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EU&PRO CENTRUM VZDELAVANI A PRAXE,SRO

Country: Czech Republic

EU&PRO CENTRUM VZDELAVANI A PRAXE,SRO

14 Projects, page 1 of 3
  • Funder: European Commission Project Code: 2022-1-TR01-KA220-VET-000089679
    Funder Contribution: 250,000 EUR

    << Objectives >>The aim of the project is to improve the qualifications of the students for electric bicycles in vocational education, to bring the educational content closer to the development of electric vehicles and to train the intermediate staff needed in this field. For this purpose, it is desired to produce materials that vocational education teachers can use about electric bicycles, to increase the level of cooperation of vocational education institutions and to contribute to the green transition.<< Implementation >>A training module covering all processes of electric bicycles, a guide that vocational education teachers can use in the field of electric bicycles, and student/teacher course contents will be created. An e-Learning platform will be produced, where electric bicycles are included as video lessons and detailed parts/equipment presentations will be made. Various target groups will be reached through dissemination activities.<< Results >>Electric bicycle curriculum deficiencies and the need for intermediate staff will be eliminated, educational materials and resources will be produced in the field of electric bicycles, trainer/teacher qualifications and equipment will be increased. The cooperation network of institutions will be expanded, and important awareness will be provided about the priorities in the project. Educational content in the field of electric bicycles will be digitalized and new studies will begin.

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  • Funder: European Commission Project Code: 2021-1-CZ01-KA220-VET-000028157
    Funder Contribution: 197,650 EUR

