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Laterna Magica Nonprofit Korlátolt Felelossegu Tarsasag

Country: Hungary

Laterna Magica Nonprofit Korlátolt Felelossegu Tarsasag

7 Projects, page 1 of 2
  • Funder: European Commission Project Code: 2021-2-PL01-KA210-YOU-000050510
    Funder Contribution: 60,000 EUR

    << Objectives >>The applicant wants to increase awareness of cybersecurity in target groups, educating them on a pan-European scale. The aim of the project is to build positive digital habits in target groups and to increase their digital competences. The applicant also wants to develop competences in project management and acquire them in the management of the Erasmus + project and establish long-term cooperation with partners and educational institutions working with the target group.<< Implementation >>The applicant wants to conduct trainings for trainers, trainings for young people and meetings with partners. He also wants to involve young people from the target group in the implementation of mini-events on cybersecurity, aimed at the activation of target groups at the same time. The final activity will be the development of a guide on safe and conscious use of the web, which will then be disseminated to stakeholders.<< Results >>The expected result will be the training of about 12 trainers and 90 young people from partner countries, the development of a guide for youth and youth workers, and the establishment of transnational cooperation by organizations responsible for the implementation of the project. The results assume an increase in competences among all entities involved.

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  • Funder: European Commission Project Code: 2019-1-AT01-KA204-051251
    Funder Contribution: 160,130 EUR

    Aim of the myPart project is to enhance political participation of people with intellectual disabilities on the basis of Art 29, UN Convention on the Rights of Persons with Disabilities. It states the right to political participation for all persons with disability. It requires ensuring that persons with disabilities can effectively and fully participate in political and public life on an equal basis with others.People with intellectual disabilities still face many substantial limitations in practising their political rights.The reasons for this situation are various. They can be found in barriers like in accessible voting procedures or in a lack of appropriate and accessible materials. Another reason can be seen in the fact that people with intellectual disabilities in some European countries still are excluded from their political rights like voting or standing for election. This is very often the case when they are deprived of legal capacity (law’s recognition of the decision making ability).Education pathways of adult people with disabilities often were marked by the transition into segregated work and residential settings with a lack of possibilities to acquire knowledge in civic education. The most important requirement for political participation is to understand the role of oneself as a citizen in the governmental form of democracy. The Workshop for Civic education with its combined and interactive learning forms is tailor-made to meet the needs of the target group in order to gain knowledge concerning political processes, but also to make experiences as active citizens.Another objective of the project is a cultural change towards a participatory conception of politics on a local, regional, national and European level. There is a high need of cooperation between the political, civic and disability field in order to shape inclusive policies and practices.MyPart is giving an impulse toward this direction by establishing Civic Circles as a format where people with intellectual disabilities, politicians and people of the community come into dialogue and learn from each other. The Policy Recommendations that are developed within the myPart project are the appropriate measure to transfer the gained knowledge on the national and European level.Essential in the design of the entire myPart project is ensuring the voluntary participation of about 60 people with disabilities, who are actively involved in the development of all outcomes of the project.At the beginning of the project Cooperation Groups are established, in these groups people with disabilities and project partners will reflect regularly on all outcomes and initiatives of the project.The synopsis of the methodologic approaches chosen for the project addresses the challenge to meet the needs of the target group. Elements of these methodologies are theatre-pedagogic sequences, on-film offers, easy-to-read material, social and cooperative learning and experimental learning.The myPart project leads to the following results:myPart Workshops for Civic Education: A curriculum for workshops is developed in the partnership with support of the Cooperation Groups and their initial aim is to address the needs of people with disabilities concerning civic education.myPart Handbook: The handbook in easy-to-read is aimed to people with intellectual disabilities and is a supporting material and the core medium for the workshop that is directly handed out to the participants.myPart Video Clips: short clips are developed by the partnership in order to facilitate the contents of the workshops in an easy understandable way by artistic and visual means.myPart Policy Recommendations: The aim of the Policy Recommendations is to collect and provide information and recommendations about the civic participation of people with intellectual disabilities on local, regional, national and European level.The most expected impact on the target group is the acquisition of citizenship knowledge and of social and civic competences. People with intellectual disabilities will identify the connection between their own personal life and their participation in political opinion forming processes. These experiences will lead to a stronger commitment to democracy. Public authorities and politicians play also an active part in the project. In the reciprocal learning settings of civic circles the importance of political participation of people with disabilities is becoming evident. New forms of political participation and inclusion will be experienced and can be taken into usual political practise. The long term impact of myPart is that people with intellectual disabilities will participate in opinion forming processes more actively (visiting assemblies, sharing initiatives, voting, standing for election) Apart from that the interests and needs of people with intellectual disabilities are politically taken into account in local, regional and social spaces.

