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STICHTING AMSTERDAM EUROPEAN MOBILITY

Country: Netherlands

STICHTING AMSTERDAM EUROPEAN MOBILITY

7 Projects, page 1 of 2
  • Funder: European Commission Project Code: 2020-1-DE03-KA201-077538
    Funder Contribution: 189,989 EUR

    Digitisation and Industry 4.0 are perhaps the most important drivers behind the profound transformation of the labour market and the way people work which has resulted in an increased demand of digital skills. In order to reinforce the above, the Commission has revealed last February 2020 its actions for a digital transformation which focuses on the EU society powered by digital solutions, that opens up new opportunities for business and boosts the development of trustworthy technology while equipping young people with digital skills for a competitive future. This follows the 2018 Digital Education Action Plan which urged Member States to go ‘wide’ of the different aspects of digital competences, but also to go ‘deep’ for more specialised skills to respond to the ever growing needs of the labour market while closing the ‘gender gap’.. Reflecting on the above, the consortium aims to design, pilot-test and produce an inclusive STEAM4ALL MULTI-MEDIA TOOL KIT to support students with fewer opportunities (marginalised, living in remote or rural areas, with migrant background) to acquire a combination of digital (coding and robotics) and STEAM competences based on an inter-disciplinary approach that will promote environmental education and sustainable development. In doing so the project, addresses the following priorities:SCHOOL: INCREASING THE LEVELS OF ACHIEVEMENT AND INTEREST IN STEMHORIZONTAL: Supporting individuals in acquiring and developing basic skills and key competences The project promotes STEAM related competences through the teaching of robotics which is an an effective, fascinating and motivating way for students combining a wide range of skills. Robotics is increasingly being considered as the fourth “R” of learning, “Reading, wRriting and aRithmetic” that students must understand to succeed in a highly competitive, technology-driven world. Robotics integrates all STEAM fields in a way no other subject can cover. It integrates mechanical, electrical, electronics, control engineering, computer science, technology, math and science.STEAM Education is fully applied using hands-on experience of learning to design, build and program robots of increasing complexity. This can greatly boost students’ teamwork and problem-solving abilities, while helping them to learn how abstract concepts of mathematics, engineering and computing actually work in practice. If students get involved in robotics on a competitive level, they will encounter a whole new arena of exciting creative and practical challenges. New learning methods such as experienced-based learning, work-integrated learning, and experimental-learning can be easily promoted thus encouraging students to take active role in their learning building on newly acquired skills, using existing knowledge, applying into specific scenarios and gradually enriching it with the advanced features of knowledge.This will be achieved as students and their teachers will be working on cross-curricular topics based on the identification of a problem or need within the environment, community or culture which they will try to solve using a combination of STEAM, ROBOTICS, CODING (or 3D technologies) and then share-present this for further exploitation. HORIZONTAL: Strengthening the profiles of the teaching professionThe target group of school teachers (mainly IT or from related fields science, technology) will be provided with opportunities to acquire the aforementioned competences and be trained to implement the STEAM4ALL programme, either as part of the school curriculum or as extra-curricular activities organised in flexible ways based on synergies and partnerships with experts. The profiles of the teachers/professionals will be upgraded and strengthened through the professional development programme to be developed to acquire the digital, STEAM, coding and robotics skills to support students. All the material to be developed as part of the INCLUSIVE DUAL STEAM4ALL PACK both on-line and off-line accompanied with multi-media tools and resources to target the needs and requirement of students.HORIZONTAL: Environmental and climate goals:Schools have an important role to play as innovators of social change and sustainable development for a circular economy by promoting environmentally friendly, digitally oriented and socially responsible minded young people who apply their knowledge, skills, attitudes and competences for the protection of the environment and prevent climate change. This means that traditional school curricula, need to break subject boundaries to be able to apply cross-curricular and inter-disciplinary approaches to promote the acquisition of digital, robotics and STEAM competences to resolved challenges seen in the environment or community they live in: reduce and manage waste, recycling, saving energy etc. The project will use environmental issues as the basis of all STEAM related activities thus applying a topic related methods.

