Powered by OpenAIRE graph

Fundacja im. Zofii Zamenhof

Country: Poland

Fundacja im. Zofii Zamenhof

10 Projects, page 1 of 2
  • Funder: European Commission Project Code: 2020-2-PL01-KA205-082707
    Funder Contribution: 126,796 EUR

    "Coronavirus has revealed and strengthened feeling of mistrust among people, especially internationally, that caused raise of hostility and intolerance expression towards each other. It has also actualized issues of conflict between different generations and the need for mutual understanding and support, in particular among young people. Due to this, the issue of finding additional points of support for youth is becoming more acute, and healthy relationships, communication with peers, relatives can become those points.In order to overcome mentioned challenges, it is necessary to develop the youth skills which empower tolerance, empathy, effective dialogue, cooperation and productive self-organization. Report of World Economic Forum in Davos (Report Schools of the Future: Defining New Models of Education for the Fourth Industrial Revolution,2020) also emphasises importance of skills towards needs of the future (further in the text - SKILLS OF THE FUTURE) such as global citizenship skills, innovation and creativity skills, interpersonal skills. Describing challenges posed by COVID-19 are more constructive to deal in cooperation with family, community and among representatives from different countries. Co-creation of people with different lifestyles and views, acceptance of the values of others are necessary to solve problems. And the project focuses on these problems solving. Project is oriented on young people 15-30 years old, with focus on low-skilled youth, NEETs, internally displaced people, and mainly those at risk of social exclusion. They have less access to skills of the future, are less likely to be involved in social life, have less ability to engage in effective dialogue, collaborate with others to set and achieve common goals. DFF project covers following needs: communication, development, potential realization and versatile abilitiesThe project aims to foster social inclusion of young people developing their skills of the future and intergenerational dialogue skills to help them feel confident in a changing world and find common ground with peers, family, different representatives of their community, other countries and cultures, as well as build cooperation for positive social influence in the context of COVID-19 to overcome its challenges. Project objectives:√develop youth skills to enable open dialogue between generations, cultures and people from different social strata, as well as promote tolerance, active collaboration, effective self-organization, which are required for young people to feel confident in world of future, as well as to be active and self-realized through development of innovative blended course “I am the Human of the Future”√provide theoretical background, best practices and innovative methodological materials/instruments for youth/social workers, NGOs and educational organizations to conduct educational events for youth on effective intergenerational and sociocultural dialogue, skills of the future√provide youth with a opportunity to get advices on development of communication skills and solving problem in establishment of communication with peers and dialogue of generations, receiving psychological support online through creation of digital assistant сhatbot “YourBuddy”Intellectual innovative Outputs:1.Blended course for youth «I am the Human of the Future» for young people with risk of social exclusion (O1)2.Manual “Dialogue for the Future: Building Communication Bridges” for Educators/youth workers (O2)3.Digital assistant for youth - chatbot “YourBuddy"" in social media (O3)The main results of the project:-80 young people who study the course will get new communication and collaboration skills to feel safe and confident, influence their lives, families and communities, as well as transfer these skills to their agemates and adult people through implementation of social initiatives-16 youth projects will be developed by learners in the intergenerational communication and social innovation field-More than 400 young people will test, use and spread digital assistant chatbot “YourBuddy"" in social media (participants of the course and multiplier events, etc)The project envisages the following impacts:√Reduce the awareness gap on intergenerational and sociocultural dialogue, promoting knowledge about and acceptance of diversity and tolerance in society√Foster social inclusion of low-skilled youth, NEETs, internally displaced people, and mainly those at risk of social exclusion√Encourage stronger participation of young people in civic life using skills of the future for solving social problem at the local, regional, national and international levels √Support capacity-building of youth workers through development of manual with tools and materials for youth work to form modern skills enabling open dialogue between generations, cultures and people from different social strata, and promotion of tolerance, active collaboration, effective self-organization"

    more_vert
  • Funder: European Commission Project Code: 2020-1-PL01-KA205-080791
    Funder Contribution: 47,250 EUR

