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MTÜ Lastekaitse Liit

Country: Estonia

MTÜ Lastekaitse Liit

3 Projects, page 1 of 1
  • Funder: European Commission Project Code: 2017-2-LV02-KA205-001657
    Funder Contribution: 144,244 EUR

    The objective of the project was to facilitate evidenced based youth policy and youth work practice in the Baltic States by developing the youth well-being monitoring system and promoting using its results regularly in youth policy and youth work at national, regional and local level, as well as to promote youth research practice of the Baltic States at international level.To achieve this objective, following intellectual outputs have be developed:(1) Youth researchers’ expert panel of the Baltic States;(2) Youth well-being monitoring system of the Baltic States;(3) Youth field resource and communication centre – web portal Baltic Youth Work Pit-Stop.Project direct target group – people involved in youth policy, youth work and youth research in the Baltic States. Project indirect target group – young people in the Baltic States.In total 2749 people of the project direct and indirect target groups were involved in the project activities.One of the main principals of the project implementation was to involve project target group (persons involved in youth policy, youth work, and youth research) in building content of the project results, by inviting to participate in all project activities and events.Project territory coverage – Latvia, Lithuania, Estonia.Thereby, the main result of the project is the facilitation of the evidence based youth policy and youth work in the Baltic States.Particularly, the most important practical results of the project are:- Developed youth researchers’ expert panel of the Baltic States (altogether 35 experts: 11 experts in Latvia, 13 experts in Estonia, 11 experts in Lithuania);- Elaborated youth well-being monitoring system (143 indicators in 8 thematic groups; indicators will be updated (if available) once a year);- Comparative international study of youth well-being in the Baltic States (analysis about quality of life of young people in Baltic states if compared to other countries);- In-depth national studies of youth well-being in Estonia, Latvia, Lithuania (in national languages);- Methodological guidelines for applying youth well-being monitoring system at national, regional and local level (in national languages);- Developed youth field resource and communication centre – web portal Baltic Youth Work Pit-Stop (https://youthpitstop.com/) in national languages and in English; - Awareness raising among youth policy makers and youth workers about evidence-based youth policy and youth work practice (through seminars, conference, project`s publicity, dissemination activities);- Evaluation of project implementation and achieved results and possible recommendations for further usage of project results at national, regional and local levels and for further development of evidence-based youth policy and youth work.All in all the project’s impact resulted in promoting evidence-based youth policy and youth work, thus helping to increase competences of people involved in youth policy, youth work and youth research, and among other benefits the project allows clearly identify areas necessary to be improved in the youth field, as well as indirectly the project contributed in improving quality of life and well-being of young people in the Baltic States by raising awareness among society and policy makers about the critical aspects for youth wellbeing.

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  • Funder: European Commission Project Code: 2021-1-ES01-KA220-SCH-000032639
    Funder Contribution: 361,164 EUR