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  • Funder: European Commission Project Code: 2020-1-NL01-KA227-ADU-083118
    Funder Contribution: 238,293 EUR

    CEM project is the result of a solid context analysis where the COVID-19 pandemic has not only limited the way people can relate to each other and perform their most basic daily tasks, it has also had a significant impact on the regular delivery of the training focus in the face-to-face mode. At such a critical time for our societies, access to lifelong learning is proving, more than ever, to be essential to ensure a speedy recovery, while promoting equal opportunities for people of all backgrounds, it is clear that we need a new methodology creative and innovative to respond to this new situation.The current situation allows culture to be increasingly available online via internet and social media. This new way to enjoy culture via internet is getting popular due to the Coronavirus pandemic, but also because “online” is replacing face to face events in our daily lives. Artists need to acquire enough digital competences to be able to work online and attract audience maintaining, at the same time, the quality of the job. Therefore, developing creative a skills through digital and entrepreneurship tools will confer an integrated curriculum upon the artistic collective. The context analysis in all partner countries has revealed that the training methodology focused on the face-to-face mode does not work in pandemic conditions and it is needed a new creative methodology to solve this problem. This project is focus on develop a new methodology to reinforce creativity, as well as to boost quality, innovation:PROBLEM identified: face-to-face methodology does not work in pandemic settings - Linked to need 1: Develop a new methodology linked to Objective 1: Develop a new methodology to reinforce creativity, as well as promote quality, innovation. Current methodologies are designed for face-to-face work and environments where people can interact with others, but the impact of COVID has changed this reality. We need to learn how to work in isolated spaces.The development of a new methodology must be tested in a working group by applying a training plan and this is linked to Objective 2: Develop a study plan to apply the new methodology. We need to learn by following a structured work plan to support our learning process.New technologies have given us the opportunity to break the isolation of the pandemic lockdown. this project aim at equipping target groups to face the challenges presented by the recent sudden shift to online and distance learning, including supporting adults to develop digital competences and safeguarding the inclusive nature of learning opportunities. We need to implement online, blended and distance learning and training to break the isolation and promote integration and learning.NEED1: learn how to work in isolated spaces - LINKED with OBJECTIVE 1: Develop a new methodology creative and innovativeNEED2: learn by following a structured work plan - LINKED with OBJECTIVE 2: Develop a new curriculum of creativity and innovation in isolated spaces.NEED3: implement online, blended and distance learning and training - LINKED with OBJECTIVE 3: Develop an on-line course of creativity and innovation in isolated spaces.Target groups: Artists regardless of social and cultural background:The project will benefit the following main target groups:1 Artists, Llow-skilled or low-qualified willing to develop their creative and innovative skills, involved in employment programs or in learming and training pathways.2. Trainers willing to help other low-skilled or low-skilled Artists develop their creative and innovative skills and eventually to seek out low-skilled or low-skilled individuals to join their staff in a key position after a period of training and job shadowing.3. Organizations training low-skilled or low-qualified Artists and their trainers (in a broader sense: also career counsellors, coaches, educators)4. Others: associations of low-skilled or low-qualified people, organizations training trainers, teachers, entrepreneurs’ associations, decision makersThe number at previous box refers to people informed (targeted by information) thanks to dissemination. Dissemination is described under Dissemination plan and Use of Projects'TRANSNATIONALITY: The transnationality of this project is the transnationality of the problem that it is facing. The current COVID-19 crisis has greatly accelerated the need for modernization and digital transformation of learning and training methodologies across Europe. The challenge of the pandemic is affecting all countries, not only Europe but the whole world and all partner countries are committed to strengthening the learning and training capacity of adults to break the isolation and exclusion of people with fewer opportunities. This project focuses on capacity building to implement online, blended and distance learning and training; develop the digital skills of adults, enabling them to develop high-quality inclusive digital learning.