    "<< Background >>ICT sector has become the most significant part in digitization process in the world and it is widely used almost every business sector. Common use of ICT Technologies increased the demand of highly skilled employees. In the last decade, new opportunities are being created, particularly for newly graduated students in the field of entrepreneurship with ICT. There are some specific industries (such as healthcare, mobility, communication, e-commerce, tourism, education) which are more related to ICT and business practices based on ICT.Increasing demand for digital technologies for SMEs all around the Europe and the developing countries such as Turkey reveals the need for ICT entrepreneurs to establish their own startup business. As the number of SMEs in the EU is significantly high, an entrepreneurial climate is very important. Nevertheless, the stigma attached to a failed entrepreneurial venture, the heavy administrative burdens, the social constraints and obligations and resulting difficulties in attracting investors make it challenging to develop a more entrepreneurial climate and to encourage more people to start a business.Based on all of the above, there is a clear need to endow European citizens with an entrepreneurial mindset by developing a truly digital entrepreneurial culture where failing is not wrong and positively changing the perception of digital entrepreneurship into a desirable – and reasonable – career choice. This should encourage new, small and innovative digital entrepreneurs to offer new tools and services in the digital market. Although the emergence of digital technologies creates the potential for entrepreneurial and ICT talented practitioners to start up their own companies and lead digital transformation of existing businesses, an entrepreneurial mindset is lacking in Europe as entrepreneurship is too often not fully embedded in education and training provision.When the VET Modules in ICT sector in Czechia and Partner Countries, it is observed that there is a gap about Entrepreneurship Skills of ICT Students. Moreover, there is not a up to date training module for ICT Students in VET Schools. There is not also a platform that provides a bridge between ICT Students and SMEs for sharing business ideas. On the other side, There is no knowledge of VET teachers about teaching Entrepreneurial skills and supporting students to startup their own businesses. In the view of such information and future plans of EU Commission related with VET, there is a need to provide an entrepreneurship training program for ICT students in VET field to encourage them for transforming startup ideas to reality. For this reason, the increasing importance of startup companies in the digitalization process has created a great opportunity for ICT students. However, the lack of knowledge of VET students and teachers about Startup Business causes students to be unable to use their entrepreneurial skills or to fail in their entrepreneurship. On the other hand, due to the lack of a training module for this field in VET institutions, they cannot provide sufficient support to companies in the digitalization process. Meanwhile, the lack of cooperation between vocational training institutions and SMEs causes startup entrepreneurship to fail because they are not set up to meet the real sectoral need.In line with the mentioned needs above; The main target group of our project consists of students continuing their vocational education in the field of ICT, VET teachers on ICT field and SMEs in need of digital transformation. The activities to be carried out within the scope of the project have been prepared by considering the needs of the project partners and target groups. It is planned to create 3 connected outputs each other within the framework of the project results:1. Innovative Training Module2. ""e-VET"" Digital Platform3. ""Digipreneur"" Game<< Objectives >>Digital technologies are one of the most important sources of growth for national economies. They enable economies to create more jobs, improve people's lives and build better and greener societies. Digital technologies help to totally re-shape value chains, sharpen market intelligence, improve efficiency, reduce time-to-market and increase customer satisfaction. In addition, with the aid of technology, SMEs can now go global from day one, reaching overseas markets and talent pools instantly. Not surprisingly, European SMEs grow two to three times faster when they are empowered by digital technologies. According to European Commission, Europe’s 25 million small and medium enterprises (SMEs) are the backbone of the EU economy. They employ around 100 million people, account for more than half of Europe’s GDP, and play a key role in adding value in every sector of the economy. SMEs bring innovative solutions to challenges like climate change, resource efficiency, and social cohesion and help spread this innovation throughout Europe’s regions. They are therefore central to the EU’s twin transitions to a sustainable and digital economy. (European Commission, 2020, An SME Strategy for a sustainable and digital Europe)On this point, VET Providers in the ICT field, play an important role to contribute to SMEs to develop themselves in Digital Technologies. Furthermore, European Commission will update the Skills Agenda for Europe, including by launching a Pact for Skills. It will include a dedicated component for SMEs. Vocational education and training (VET) is particularly relevant for SMEs to make sure that their workforce has the skills needed in the labour market. The project mainly aims to create a digital entrepreneurial culture of ICT students by Improving the image of digital entrepreneurs and promote their role in society. In this way, it is targeted that to adapt vocational education and training according to labour market needs. In addition to the general purpose of our project, there are also specific targets:- Increasing the quantity and quality of digital entrepreneurial skills and talent of ICT Students- Developing an entrepreneurial mind-set and promoting ICT entrepreneurship among ICT Students- Provide VET teachers with the necessary knowledge about digital start-ups and SMEs, starting business, cross-sectoral opportunities with ICT industry- Easing the access of ICT entrepreneurs to finance and enhance investments- Increasing the cooperation between ICT entrepreneurs and SMEs for Digital Transformation.<< Implementation >>Different activities will be organized to achieve the objectives, expected outcomes, results and impacts of the project. These activities include transnational meetings, achievement of the intellectual outputs, mobility and multiplier events. Complementary and supportive activities will also be implemented during the project. The results of the project will be achieved by reaching the target groups and other stakeholders as a result of the implementation of all the stated activities as planned.The main activity of the project is, achieving project results. 