    << Background >>Attention to gender diversity is a challenge in the current education system in Europe. The main educational guidelines promoted by the European Union (EU) to be implemented in schools, aim to increase the performance of all students, respect and diversity (Nargis & Tikly, 2010). However, despite the fact that these guidelines are not new, and that progress has been made towards equality for LGBTIQ + people in the EU, the current European reality shows that discrimination against these people persists, (European Commission, 2020). There is a long way to go to fight gender discrimination, sexist hate speech and gender violence against women and girls (European Union Agency for Fundamental Rights, 2017).Therefore, it seems necessary to work on adequate education on gender equality for children and teenagers, understood as a comprehensive action that addresses the emotional, relational, socio-psychological and health aspects of gender, sex and sexuality; also addressing relationships, love, affections, friendship, equality, diversity, respect, consent and consensus, sexual relationships, health protection, caring for others and self-care (Evans, 2016; Halstead, Taylor, & Taylor, 2005; Szirom, 2017 ; Willis, Jozkowski and Read, 2018).In this sense, GaminGEE will provide teachers and educators with guidance to identify and address inappropriate behaviours against gender diversity, provide support to those who suffer from gender diversity and guide young people towards understanding and tolerance of gender diversity. Once the current situation has been analysed, the appropriate resources will be included in the guides for families and educators, and they will be emphasized through the video game, which will contain the practices of the educators/family guides presented in an attractive way to influence children and teenagers.Specifically, GaminGEE tackles the problems of non-consensual sexual relations, dating and gender violence, discrimination against LGTBIQ + people and women and high-risk behaviours at present to overcome the barriers and difficulties that cultural reproduction and in particular, pop culture can increase.GaminGEE also advocates for the social inclusion of the LGTBIQ + community and any other sexual minority, paying attention to the violence suffered even in formal education settings such as schools.In summary, the project aims at raising awareness and change minds for eliminating violence through innovative practices deep-grounded in the present and the digital era. The results will be easily transferred and scaled-up at European and international level due to the Partnership's geographical coverage, which ensures the socio-cultural adequacy of the resources and foundations, theories, and methods on which GAMINGEE relies upon.<< Objectives >>GaminGEE aims to prevent inequality gender from early ages, fighting high-risk behaviours such as non-consensual intercourse, gender-based violence (specifically, sexual violence, but not restricted to that) and discrimination against women and LGTBIQ+ people. The GaminGEE specific objectives are:1.To provide educators and families with effective resources for using with their children in order to raise awareness of values applied to sex and affections, such as gender equality, mutual respect, mutual caring, self-caring, consensus and consent, sexual diversity, etc 2.To develop healthy sexual and affective behaviours in teenagers. 3.To prevent sexual violence (sexual harassment, rape, non-consensual behaviours, etc.) and biased gender roles among youth, being the vast majority gender-based sexual violence.4.To prevent bullying and violence against sexual minorities and promote behaviours that consider diversity as a special opportunity to grow.In sum, the GaminGEE objectives are addressed to change minds relating to biased gender roles and to eliminate tolerance to any form of violence and the psychosocial patterns contributing to its perpetuation, through an attractive and easily recognisable toolkit for educators and families (guide) and children (videogame).Thus, GaminGEE proposes an innovative intersectional approach applying sex-gender perspective to formal and informal education. For that, the project will create a graphic adventure that will allow access to sexuality and gender-based role-playing from every smartphone. Although, role-playing in Sex Education is already validated (Jenson & De Castell, 2010; Kashibuchi & Sakamoto, 2001), there is no graphic adventure for mobile phones specifically addressed affective-sexual education through an intersectional perspective and role-playing. For that, GaminGEE will offer the first sex educational role-playing game available for the most widely used platforms among the target group. In addition, the project goes far beyond the traditional approach (sexual health and physical issues related to normative intercourse between a man and a woman) and provides guides with a composite perspective of merged values, ethical issues, challenges of inclusion and equality, sexual diversity, gender concepts and, in short, a complete bio-psychosocial approach on sexual and gender education.<< Implementation >>Different activities throughout the project implementation will carried out to reach the objectives of the project. Kids, teenagers, families, teachers, external experts, game developers and stakeholders will be invited to participate in these activities to include all possible viewpoints in the elaboration of the results/outcomes. The following activities have been planned: -At least two focus groups will be done per country participating in the Partnership (one focus group with 8-10 kids and teenagers and the other with 8-10 teachers and parents) to prepare a collaborative game plot (R2). In total, 16-20 participants per country.-A testing game activity involving kids and teenagers from 9 to 15 years old (R2).-A training programme activity “Playing the game” involving educators, experts (gender-based equality, sexuality, children rights’, psychologists with experience in LGBTQ+ issues, social workers,…) and game developers (R2).-The guideline’s revision activity involving 3 educational professionals and 3 families per country (R1).Furthermore, different activities regarding the sharing and promotion of the project will be held: The first multiplier event in Czech Republic to disseminate the R1 with 30 participants comprising: -(Education professionals (teachers, principals), social educators, social workers and community workers involved with the youth and the childhood.-Families of children and teenagers.-Researchers in the fields of gender equality, game-based learning, videogames in education, new trends on education and innovative-active methods, gender-based approaches, psychology applied to education, social psychology, etc.-Institutional stakeholders: policymakers, public administrations, regional entities and officers involved. The second multiplier event in Estonia to disseminate the R2 with 30 participants comprising:-Education professionals (teachers, principals), social educators, social workers and community workers involved with the youth and the childhood.-Civil society and advocates: women, LGTBIQ+ and sexual minorities, advocacy of sex education, of emotional education, etc.-Creative industries: videogames, game-based learning, gamification and serious games, SMEs or agencies working on big impact communication for awareness raising, etc.-Families and children and teenagers accompanied by their families.-Researchers in the fields of sexuality and sexology, game-based learning, videogames in education, new trends on education and innovative-active methods, gender-based approaches, psychology applied to education, social psychology, etc.-Institutional stakeholders: policymakers, public administrations, regional entities and officers involved.Besides, for the correct progress of the project, partners will organize 4 transnational project meetings (Burgos, Prague, Valencia and Tallin) and 5 online meetings.<< Results >>The project promotes multi-disciplinary cooperation among all stakeholders, able to merge game-based education and awareness-raising. As a result, 2 results will be delivered. The first result (R1) will be comprised of two comprehensive guides for conducting interventions with kids and teenagers between 9 and 15 years old, in formal (educators) and informal (families) education environments. It will be published, freely available on a Virtual Learning Environment (VLE). The fundamentals are the sexuality and gender perspective and also the bio-psycho-social approach, as well as non-directive and active pedagogies for discussing key issues at the classroom or in home. Main contents are equality, sexual diversity, consensus and consent, self-caring, caring of others, love and emotions.The guide for educators pretends to raise awareness about gender diversity issues in order to prevent sexual violence (sexual harassment, rape, non-consensual behaviours, etc.) among youth (9-15 years old), being the vast majority gender-based sexual violence and it also aims to avoid bullying and violence against gender diversity minorities. Thus, suppose a great added-value resource specifically adapted to the new challenges that are the changing reality on relationships and sex-gender interactions.The guide for families is focus on providing them with information and materials in the field of prevention of gender and sexuality inadequate behaviours, and value-based sex education for kids and teenagers between 9 and 15 years old. Gender education (or “sex education”) has been traditionally understood as a “set of medical advice” mainly about contraception and sexually transmitted infections, instead of a comprehensive education joining psycho-emotional, social and self-care competencies; that is the innovative approach of GaminGEE.This result will increase knowledge and awareness of the topics mentioned above while addressing sexuality holistically and gender perspective in formal education and will provide continuity at home.The second result (R2) is the graphic adventure based on an intersectional sexuality-gender perspective for guiding gender equality education, understood as a comprehensive education on emotional, health and social issues and it will be addressed to kids and teenagers between 9 and 15 years old. The game's plot is based on the guidelines used and developed on the guides for educators and families to consolidate the outcomes reached by teachers and families.The idea is to design a game attractive by itself and put it at the disposal of the kids and teenagers. It will be available to be downloaded in digital store such as Steam Store for PC platforms, App Store and Google Play Store for mobile devices, PlayStation Store for PlayStation 4 and PlayStation 5, Nintendo eShop for Nintendo Switch and Microsoft Store for PC and Xbox platforms.Lastly, one Learning, teaching, training activities (Spain) and two Multiplier Events (Czech Republic and Estonia) will be conducted:C1: “Playing the game”: A training programme for educators, experts and game developers.E1: Knowing the VLE for gender equality education.E2: The future of gender equality education: game-based learning, role-playing and new technologies for educating emotions and affections.