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  • Funder: European Commission Project Code: 2018-2-IT03-KA205-014127
    Funder Contribution: 119,510 EUR

    The project is aimed at Youth Workers of 4 European countries: Italy, Spain, UK and Netherlands.The migratory phenomenon amplifies in the local communities common feelings dictated by the emergency, the fear, the insecurity and the problems of cohabitation. At the same time the lack of effective responses to the social integration needs of the immigrant person leads to phenomena of radicalization of cultural identities.The experts must be able to manage the cultural, ethnic and religious differences, to stimulate intercultural understanding that facilitates human relations, tolerance, mutual cooperation and promotes the richness that diversity brings to the citizens.Youth workers have a strategic role in creating concrete spaces for contact, exchange and sharing with young immigrants.They help young migrants to understand and participate in their new social, economic and cultural environment and to integrate fully into society.The aim of the project is to devise, implement, test and disseminate an educational opportunity -ONLINE COURSE able to increase the knowledge, skills, intercultural and transcultural practices of the Youth Workers in Italy, Spain, UK and the Netherlands. They will make it possible to conveniently use the cultural differentials expressed by young migrants / immigrants and encourage their integration process in the host / adoption country.The goal responds to the following NEEDS:- to improve the quality of youth work- to develop and facilitate the training of first-line workers working with migrant / immigrant groups to improve understanding of the migration process- to provide youth workers with an educational opportunity to help them perform their jobs better- to improve their curricula- To face the problem of the integration of young migrants / immigrants- to replace a greater understanding of social diversity, linguistic and cultural ethics-to increase knowledge, sharing and respect for European values on: human dignity, freedom, democracy, equality, the rule of law and respect for human rights, including the rights of persons belonging to minoritiesNUMBER AND PROFILE OF THE PARTICIPANTSThe project involves, in the various project activities, 400 Youth Workers (Public Employees of Municipal Administrations, Hospitals, UTG, Asp, Courts, Figures of the third sector such as: reception operators, social workers, intercultural mediators, legal operators, educators, psychologists) who work in contact with migrants / immigrants.ACTIVITYBased on the analysis of the training needs of Youth Workers in an ethno-psychological and anthropological key, the project creates, implements and tests an on-line course on e-learning platform. The 60-hour online course will be structured in 4 training modules: 1. SOCIAL DIMENSION, 2 ANTHROPOLOGICAL DIMENSION, 3 PSYCHOLOGICAL DIMENSION, 4TEST.The online course will be in Italian and translated into the languages of the Spanish, English and Dutch project partner countries.The IO is aimed at increasing the knowledge, skills, intercultural and transcultural practices of the Youth Workers to facilitate the social and cultural integration of migrants / immigrants.The course will be supported by the Methodological Guide written in Italian which includes the methodology, content, style of the online training course, the results achieved (improvements of the skills of the youth workers) and the modality. The guide will be translated into SP, UK, NL It is available on the platform, on the project website and on the project partners' websites.RESULTS/IMPACT-Development of a European framework of the Youth Workers training needs to overcome the critical nodes of the cultural assimilation policies of migrants / immigrants in the territories hosted / adopted- An intellectual product (online course) that can be used internationally because it is implemented and shared in 4 languages,- Open source E-learning platform-A methodological guide that includes methodology, contents, style of the online training course, results to be achieved (improvement of the skills of the youth workers)-Creation of a network of links between the subjects (public and third sector operators) offering services to immigrants / migrants- Strengthening the knowledge and skills of the YW in promoting the integration of the culture of interreligious and intercultural dialogue.- Development of Curricula-Development of the critical sense of the YW, based on knowledge and not based on prejudices and stereotypes- Increase in the integration of asylum seekers / immigrant/ migrants in Europe- Dissemination of European values and principlesPARTNERS of the project, CSpE Applicant, Integra, LPA and Adam'mob firmly believe that the proposed approach and working method will be a relevant opportunity for all YWs to better prepare themselves and face the continuous changes in forced migration.