3 outputs will obtained as a result of the project. Obtaining these outputs in the targeted quality and content, will directly affect the expected results of the project and the quality of the results. First result of the project is developing Innovative Training Module. It aims to develop an entrepreneurial mind-set and promoting ICT entrepreneurship among ICT Students and provide VET teachers with the necessary knowledge about digital start-ups and SMEs, starting business, cross-sectoral opportunities with ICT industry. This training module will be integrated into vocational education and will improve the professional quality of VET learners. The next output is ""e-VET"" an open source online learning platform. e-VET is a platform where VET students, teachers and SMEs can benefit. In the platform, there will be a section that students and SMEs can sig unp to share project ideas and meet the startups and investors. The last result ""Digipreneur"" game will be developed for entrepreneurs to make self-assessment. Developing the online platform and the game will ensure easing the access of ICT entrepreneurs to finance and enhance investments and they will increase the cooperation between ICT entrepreneurs and SMEs for Digital Transformation. The quality of these project results will directly affect the project outcomes to reach project objectives. A total of 5 Transnational meetings will be held in the project. The first of the meetings is the project kick off meeting and it will be lead by Eu&Pro. At the other 4 transnational meetings, participants from all partners will be present, as in kick off, during these meetings, topics such as project operation, management strategies, contracts and budget arrangements will be discussed and the quality standards of the project will be expressed. In addition, apart from the general project management issues discussed at each meeting, issues such as preparations, advances, tasks and responsibilities on project results will also be discussed. In this context, brainstorming will be done, professional knowledge will be shared and different perspectives will be discussed. At the same time, within these meetings, communication and collaboration capacity between partners will be improved, and coordination will be sustained. These meetings will be effective in reaching the project outcomes and will improve the quality of the project results.Another activity is the mobility to be made to YTÜ in Turkey. In this mobility activity, there will be VET students from Smíchovská and Stucom and teachers in the ICT. Within the scope of the mobility theoretical and practical trainings will take place, the participants will develop their professional competencies in digital entrepreneurship. In this way, VET teachers and students who will improve their professional qualifications will play an important role in the development of project results.Dissemination activities and Multiplier events will be held to expand, spread and increase the impact of the results obtained in our project. As a result of multiplier events, with the arrival of project results to target groups and other stakeholders, more people will benefit from these materials, develop their professional competencies in the field of digital entrepreneurship and they will be aware about the role of VET in digital economy. This will increase the impact of the project and improve its quality.<< Results >>The project outcomes consist with tangible and intangible project results. The tangible ones are the production of project results. In this context, there will be 3 main project results that will be produced during the project implementation by project partners:1. Innovative Training Module2. Digital Platform3. ""Digipreneur"" GameThe primary outcome of the project is to develop an Entrepreneurial Mindset for VET Students in ICT field. In this context, Innovative Training Module will be developed during project implementation period. This training module will be prepared according to needs of Digital Economy in EU level. So, this result will contribute the digitization of SMEs with increasing the quality of Entrepreneurial and digital skills of VET learners in ICT Field. The next outcome of the project is increase in the cooperation between ICT entrepreneurs and SMEs for Digital Transformation. To provide this outcome, the second result of the project "" Digital Platform"" will be established. This platform will provide opportunity to connect SMEs and VET learners/teachers each other. In this way, VET teachers and trainers will be supported by equipping them with the adequate skills and tools for and through digital technologies. The last tangible outcome of the project is Entrepreneurship Game. Entrepreneurship Game will be created in the basis of target group needs and its solutions through Digital Erasmus+ objectives. All tangible project results are connected with each other, so they will be created sequentially during project execution.The project has tangible results as well as intangible results on participants, partner organizations and target groups:The Participant Staff of the project partners will take the responsibility of budget management, time management, production of project results and organizing multiplier events during the project management period. Completion of all tasks successfully will improve the organizational skills of staff involved in the project. They will also attend to transnational meetings in the context of the project. Those mobilities will contribute to participants to recognize the current sectoral analysis of ICT technologies used in partner countries. Moreover, their foreign language proficiency, on-task coordination and communication skills will be developed.While designing our project, the project partners were selected from among the institutions operating in the member countries. In order to ensure the dissemination of our project results to large masses, both expert partners from different countries and a technical university from Turkey that includes a Technopark as an international collaboration center within its body were preferred. Thus, it is aimed to share project results in large environments, and to ensure sustainability of the project. Finally, the partnership of the project was established by the EU countries and Turkey. Thanks to the multicultural and multi cooperation structure of the project will improve the international cooperation capacities of the participating institutions.The target groups of the project are VET learners and teachers in ICT field and SMEs that are in digitization process. The creation of the Training Module will be an educational material that VET students and teachers can use in the long term. In this way, it will be a guideline for ICT students and teachers in developing Startup Ideas for the needs of the sectors in vocational education institutions. VET students in the field of ICT will have the opportunity to develop their own business ideas for startup ideas that SMEs need if they graduate with a startup awareness. Likewise, SMEs that need digital transformation will be able to adapt to the digital transformation process faster.Developing the digital competencies of the participants and target groups in the project in line with the needs of the labour market will contribute to the Digital Erasmus+ priorities in the field of VET."