    "CONTEXT:Pathological streamining is a new phenomena which is becoming ubitiquous in the Internet. Popularity on youtube, social media allows for streaming pathological behaviours which is based on causing the harm to the other people is becoming very popular and widely watched by the Youth in the European Union. Young people have unlimited access to the internet. In order to prevent the dangerous activities in the internet, they need to understand the dangers of antisocial behaviours which are widely promoted and monetized by large companies such as Youtube. Patostreaming can be defined as: ""Malicious content on the internet is defined as materials, that can cause negative emotions for the recipient or whichpromote dangerous behavior "".GENERAL OBJECTIVE:The general objective of the ANTI-PATOSTREAM project is the exchange of best practices in order to start shaping a basic educational framework for digital critical skills literacy in the youth sector at a European level, integrating the expertise of partners engaged in different topics related to technology for avoiding harmful content. We will also explore different methods of educational practices such as peer learning, participatory learning, and online learning.SPECIFIC OBJECTIVES:•to exchange best practices between organisations active in digital critical skills focusing on methodologies, conditions, content of digital literacy in youth education•to exchange best practices around developing and implementing a educational prevention programm against the harmful content in the web.•to contribute to efforts in increasing competencies of low-skiled youth on digital skills literacy, that is, providing them with accessible training on how to improve their digital critical skills•to identify and strategise around future EU funding and new opportunities to develop a European wide standardised prevention programme on ""harmful content for the youth"" that can be scaled throughout the EU •to promote collaboration of project consortium with other stakeholders such as local municipalities, corporations, youth organisations, etc. and increase their impact NEEDS:• Dangers of harmful content (i.e. pathological streaming) (Youth digital critical literacy skills and ethics of technology)• Accessible relevant online digital critical skills / educational resources for youth and youth educators with the best practices on educational prevention; • Effective way to share innovative ANTI-PATOSTREAM content and knowledge with other practitioners (scalability, reusability of already developed content/materials)TARGET GROUP:The main target group of this project is represented by the youth with special focus on the low-skilled youth from marginalized neighbourhoods. According to the reports on harmful content, this is the youth which is mostly endangered because of lack of role models in the social environment"

    more_vert
  • Funder: European Commission Project Code: 2020-1-IT02-KA204-079781
    Funder Contribution: 47,004 EUR

    Creativity is a term that is difficult to define and measure. Nevertheless, creativity, according to Ken Robinson (2015) is connected to imagination and innovation. Recently (2016), the International Labor Organization (ILO) reported that the majority of new work opportunities in the last decade had been generated in the informal and digitally-based economy while the World Economic Forum argued that creativity is one of the top three skills workers will need in the near future. Experts claim that, due to the break of new products, new technologies and new ways of working, workers are going to have to become more creative in order to benefit from these changes. Accordingly, the ISEC project aims at creating a Strategic Partnership to exchange knowledge and experience on how creativity and digital technology interact in the educational environment and can contribute to enhancing Social Innovation. Partners will create a model of the multiple dimensions of creativity as well as they will develop an educational framework for promoting creativity in Digital Social Innovation (DSI) scope. Indeed, over the last two years, DSI has grown significantly while DSI projects and initiatives have multiplied, catching the attention of policymakers, governments, and civil society organizations alike (Stokes, Baeck, & Baker, 2017). With the break of new products, new technologies and new ways of working, workers are going to have to become more creative in order to benefit from these changes. For this purpose, Partners will consider the following four primary layers: • The role of educational computing in education classes; • The use of creativity to improve educational processes; • The purpose of technology as a means for stimulating/supporting creativity; Creativity as key factor of success in DSI. Furthermore, they will also focus on issues such as: • Why some individuals seem more creative than others? • What are the factors underlying creativity? Finally, the ISEC project will investigate and discuss the following questions: • Digital technology and creativity; • Creativity in innovation; Social educators are the primary target group of ISEC.The secondary target groups are: • Educational Institutions; • NGOs engaged in adult learning; • Social enterprises who are interested in DSI and aim at improving their current services; • Social Services who are interested in modernizing their services.

    more_vert
  • Funder: European Commission Project Code: 2021-1-PL01-KA220-YOU-000028673
    Funder Contribution: 138,031 EUR

