengthen the means of implementation and revitalize the global partnership for sustainable development, the collection of data and monitoring and accountability of the SDGs are crucial. Member States are called upon to enhance capacity-building support to developing countries, including least developed countries (LDCs) and small island developing states (SIDS), which would significantly increase the availability of high-quality, timely and reliable data that is also disaggregated by disability.This Erasmus+ proposal ""Young People and SDGs"" aims at contributing to the awareness of young people about Sustainable Development Goals and the promotion of inclusion of people with disabilities, PWD, and it will be done promoting an active dialogue among EU young people with and without disabilities, building future active and aware citizens of the EU.<< Objectives >>The project will provide tools for young people for young people with and without disabilities to participate in, and contribute to the change of the society by promoting the 17 Sustainable Development Goals (SDGs), as well as acquire the skills and abilities needed to lead European initiatives. In addition, it will provide support and contribute to the training of youth workers to support these young people in their leadership, foster their inclusion and learning through the provision of non-formal educational materials. Specific Objectives-SO1: to promote an active citizenship, engagement and participation of young people by promoting a dialogue on the 17 SDGs regarding an effective inclusion of PWD. - SO2: to enable young people to play an active role in the community and the environment at local, European and international level.<< Implementation >>The project has been structured in such a way that the project results lead to the achievement of the above-mentioned objectives: -SO1: to promote an active citizenship, engagement and participation of young people by promoting a dialogue on the 17 SDGs regarding an effective inclusion of PWD. - SO2: to enable young people to play an active role in the community and the environment at local, European and international level.This objective is implemented through: R1:Phase 1: The research phase will exchange knowledge, methodologies, good practices on non-formal educational activities that foster youth participation and engagement, including those focused on promoting the development and promotion of the SDGs. Phase 2: The guide will be used as a basis for the implementation, by other stakeholders, of activities that foster the participation of young people with and without disabilities, in particular those aimed at advancing the SDGs.Phase 3: The course will train 70 youth workers in activities that support youth participation and engagement. These workers will develop their skills both professionally and personally in order to be able to implement the methodologies learned in different environments and spaces. Phase 4: In the training course for youth workers, they acquire the needed knowledge on SDGs and non-formal educational activities to boost the participation of young people with disabilities and fewer opportunities in cultural, educational activities etc.R2: Phase 1: youth workers will acquire the required skills to promote youth participation and awareness of the SDGs.Phase 2: Youth participants with disabilities and fewer opportunities are involved in the creation of educational materials on the SDGs. These young people will be able to share their work with the community in a way that raises awareness and generates dialogue around the SDGs. They will be responsible for the creation of SDG education materials.Phase 3: The young people will be able to discuss and interact with their peers from other countries on the materials they have created, generating an exchange of ideas, activities and different opinions. In addition, all partners will widely disseminate and promote the project results through: the production of the R1 to foster the multiplier effects of the project and ensure the transfer of the model; the organisation of multiplier events at local level and dissemination activities during the whole duration of the project at local and national level through online media channels (social networks, website, etc.) and the involvement of stakeholders.<< Results >>The main outputs of the project consist of 3 outcomes (R): R1 (M1-M3):Accessible and targeted online toolkit for YDs to empower all young people with disabilities through the SDGs. This toolkit will start with the research of non-formal educational activities, methodologies and documentation related to the implementation of youth activities for the development of the SDGs, as well as the collection of good practices in partner countries of youth activities for persons with and without disabilities. R2 (M4-M9): Training for youth workers on accessible activities for youth with and without disabilities through the SDGs. Following the research, an online awareness-raising training course will be developed on the importance of implementing these SDGs in society and involving young people in participating in youth activities, collaborating in the development of these SDGs. In addition, it will inform about good practices of youth activities so that the YTs acquire knowledge, competences and skills to work with young people as well as the inclusion of PCD's. The content of the course will be the following: SDGs and PCD: European context, definition and data on the need for inclusion and participation of young people with and without disabilities. Good practices on participation of young people with and without disabilities in activities for the implementation of SDGs. Methods and guidelines on how to ensure accessibility and inclusion in youth activities through non-formal education accessible to young people with disabilities (YPD) through the SDGs. This guide will focus on promoting the SDGs including: How to create workshops, activities, leaflets, posters, theatrical performances and short videos that promote the 17 SDGs; How to create short videos that promote the 17 SDGs; Practical trainings (eco-friendly, hygiene products, recycling and reuse); Events organised for YCD in our communities; Photo exhibitions to promote the need to collaborate for the 17 SDGs; Selection of ambassadors for the 17 SDGs + awareness raising campaigns. R2: (M10-M18) Pilot action: Implementation of activities for the promotion of the SDGs, targeting YTs: YTs, after the completion of the course, will be encouraged to apply the knowledge and practices learned through the production of accessible and short videos, photo exhibitions, events promoting the 17 SDGs for the inclusion of JCD. Tasks: 1. A practical workshop on how to carry out these activities will be conducted and will contain: Making videos with devices: tablet and mobile; Good editing with accessible and free tools; Marketing in RRSS to disseminate videos and posters; How to ensure accessibility with non-professional tools: basic rules. 2: Co-creation of videos: each country / TJ will include 6 young people with and without disabilities.3: Online competition. Task 4: Presentation: the first 3 winners will present the videos during the final dissemination event. By the end of the project, we expect to have produced two high quality tools that will be used by TJ, trainers and members of each partner working on inclusion for people with fewer opportunities. These tools will be interactive and entertaining, but also easy to use.Outputs will include: - brochures, posters, theatrical performances and short videos promoting the 17 SDGs- practical trainings (eco-friendly, hygiene products, recycling and reuse)- events organised for young people with fewer opportunities in our communities- photo exhibitions to promote the need to collaborate for the 17 SDGs- Selection of ambassadors for the 17 SDGs + awareness-raising campaigns"