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  • Funder: European Commission Project Code: 2022-2-PL01-KA220-YOU-000096791
    Funder Contribution: 120,000 EUR

    << Objectives >>-To understand trauma relation to young people’s entrepreneurship and employability potential in 4 partner countries-To develop an innovative methodological guide, tool-kit and recommendations to better equip youth workers-To support youth to move beyond trauma and increase their wellbeing, employability and entrepreneurship-To contribute to the development of youth workers' competences in supporting young people-To contribute to a more innovative and well-functioning youth work system in EU<< Implementation >>The activities include 1) creation of Methodological guide, covering analysis of post-traumatic growth theory, best drama practices, analysis of young people’s trauma relation to entrepreneurship and employability in partner countries and the set of MERCURY’s entrepreneurship skills 2) tool-kit of 25 drama therapy practices, including digital 3) recommendation for youth workers to support young people in the early stages of trauma and preserve their entrepreneurship and employability potential.<< Results >>During the project, 220 young people who have experienced traumatic events, 172 youth workers and around 15000 people online will be directly engaged. In addition to improved skills of involved young people, youth workers and project staff, it is expected that the partnership will present relation of trauma and young people' entrepreneurship and employability potential to countries outside the partnership, in order to inspire and replicate a positive cross-sectoral change at European level.

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  • Funder: European Commission Project Code: 2020-1-HU01-KA227-YOU-094008
    Funder Contribution: 122,090 EUR

    The COVID-19 epidemic is having a fundamental impact on the European cultural and creative industry which is especially true for vulnerable groups like artists with minority background. To reduce the damage and draw attention to the problem, we want to create a cross-sectoral educational cooperation that introduces the culture and art of European minorities (religious, linguistic, ethnic, cultural) to young people through innovative and creative art educational methods. Our project has two main objectives: strengthen the creativity and socio-education of youth with online audiovisual production, and support the minority members of the European cultural sector with creative social media campaigns. We live in a social-media dominated world, which is particular true to the younger generations who were born into the digital world. The youth need to be taught how to orient themselves in this virtual space to acquire life and to be able to create real value in it. The program helps the preparation for innovative digital education under which we place particular emphasis on the development of digital and creative skills and competencies of the participants by tweaking of audiovisual content, refine the specificities of new media phenomena (how to be a value-oriented influencer) with individual needs and the novel use of art education in an online collaboration space. Moreover, the EU is a mosaic of cultures and traditions forming a community of diverse citizens united by their common core values. Every European minority is an integral part of this mosaic; cultural heritage is recognized as an important expression of cultural diversity that deserves protection.Target groups of the project: European youth, people working with youth, European artists or art groups with minority background. Indirect target groups: European minorities, members of the European creative and cultural industry (audiovisual and other), general public. We would like to reach minimum 345 people directly and 5000 indirectly in Europe.The expected objectives of the project:- to strengthen solidarity and tolerance in European youth- to help in preserving the traditions and culture of European minorities and nationalities- to support the European cultural and creative industry with innovative online campaigns and practical creative skills development of youth- to develop a voluntary and self-support online educational network for youth and citizens with minority backgrounds in a long-term- to help educators working with youth to prepare their group members for the global and social challenges in the futureIn order to reach our expected results, partners will create specific EDUfluencer activities and outputs, able to be adapted by any stakeholder, based in the following elements:-EDUfluencer Course for Creativity and Preserving Culture: developing the knowledge and skills of people working with youth in the fields of boosting creativity and social inclusion with innovative art education.-EDUfluencer Minority Culture Descriptor: standardized tool to learn about the culture and tradition of European minorities in detail-EDUfluencer Guidance for Audiovisual Production: to boost quality and innovation of youth work that support the creative potential of youth, and improve audiovisual production skills and competences-EDUfluencer Creative Workshop: put learned theory into practice and test it, creating short videos about local minority artists/art groups-EDUfluencer Public Awareness Campaign: a unique audio-visual based social media campaign utilizing innovative digital technologies designed and run by the young people together with the invited minority artistsRelated activities to test the outputs:-Pilot course for youth workers -Pilot workshops for youthRelated multiplier and cultural events:-EDUfluences Film Festival and Youth Conference (in Hungary)-EDUfluencer National Seminars (in four other countries)With the implementation of the project we expect the following impacts on the various levels:- Enhance social commitment and acceptance of diversity- More resilient and well-prepared European creative and cultural sector- Develop media-literacy, creativity and conscious use of social media- Promotion of equity and inclusion of European minorities