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  • Funder: European Commission Project Code: 2022-1-TR01-KA220-ADU-000089716
    Funder Contribution: 250,000 EUR

    << Objectives >>Even the special education teachers have a background in adult education, competencies on homeschooling to parents online are not adequate.- Parents must require digital competencies to collaborate with teachers as well as homeschooling competencies to transform the home into a training environment.- Adult education should be taken an active role and collaborate with special education schools to develop parents required skills for homeschooling students with ASD.<< Implementation >>1) Transnational Meetings2) Multiplier Events3) WP Activities<< Results >>WP-1 will be an innovative methodology that can solve the problems faced by teachers in the digital transformation process.WP-2 will cover homeschooling activities that can be used during distance learning for families. In addition, this output will be a framework program that adult education centers can use.WP-3 The RemAutism platform, on the other hand, will present self-learning opportunities to families, as well as interactive content supporting the Hybrid System.

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  • Funder: European Commission Project Code: 2022-1-FR01-KA220-SCH-000084947
    Funder Contribution: 250,000 EUR

    << Objectives >>The aim of this project is to support the applicability of interdisciplinary education by blending digital skills in order to create desired behaviors in individuals in the field of education.It is aimed to be used,integration of STEM with coding and unplugged coding applications that support students'21st century skills acquisitions such as analytical,logical,algorithmic,solution oriented thinking,media,digital,green literacy in all kinds of activitie for sustainable green environment education<< Implementation >>The following activities will be carried out :Transnational Personal Meeting Work PackageActivities-TPM-1,TPM-2,TPM-3Learning Teaching Training Work PackageActivities-LTT-1 Mobility,LTT-2 Mobility,LTT-3 Mobility,LTT-4 Mobility,LTT-5 Mobility,LTT-6 MobilityProject Result Work PackageActivities-Project Result 1-Digital Stories for Environmental EducationProject Result 2-E-coding curriculum for Environmental EducationMultipilier Event Work PackageActivities-International Conference<< Results >>-Raising awareness in the field of sustainable environmental awareness, coding and interdisciplinary education, -Development of green literacy, media literacy and digital literacy skills -Development of creative thoughts, -The development of problem solving skills, -Teachers to have richer content and experiences -Teachers to specialized in STEM and coding, -Increasing the variety and number of coding,ınterdiscplinary education and STEM activities for environment education.

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  • Funder: European Commission Project Code: 2021-1-CZ01-KA220-VET-000033285
    Funder Contribution: 147,283 EUR