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  • Funder: European Commission Project Code: 2020-1-CZ01-KA205-077740
    Funder Contribution: 157,356 EUR

    CONTEXT, BACKGROUND OF THE PROJECTThe project gathers 4 international organizations with background in various fields, in order to produce results together. CEFIG will provide background from Social Entrepreneurship, Soeholm 4H will add their part of designing a simulation game, LOGOS their experience with designing Escape Rooms and EUducate their ability to develop board game mechanisms and game assets.OBJECTIVES OF THE PROJECTWe have formed the following objectives of the project:1) To share experience and competences amongst partners in Gamification Educational Methods and Social Entrepreneurship.2) To present Social Enterprises as a way to bring sustainable social impact and promote inclusion amongst youth and youth workers.3) To help youth workers develop entrepreneurial skills amongst youth by creating innovative educational methods on Social Entrepreneurship.4) To create a guide, which will enable educators to easily use these specific tools in their daily work.5) To disseminate gamification and NFE to youth workers in participating countries, but also share it amongst our networks in the EU.DESCRIPTION OF ACTIVITIESC1:International training of youthworkers/game designers7-days residential activity designed to exchange knowledge and experience amongst partners in the first part and combine them to develop working game-loops or beta-versions of the games we will be developing as main intellectual outputs.C2: International training of youthworkers5-days residential activity designed to coach youthworkers into using the created tools and ask them to help us develop a guide for practitioners, which will enable outsiders to use the tools without going through this training.ME: Multiplication events1-day seminars hosted in all 4 countries, where games will be prepared so participants can experience them and see young people playing. Participants will get all materials to use the games and guides.NUMBER AND PROFILE OF PARTICIPANTSC1: 20 participants, english-speaking youthworkers/gamification experts, game-designers with experience in youth work. After the activity, participants will do follow-up workshops in their home communities. 8 participants will be people with fewer opportunties.C2: 20 participants, english-speaking youthworkers/teachers/trainers, who want to take on gamification tools as their practice, get a little inside on game-creating and are ready to share it amongst their colleagues.After the activity, participants will do follow-up workshops in their home communities. 8 participants will be people with fewer opportunties.ME: 30 participants per country. Youthworkers/teachers/trainers, English is no longer a requirement, seminars will be hosted in national languages. Participants will be people who are educators and look to adapt already developed tools and can share it amongst their networks. Participants will be chosen from geographically distant regions. All applicants for this event will get the materials by email.METHODOLOGYThe overall goal of the project is to promote non-formal education and gamification as a method of educating young people. During the project in all activities, we will also be using non-formal education.RESULTS- Implementation of 2 international tranings for youthworkers- Implementation of 4 national seminars- Creation of 2 gamified educational tools on Social EntrepreneurshipIMPACT- Raising competences of youthworkers present on C1 and C2- Raising competences of young people, who are participants of workshops hosted with our tools- Promoting Social Entrepreneurship as an inclusive and sustainable way of doing social impact.- Promoting NFE and Gamification as good educational methods- Promoting Erasmus+ amongst youth workers and young peopleLONGTERM BENEFITS- Raised capacity of participating organizations.- More competent youth workers, who have been part of this project.- Huge potential of our developed methods being used for the next decades.

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  • Funder: European Commission Project Code: 2021-2-EE01-KA210-YOU-000049769
    Funder Contribution: 60,000 EUR

    << Objectives >>To develop green competences for educators and trainers coming from the public, private and third sectors. To train educators across the 3 sectors in ecological community organising and to foster local Social Sustainability community organising educational paths To apply community organising learning and competence development tools and adapt to the participating realities through hybrid digital and in person learning. To Develop a compendium of tools and techniques for community organisers a<< Implementation >>International Training Course on Ecosystemic Community Organising Digital Training on Molecular Organisational Management International Training on Social Sustainability Activism and Campaigning Digital toolbox with the learning tools and methodologies developed and deliveredLocal educational pathways in each partner reality on Ecosystemic Community Organising.<< Results >>- 20 trained youth workers in competences in ecosystemic community organising- Development and adaptation of learning methodologies and tools according to the principles and values of Social Sustainability. - Local learning activities in each reality to foster and empower ecosystemic community organising.- An online handbook containing all the local good practices,, as well as learning tools and methodologies developed across the project reality.

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