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  • Funder: European Commission Project Code: 2015-1-ES01-KA202-016010
    Funder Contribution: 154,539 EUR

    Videogames have started to be used in the classroom with learning aims beyond fun and entertainment: they are not only tools to teach advanced logics, strategy, design, storytelling or programming but an obvious source of employability for learners: videogame industry is the number one creative industry in the world. However, what remains certainly unexplored is the possibility of guiding teachers and learners to create adapted videogames to their own needs for educational and training purposes. In order to help this process, CO-GAME proposes to take as a point of departure the historical context of a particular building or space close to the learners (involving social, cultural, political, economic, technological and, amongst all, civic aspects). History and common heritage are thus be seen as the close step to introduce the learners in videogame creation. So, CO-GAME generator project has the following aims:1. To boost the potential of the production of videogames by learners for education and training2. To create adaptable and practical tools to generate videogame educational training courses3. To interconnect new ways of narrativity for a living civic heritage 4. To connect VET institutions with stakeholders in the videogames industry and other VET institutions in order to create job opportunitiesIn order to do that, partners will create a specific CO-GAME generator curriculum, able to be adapted by any VET stakeholder based in the following elements:- a Civic Heritage descriptor (where the main historial and civic aspects are identified, in this case, Middle Age for CEPS -Barcelona; Castles in Linz- BFI; historical streets in Budapest – Laterna Magica; Ancient Rome in Rome- CIES and pioneer scientists in Mons- Mundaneum)- a videogame for VET production guide (with specific indications for the software development)- a videogame for VET design guide (including how to develop story, puzzes, storyboard and documentation)- a qualification assessment tool (to link the training actions with National and International qualification system)- a Press-releaser, or a tool to create press-releases; the specific instrument used to get known or get a job in videogames industryWith CO-GAME generator curriculum (FR, IT, ES, EN, DE, CAT), partners will develop and test a module for Train the trainers addressed to teachers of their organisations. This module will be an Open Educational Resource, 3.0 Creative Commons licensed, with blended learning sections (presential and elearning) Those teachers will lead the creation of 5 local training units (one per country, lasting 30 h for 15 pax each) , where learners (with balanced women participation) will create at least 25 games. All the modules will be picked up in a digital compilation to be disseminated in an International Multiplier event in Barcelona and in national multiplier events in Austria, Italy, Belgium and Hungary.Local impact- adaptation of the curriculum and models to local training projects- balanced participation of women in ICT oriented training- adaptation of the staff of VET institutions to new job framesstrengthen employability (acquisition of new skills);- increase the capacity of experimenting, innovating and contributing to change in educational sector- developed and maintained close, lasting and productive ties with employers, clients and other educative institutions in the sectors of reference;- new ways of cooperation with the world of employment;National impact-contribute to a creative economy that has an influence in the economy and society;-introduce innovation in VET in order to meet requirements in VET and on labour markets-increase awareness of the stakeholders of the importance of the potential of the correct and update use of digital technologies- openness and adaptability to new approaches as introducing videogames as an educative possibility in the classroom- Focus on videogame industry as a focus for employmentEuropean impact- Awareness of European VET partners of the videogame creation for the use for training purposes and increasing of employability- New links between VET providers and videogames industry players

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