    "<< Background >>Creative approaches in work processes are becoming an increasingly relevant and in-demand skill of present and future. Creativity is not only a driver of economic development or innovative educational approaches in a rapidly changing world, but also a guarantee of socio-cultural change and a way to deal with social challenges, as well as problems caused by coronavirus pandemic and lockdown. Modern realities force us to review all pedagogical practices and evaluate them in accordance with requirements of digital learning. Thus there is a need to combine creative approaches to learning and requirements of digitalization of all educational processes, which will improve quality of youth work, which is what INEDA project is aimed at. In order to adjust to new realities, implement innovations and seek opportunities in challenges, it is necessary to develop skills and competencies that enhance creativity potential, strengthen intersectoral cooperation. In particular based on an online survey „Innovation and creativity in youth field”, 67% of respondent (youth workers) says they encounter difficulties to create alternatives of action for their beneficiaries outside of mainstream thinking, which leads to low active participation and engagement of youth. Non-formal education workers play a catalytic role, especially with those youth who are disadvantaged and hard to reach. There is a need to enhance capacity of youth workers to promote innovation and creativity in young people. It is necessary to develop creativity of youth workers (and their characteristics according to theory of creativity by Torrens, which help to better produce ideas such as Fluency Flexibility, Elaboration, Originality so that they can adapt quickly and efficiently and be innovative in digital era. The importance of innovation and creativity skills was emphasized during Davos Economic Forum. These include skills required for innovation, including complex problem-solving, analytical thinking, creativity.Creative thinking skills, tolerance, teamwork and solving problems that will be developed during the course will contribute to a better deal with inclusion and diversity through the use of more diverse and more adapted youth work styles. It will youth sector will adapt during crisis in terms of more digital and resilient recovery, thereby also contributing to EU’s strategic priorities<< Objectives >>INEDA aims to promote innovative approaches for building educational formats in youth work through forming creativity skills and creative approach to educational process in youth work .Project suggests to use creative approach in creating educational formats as a driver of change in learning process. Creative thinking skills, tolerance, teamwork and solving problems for youth educators that will be developed during the project will contribute to a better deal with inclusion and diversity through the use of more diverse and more adapted youth work styles. It will youth sector will adapt during crisis in terms of more digital and resilient recovery, thereby also contributing to EU’s strategic priorities.INEDA objectives:√Through creativity, youth workers will develop the ability to solve problems, foreseen new solutions of social issues, implement such innovative approaches so as colleagues and youth got the possibility to express their potential for innovativeness.√train youth workers to combine and apply creative formats within educational process to adapt youth work to digital format and thus increase its effectiveness and recognition by developing skills that meet criteria of creativity: fluency, flexibility, originality, development, as well as receptivity, metaphoricalness, satisfaction.√optimize process of finding method, which can be most relevant for task by youth workers with opportunity to use platform, which collects all existing creative methods√provide theoretical background best practices and innovative methodological materials for youth workers by development of best practice.<< Implementation >>Develop and implement 3 innovative intellectual outputs:1. E-learning course “Creative Constructor: Building Innovative Educational Formats in digital era"" for youth workers 2.Landing and chat bot ""Creative Box"": constructor for development of educational formats"" 3. Best practice Guidelines “Building Innovative Formats for Youth education in digital era: How to be creative?"" To better evaluate the impact of the INEDA project as well as the satisfaction of target groups and stakeholders, we have planned 5 multiplier events:1) 3 Infodays. One event in every project country (Latvia. Cyprus, Ukraine) to present the results, particularly share best innovative educational practices, invite a wide audience to join the use of the digital platform that help youth workers to create innovative educational formats to present results.2)The final Multiplier event - International Creative""YouthFuture"" in Poland. Festival agenda will be developed by all partners. At all times, our focus is on providing high-quality content, and innovative ideas to build creative approach to educational formats in youth work as a driver of change in learning process that will contribute to faster and more effective problem solving and creating innovative products in context of the new crises challenges.<< Results >>The main results of the INEDA project: √80 youth educators will form skills of creativity and creative approach to building creative educational formats and create 80 new youth educational products, which can be used in the future at the local, regional, national, European or global level. √Landing and chat bot will help minimum 400 educators to take creative approach in learning process, thus supporting and developing the creative potential of youth at local, national, European or global level; √ 120 educators will be able to present their experience and success stories at the national levels (through participation in national competitions of best practices) and 20 winners - on international level (their success stories will be presented in report). 4 winners (1 from every countrу) - on international level (final project Creative Fest).Described practices will become examples of inspiring practice for educators and youth workers (20 success stories in report (5 for country)"

    more_vert
  • Funder: European Commission Project Code: 2021-1-EL01-KA220-ADU-000033592
    Funder Contribution: 164,554 EUR