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  • Funder: European Commission Project Code: 2018-1-ES01-KA204-050065
    Funder Contribution: 193,508 EUR

    "Creativity Training for Europe (CT+) is a project whose main objective was to promote the development of relevant and high-quality creative skills and competences, linked to its entrepreneurship, making it possible for low-qualified or low-skilled people with talent and creative abilities, to use their capacity in today's environment for their professional and personal growth, while taking care of the differences in gender promoting the inclusion of women in creative and entrepreneurial sectors.The context analysis detected an important group of low-skilled or low-qualified people with significant creative skills and significant potential for application in the market, but who had never trained that creativity, nor did they have the knowledge and skills necessary to generate and develop their own creative projects.This was identified through 4 needs:Need 1: Alarming unemployment rates in this target group.Need 2: There are many adult people low-skilled or low-qualified but with a high creativity potential that need a good training to improve their creative competences.Need 3: The lack of basic knowledge for manage a project or idea, make people distrust own capacity to entrepreneur.Need 4: The deeply theoretical character of the “creativity education” discipline that takes place in vocational and technical schools, and normally not accessible to all collectives.Those needs set the CT+ objectives:Objective 1 (Need 1): Reduce unemployment levels in the target groups.Objective 2 (Need 2): Effective strategies for Development of relevant and high-quality skills and competences.Objective 3 (Need 3): Promoting entrepreneurship education and social entrepreneurship among people.Objective 4 (Need 4): Balance differences between woman and men.CT+ project's target has been low-skilled or low-qualified adults with high creativity potential, in particular young adult people and women (all ages). Secondarily,professionals linked to training in creative activities, trainers, teachers, coaches, social workers, and other professionals who work with this group and/or in the development of creative skills have also been included.To achieve these objectives for this target, CT+ has produced the following Intellectual Outputs:- IO1 European Framework of Creativity training in entrepreneurship: a framework with detailed information on the situation, lacks, needs, opportunities, requirements, characteristics and specific shortcomings of creativity training in Europe, and its development from an entrepreneurial perspective.- IO2 European Curriculum of Creativity training in entrepreneurship: design and creation of specific content to improve the creative skills and capacities of the target and their ability to undertake their own projects based on the conclusions of the framework.- IO3 European Methodology of Creativity training in entrepreneurship: based on the framework and curriculum conclusions, a specific creativity training methodology linked to the entrepreneurship of creative people was developed.This IO3 was expanded due to its importance, to guarantee the potential for impact on low-qualified and low-skilled people; as well as with the aim of enabling this through trainers, human resources managers, or other interested groups. For this reason, in addition to the Methodology, an ""Activity Booklet"" and a ""Pedagogical Activities Guide"" were created.- IO4 E-learning course of Creativity training in entrepreneurship: with the above tools, an e-Learning course was created designed to train creative people to improve their skills while thinking about developing their own projects.In order to promote the potential of these tools, meeting its objectives, three Transnational Project Meetings and a Short-Term Learning Activity with 20 people were carried out. Local working groups were also organized with the participation of more than 125 people.With all this, in a project severely affected by the pandemic during its second half, requiring extra effort, time and resources from partners, both in development and dissemination activities, 3000 target people have been impacted by the project and this way to develop their creativity in order to develop their own creative projects.In addition, an on-line CT+ Community of creative people has been created, with a common space to carry out exchanges and expose their skills, experiences, offers or link their work; a source of creative talent available to the community and creative companies.Likewise, now this target and many organizations linked to this training has several important tools so that they can design specific creativity training plans according to a field or sector, and improve people's creativity in addition to facilitating them to develop their own projects.These tools have been created in an open format that allows third parties to update, improve, reuse or adapt them to their needs, promoting a deep long-term utility."