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  • Funder: European Commission Project Code: 2019-1-ES01-KA201-064539
    Funder Contribution: 236,249 EUR

    TOOL4GENDER aims to prevent gender-based violence by acting at a very early stage (school children between 8 and 16 years old) before their perpetration, through the training of professionals in the field of prevention of gender violence and improvement of their abilities, as well as of the families thanks to the creation of ICT tools. In addition, the children will be able to self-detect sexist behaviours and values thanks to the development of an App. Training Contents will be aimed at developing and ensuring adequate affective maturity for reducing the future likelihood of GBV perpetration and building healthy relationships with others. Key outcomes which will be achieved thanks to TOOL4GENDER will be: increased awareness of how to improve resilience and healthy relationships between school children, the empowerment of girls and greater evidence-based knowledge of the patterns observed before the perpetration of GBV; better training on education and gender approaches and capacity building and formal training that will allow greater knowledge based on evidence of observed patterns (before GBV perpetration) and new opportunities to detect early signs. In addition, a great impact will be achieved in children at schools, through the improvement of their capabilities and abilities to reduce inadequate habits, behaviours, conceptions and prejudices, therefore promoting healthy attitudes in their future relationships, reducing situations of gender violence in youth. As for TEACHERS, PROFESSIONALS OF EDUCATION, SOCIAL WORKERS, and FAMILIES, the training and access to relevant material will allow, thanks to the education in this field in schoolchildren, to diminish gender violence situations by promoting gender equality.

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