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EUDUCATE

Country: Spain
7 Projects, page 1 of 2
  • Funder: European Commission Project Code: 2020-1-ES02-KA205-014883
    Funder Contribution: 52,340 EUR

    Our project is situated in the context of the European Year of Cultural Heritage (as well as thinking about Rijeka that will be the European Capital of Culture in Croatia in 2020) and the contribution of Cultural Sector to the employment of young people. How is this project contributing to this main aim of the youth employment? Through a European platform with online tools for youth workers, employment agents and volunteers who work daily with young people.For this reason, we identified the need to train youth workers, employment agents and even volunteers to equip them with the necessary tools to initiate and direct activities aimed at young people, such as employment workshops and personalized guidance. The project includes the exchange of good practices, the implementation of the network at European level to facilitate the work of young people with skills related to the cultural field, the training of youth leaders and the development of a European platform with online tools for youth workers and employment agents to inspire them and contribute to the dissemination of work on cultural heritage among young people.The promotion of work in the field of cultural heritage is relevant, since statistical data show that young people are very motivated to use their energy and creativity to develop work related to European cultural heritage.The transnational dimension represents the core of our project, because it offers the possibility for young workers from different parts of Europe to share experiences, learn what others do, think about how to adapt the methods of others in the workplace and implement their achievements.To get the project objectives, we are six partners: Teatro Sol y Tierra from Spain, Diverse Youth Network Association from Hungary, Kocaturk Training and Consulting from Turkey, Regain from France, Meraki from Croatia and A.I.D from Greece. Among the six organisations we'll get our common aims and will help European youth because young people are, also, our heritage.

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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: 2021-1-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: 2021-2-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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