    << Background >>Undoubtedly, Covid-19 has badly affected many parts of our lives in Europe and the world. One of the most significant disadvantages of online education that has become an indispensable part of our lives with the Covid-19 pandemic is the vocational education of students with learning disabilities. Additionally, the students with learning disabilities in vocational schools having tough times comprehending the teacher entirely during the online lessons. According to research (10.1109/ICCTD.2009.188), those students who get IT and programming lessons via online tools can’t get the cause and effect relationship and show progress in programming-related lessons. Virtual tools are an inseparable part of the educational systems in Europe; however, those digital tools should be prepared according to the needs of students from all academic level and background. Using the technology’s game dimension in education has become considerably popular in recent decades. Learning by playing games is game dynamics, game psychology, and game mechanics to promote or improve learning in non-play situations. Learning by games has motivation increasing effects on the students. The general aim of learning by games is to provide those students with fun and focus on learning simultaneously. Student’s capacity is on the maximum level during the games because the games attract their attention and students’ perception busy and provide the sustainability of learning.The general aim of our project is to facilitate or speed up the learning of coding lessons by using the educational games to be organised in terms of the aim to promote the comfortable and easy learning of the students with learning disabilities.The innovative games will address the teaching and learning process by embedding the lesson materials into the games. The change will start from Czechia then spread across Europe through technology diffusion, networking, and internationalisation during and after the project timeframe.<< Objectives >>we want to achieve the following goals by implementing the project- To teach easily how to code the students with learning difficulties, - To overcome the coding’s prejudices of the VET students,- To allow a more qualified education and social life for the students with learning disabilities, especially in this covid-19 time, - To bring together all vocational, technical teachers and special education teachers all across Europe to cooperate in the international dimension in various projects,- To Support parents in their children education in VET organisations, especially the ones who have children with learning difficulties, - To include the students with learning difficulties in every step of VET education by supporting them both in their academic and also social life, - To develop the self-confidence of the students with learning difficulties, disabilities and disorders in VET organisations,- To decrease peer bullying against the students with learning difficulties in VET organisations,- To empowering and encouraging students with learning difficulties to comprehend programming languages with the help of educational games, - To create a bridge between the students with learning difficulties and their peers, as well as special education experts and parents,- To addressing common needs and priorities of the students with learning difficulties in the fields of VET education, - To create a secure and sustainable e-platform to engage the students with learning difficulties with key competencies and digital literacy, - To enable and ease the students’ inclusion in school social and academic activities,- To attract their attention on social, academic and online activities by using e-platforms VET schools and training centres,All partners have common goals to reach with their strategically planned activities, which will increase the synergy in the project. Our partnership is very suitable for reducing the unsuccessfulness and early school leaving rate of the students with learning difficulties in VET organisations. The experience and knowledge level and types are very different in our partner organisations. Therefore, the type of partnership enables information transfer more efficiently. According to our pre-research, to bring the solution for the needs of the VET students with learning difficulties on coding, social acceptance and academic success is only possible via this international partnership because each of the partners are from different experience and background.This partnership will provide us with many opportunities, from increasing capacity to reaching more students with learning difficulties in VET organisations in the project’s scope. Cooperating with these partners can deepen and strengthen our relationships and introduce us to new people and new ideas. This partnership may lead us to other projects in the future. The project’s main idea is to help the students with learning difficulties with two different digital platform to increase their academic successes and social skills, first in partners countries and after a while in whole European regions. We want to reach as many students with learning difficulties as possible in Europe. The two VET schools and a VET centre from Czechia, Latvia, Spain and Turkey will help us reach our target groups. Those four organisations represent hundreds of students, and they have strong connections with other VET organisations in the whole of Europe. All of our partner organisations have strong ties with local, national and international private and public organisations, which will enable us to reach our targets less than the time we determined. Our partners can also provide each other with their expertise which other partners don’t possess specific topics.