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  • Funder: European Commission Project Code: 2019-1-NL02-KA205-002458
    Funder Contribution: 116,635 EUR

    "The causes of stress that young people can face today can be varied: the saturation of the labour market with the consequent increase of youth unemployment rate; the exploitation in the labour market with short-term contracts and low pay for young people, general dissatisfaction with lack of rewards and recognition, workload, job tasks and lack of gender equality; study-related stress such as conflict with peers, time pressure, classroom conditions, etc.We offered stress management and burnout prevention training, and we repeat the self-report questionnaires after the end of the course. The context analysis confirmed that we need develop a solid training in stress management for young people. The partners involved in the project areStichting Amsterdam European Mobility, Stichitng ZID from Netherlands , STEPP from Italy and A. Cultural Integra and Postal 3 from Spain. Integra and Stichting -ZID have experience in producing the training material. Postal 3 is an expert in creating Web apps and testing material with its youth workers and A'damMob hasexperience in team management, testing material and dissemination results.""Go Digital: stress management and burnout prevention"" project aims to promote and enhance stress management, burnout prevention and emotional intelligence by developing a training programme for youngsters based on an innovative methodology.The project focuses on the following needs identify during the directly work from partners with Youth workers and EU tendencies:- Need 1: Identify the competences linked with stress management and burnout prevention;- Need 2: Develop the curriculum associated to the competences involved in stress management;- Need 3: Develop the digital training to improve stress management and burnout prevention in young people.There are four main objectives linked with the needs detected:- Objective1 linked to Need1:Review European framework of competences linked with stress management and burnout prevention ;- Objective2 linked to Need2: Design the curriculum associated to the competences involved in stress management and burnout prevention.- Objective3 linked to Need3: Develop the digital training of stress management and burnout prevention for young people.- Objective 4: Develop a digital Tool to support Youth workers performance.The first 3 objectives will be linked with the IO1 and the Objective 4 by the IO2.IO1.Curriculum of stress management and Innovative methodology in stress manegement : - Review European framework of competences in stress management and burnout prevention.-Curriculum of stress management and burnout prevention: design the curriculum, partners will gather experiences, methods and practices in training and support for stress management.POSTAL3 has been adapted a specific and innovative methodology to help to developing training materials. This give to the partership the base to create IO1.IO2.Develop the digital application for training on stress management and burnout prevention: The aim of this tool is to demonstrate how daily challenges and demands lead to the accumulation ofpressure/tension over time. Participants are introduced to the Key Competencies for Managing. Pressure, comprising proven techniques to manage the accumulation of tension in themselves and others. Practice of these competencies leads to improved performance, increased vitality, andgreater resilience both for themselves and the organisation.During the 20 months we will organize 3 Meetings and 1 Multiplier Event, to implement and assess project outcomes and to display all the intellectual outputs in order to disseminate the results of the project. The partnership idea is create a stress management Curriculum and an app that trains you in stress management and burnout prevention, similar to the ones you use to heath/body training. The app will show you every day routins and training so that you can improve your stress management,reach goals and train others later.The App will be tested with youth workers and once they learn parameters and how to use it they can train youth people.Methodology to be used in carrying out the Project:The methodology has been adapted by POSTAL3 to help to developing training materials through the use of a customized Methodology Readiness Level (MRL) system. This MRL method is based on the systems developed by both NASA and DOE, specifically with the Cleantech industry in mind. By following a serie of phases linked with milestones, this method will guide the appropriate development of the Intellectual outputs for the project.A short description of the results and impact envisaged and finally the potential longer term benefits.The entities of this project are really committed with the stress problem and inside the plan is create a permanent network.In regards with the sustainability, we want to create a strong net of stakeholders who can participate in the activities as well in the dissemination and in the sustaina"

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