    "<< Background >>Crowdfunding is growing rapidly in the EU and in the world, can become a powerful source for supporting of social innovations, social business and sustainable development. So low-skilled or low-qualified adults can use crowdfunding to implement their own ideas to improve their lives and their community / family, give a new impetus to the development or start of social entrepreneurship. But education for the target audience should be special: easy to learn and the most practical tools to introduction in practice. SEIDE@CRO project aims to support sustainable social entrepreneurship initiatives in digital era throught providing for low-skilled or low-qualified adults knowledge, skills and digital tools for organising and realising of crowdfunding campaing to raise money for project introducing sustainable social initiatives.Project oriented on supporting of low-skilled or low-qualified adults who plan to realize sustainable social entrepreneurship initiatives/projects to improve their quality life, solve some social-economic problem using crowdfunding. This target group needs easy to use, simple to know and accessible, but modern learning tools, especially the distance format (they often do not have time for face-to-face classes). At the same time, they need finance for their project, want to understand how to build effective crowdfunding campaigns. SEIDE@CRO meets two this needs: innovative digital learnind approach and actual crowdfunding knowledge.Project Target Groups√ direct group - low-skilled or low-qualified adults who plan to realize sustainable entrepreneurship social initiatives/projects to improve their quality life, solve some social-economic problem using crowdfunding. This target group needs easy to use, simple to know and accessible, but modern learning tools, especially the distance format (they often do not have time for face-to-face classes). At the same time, they need finance for their project, want to understand how to build effective crowdfunding campaigns. SEIDE@CRO meets two this needs: innovative digital learnind approach and actual crowdfunding knowledge. √ nondirect groups- organizations providing educational services for adults, crowdfunding consultants They need actual courses and materials for the implementation of their educational products in crowdfunding and for updating their competences. - crowdfunding platforms - want to receive higher quality projects from funders. - participating organisations of project. We need to enhance ability to provide quality educational products to adults, improve staff skills through collaboration and exchange of experience at the international level.<< Objectives >>The specific objectives:√ to analysis best practices using of crowdfunding for supporting sustainable social initiatives in project partners countries (Greece, Bulgaria, Poland, Belgium, Ukraine) and form recommendations for adults who is going to realise crowdfunding campaign √ to provide for adults knowledge and skills how to organise and realise crowdfunding campaing to raise money for project introducing sustainable social initiatives, including social enterprenership √ to provide automatisation, simplifying and organizing of the crowdfunding campaign preparation for users for their projects with a focus on sustainable development and solving social problems of society<< Implementation >>Intellectual innovative Outputs1) Best practice report ""Сrowdfunding for supporting sustainable social entrepreneurship initiatives"" IO12) E-learning course ""Сrowdfunding in Action: how raise money for sustainable social entrepreneurship initiatives"" IO23) A digital assistant for crowdfunding campaign creation - SEIDE@CRO-chat bot in social media"" IO35 multiplier events: 1) Project Infodays in Bulgaria, Poland, Belgium, Ukraine 2) International Forum ""Crowdfunding for supporting sustainable social initiatives"" in Greece.<< Results >>SEIDE@CRO project will produce the following concrete results:√ Best practice report ""Сrowdfunding for supporting sustainable social entrepreneurship initiatives"" (IО1) - exchange of ideas and good practice in the crowdfunding field on the national, European and international levels- better understanding of how crowdfunging can be used as a good tool for financing social entrepreneurship projects with a focus on the local community, sustainable development- provide information for making effective decisions for crowdfunding stakeholders √ E-learning course ""Сrowdfunding in Action: how raise money for sustainable social entrepreneurship initiatives"": design and implementation (IО2)- new/better skills in crowdfunding with focus on supporting sustainable social entrepreneurship initiative for 60 low-skilled or low-qualified adults. - e-course will be accessible for learners regardless of location, income level, other socio-economic or psychological limitations. - stronger participation of adult people in economic and civic life using crowdfunding for solving social problem at the local, regional, national, European or global level. - new course curriculum will be used by educational institutions to give new digital competences crowdfunding adults and youth. - improving of the educational services quality in the crowdfunding market- partner organizations of the project will enhance their ability to provide quality educational products to adults, improve staff skills through collaboration and exchange of experience at the international level.√ A digital assistant for crowdfunding campaign creation - SEIDE@CRO-chat bot in social media (IО3)- bot users (minimum 50 adults) development of their projects introducing sustainable social initiatives, including social enterprenership.- fosters stronger participation of adult people in economic and civic life using crowdfunding for solving social problem at the local, regional, national, European or global level. - Enhancing initiative of adults and faith in possibilitiesturn their ideas into viable projects with crowdfunding-nnovative chat-bot can be used by educational institutions, crowdfunding platforms and teams of people in the world - rowdfunding platforms get better quality of projects -project partner organizations enhance ability to provide quality educational products to adults, improve staff skills through collaboration and exchange of experience at the international level."

    more_vert
  • chevron_left
  • 1
  • 2
  • chevron_right

Do the share buttons not appear? Please make sure, any blocking addon is disabled, and then reload the page.

Content report
No reports available
Funder report
No option selected
arrow_drop_down

Do you wish to download a CSV file? Note that this process may take a while.

There was an error in csv downloading. Please try again later.