<< Implementation >>1.The Kick-Off Meeting will be held in Prague, Czechia 2nd month of the project time. In this meeting, all partners will gather in Prague and discuss the project’s better result. After some discussion and brainstorming, we are going to conclude by signing some agreements. In those agreements, we are going to determine every detail and responsibilities of each partner organisation. The agreements that will be signed in this meeting will be binding and consist of all requirements and obligation,2.The content meeting of The Pedagogical Games for Coding For the Students With Learning Disabilities in VET Organisations will be held in Riga, Latvia, in the 6th month of project time. Various computer games will be improved with the guidance and control of special education experts and counsellors in the scope of our project. In these games, various modules will be added for the coding education so that it will be provided that students will learn coding by exposing the aware or unaware information while playing games. In this content meeting, it will be determined how to use the games in programming or coding educations to the students with learning disabilities in vocational high schools and how to make these games more effective pedagogically.3.VET-Pedagogy Training programme will be held in Spain in the 10th month of the project. As expressed in the different parts of the project form, our partner in Spain is very experienced and expert on blended learning methods and the education models used for the students’ educations with learning difficulties. For those reasons, we, as other partners of this project, plan to get some information via a know-how model from our partner in Spain. After this training, our teachers from three different organisations will be more qualified and adequate on special needs of the students with learning difficulties in vocational education. In this training, the teachers will not get training about coding, but they will get the training about how to reach those students with learning difficulties using their programming or pedagogical skills in the best way. As known learning by video games is called gamification, and it is part of blended learning in the field of education,4.The content meeting of the Social-Vet 4.0 social/education platform will be held in Turkey in the 14th month of the project time. We will organise the bases and the content of the Social-Vet 4.0. In this meeting, we will aim content of a social education network across will be discussed in which vocational education teachers and experts of special education will communicate among each other; they will support each other by their knowledge and expertise area,5.The final meeting will be held in Prague, Czechia, in the 21st month of the project. During the project time, many activities and researches will be done by partners and associated partners. In this meeting, all outputs and results of this project will be discussed, and the partners will reach a conclusion. The participants will discuss among each other about the final reports with all necessary evaluations, analyses and the sustainability of project outputs. There will be two main and essential outputs in this project. The participants will evaluate of final products and discuss how to sustain those products’ usage by the students and other relevant people in the future,6.Multiplier events will be held in Prague, Czechia, in the 23rd month of the project to promote and share all project products and outputs to the relevant organisations and people outside the project. There will also be virtual multiplier events for the participants from partner countries to let people know more about the project and its products. 7.In the last month of the project, we will come together with our partners several times to make a complete and final evaluation as well as plan the possible projects that we can do together in the future.<< Results >>The Social-Vet 4.0 social/education platform: In this platform, all vocational trainers, teachers, instructors, and special education experts will gather. In each vocational school, nearly 5% of the students have learning difficulties or disabilities. Experts will support the vocational education teachers in special education in this social education platform about approaching students with learning disabilities and how to satisfy their needs. Although the “I Code the Future” project seems to be aimed only at students studying in the information technologies department, it is designed by considering the needs and expectations of the students studying in all professional departments. The Social-Vet 4.0 social/education platform will be accessible to all parents who have children with learning difficulties or obstacles. Parents will be able to receive some information about their children’s educational needs and get psychological support if necessary by asking experts in this area.The experts in the platform will be across Europe, and they will be able to complete each other’s academic knowledge. Due to some main features of the platform, they will be able to determine their friend lists accordingly. Parents and teachers will be able to follow the special education experts whose views they believe and accept. They will be able to get from these experts every notification by their cell phones.Teachers will be able to ask their colleagues, who developed good practices, how to increase the success of their students with learning disabilities in particular lessons and take advantage of their colleagues’ opinions from all over the world.To improve specific pedagogy on the particular vocational branch, the experts registered to the platform will be able to get some technical or vocational information that belongs to a particular job from the vocational education teachers registered to the platform.Pedagogic Educational Video Games for Learning How to Code:Using the technology’s game dimension in education has become considerably popular in recent years. Learning by playing games is the practice of game dynamics, game psychology, and game mechanics in order to promote or improve learning in non-play situations. Learning by games has motivation increasing effects on the students. The general aim of learning by games is to allow students to have fun and focus on learning. Student’s capacity is on the maximum level during the games because the games attract them by making the students perception busy and provide the sustainability of learningThe games used in learning are serious and directed to education and has been built upon promoting maximum learning by playing games. According to researchers conducted in different countries, it is evident that students with learning disabilities have strong anxiety in traditional (based on writing) learning compared with students with typical development. The general aim of our project is to facilitate or speed up the learning by using the games organised in terms of promoting the comfortable and easy learning of the students with learning disabilities by taking the inspiration from some games (gamification in learning) out of the traditional learning methods.We aim to develop applications that turn coding into gamification in order to enable students in this situation to understand difficult lessons such as programming.

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