Meath Community Rural and Social Development Partnership Limited
Meath Community Rural and Social Development Partnership Limited
55 Projects, page 1 of 11
assignment_turned_in ProjectPartners:FAU, Meath Community Rural and Social Development Partnership Limited, OXFAM ITALIA ONLUS, CENTRE FOR ADVANCEMENT OF RESEARCH AND DEVELOPMENT IN EDUCATIONAL TECHNOLOGY LTD-CARDET, KOPERAZZJONI INTERNAZZJONALI - MALTA (KOPIN) ASSOCIATION +1 partnersFAU,Meath Community Rural and Social Development Partnership Limited,OXFAM ITALIA ONLUS,CENTRE FOR ADVANCEMENT OF RESEARCH AND DEVELOPMENT IN EDUCATIONAL TECHNOLOGY LTD-CARDET,KOPERAZZJONI INTERNAZZJONALI - MALTA (KOPIN) ASSOCIATION,UPITFunder: European Commission Project Code: 2018-1-IT02-KA201-048187Funder Contribution: 438,076 EURODISSEU is a cross-field strategic partnership in the school education field creating an online simulation game responding to 4 key EU-wide needs: This will address 4 related school needs linked to key EU policy objectives:Need1: Ensuring inclusive education for young people which combats racism and discrimination on any groundNeed2: Empowering teachers to educate children and young people in media literacy and to impart common fundamental values and to prevent and combat racism, intolerance and hate speech online Need3: Promoting intercultural dialogue through all forms of learning in cooperation with other relevant stakeholders Need4: Increase understanding and raise awareness of refugee issues amongst pupils ODISSEU is a well-balanced partnership, composed of different types of institutions, with different skills, regionally and culturally diversified. All partners are largely experienced in participating and coordinating European and national projects associated to school education, innovation, ICT and asylum seeker issues. The partners in the project are Oxfam IT (coordinator), University of Erlangen-Nurnberg (DE), University of Pitesti (RO), CARDET (CY), KOPIN (Malta) and Meath County Partnership (IE).Partners know ODISSEU can meet these 4 needs because:-ODISSEU will have a structural link into the curriculum to embed learning more effectively into formal education: no other models do this- will structurally include student active citizenship actions into the online game: - will be informed by real life stories developed by asylum seekers, with specific focus on training them as agent of change and educators- will be developed with the support and evidenced based feedback of Peer Groups, schools themselves and asylum seekers as the end users of the modelODISSEU will produce a holistic and inclusive Online Simulation Game to explain forced migration which allows broad participation across the whole school, including integration into the curriculum, provision for skills development and shifts in pedagogy and mindset by participating teachers, and a genuinely involvement of asylum seekers as active change agent throughout the project. This will make it both innovative (entirely new in EU) and complimentary to existing work. It therefore has 4objectives: OBJ1: Develop, adapt and transfer an innovative online simulation game to increase understanding and raise awareness of refugee issues amongst secondary school students OBJ2: Develop online education resources to support secondary school teachers to engage young people in informed discussion about Migration and Asylum in the EU; OBJ3: Promote a positive interaction and active participation of asylum seekers and refuges by engaging them to participate in local community’s life telling their storiesOBJ4: Enhancing young people critical thinking and media literacy,The project will create 6 intellectual outputs to achieve this1. A needs analysis research2. Curriculum and Story Board3. Digital Teacher Manual4. Odisseu Online Game5. E-library of real life stories6. Policy recommendationsOutputs will be created working with schools and adult educator organization across 6 countries, ensuring IOs are relevant and transversal. They will engage target groups:Group 1: Youth (11-18) and teachers in our project hub/trial schools. They will trial the tools.Group 2: Youth and teachers in other secondary schools in partner countries and EU-wide, to whom we will disseminate the tools.Group 3: Education stakeholders at local, national and EU level (e.g. policy makers, professional bodies etc), who we will aim to influence.Group 4: Adult educator organizations dealing with asylum seekers and refugeesDelivering the above will ensure we meet the 4 needs identified above, and therefore meet the project goals.The project will also conduct continuous and comprehensive communication and dissemination activities, and host 6 national multiplier events.Together the outputs and dissemination will lead to direct impacts on more than 10.000 youth, over 500 teachers, 300 asylum seekers and 60 key education stakeholders during the life of the project. More importantly the high quality outputs will lead to the take-up of a sustainable and inclusive online simulation game that put the students in shoes of an asylum seekers with significant multiplication impacts across EU schools. Partners will also integrate the model into their own educational offers. More broadly, ODISSEU will contribute to sustainable shifts in the institutional practice and mindset of EU education systems to better promote inclusive education through online tools and formal and informal education in school.
more_vert assignment_turned_in ProjectPartners:Nezisková organizácia Centrum kontinuálneho vzdelávania, CSI CENTER FOR SOCIAL INNOVATION LTD, STIMMULI, MAGENTA CONSULTORIA PROJECTS SL, Meath Community Rural and Social Development Partnership Limited +3 partnersNezisková organizácia Centrum kontinuálneho vzdelávania,CSI CENTER FOR SOCIAL INNOVATION LTD,STIMMULI,MAGENTA CONSULTORIA PROJECTS SL,Meath Community Rural and Social Development Partnership Limited,IPS,PRISM,FONDO PROVINCIALE MILANESE PER LA COOPERAZIONE INTERNAZIONALE APSFunder: European Commission Project Code: 2019-1-SK01-KA202-060689Funder Contribution: 258,012 EURValuable materials are leaking from our economies. In a world where demand and competition for finite and sometimes scarce resources will continue to increase, and pressure on resources is causing greater environmental degradation and fragility, Europe can benefit economically and environmentally from making better use of those resources. Since the industrial revolution, our economies have developed a ‘take-make-consume and dispose’ pattern of growth — a linear model based on the assumption that resources are abundant, available, easy to source and cheap to dispose of. It is increasingly being understood that this threatens the competitiveness of Europe.Moving towards a more circular economy is essential to deliver the resource efficiency agenda established under the EU2020 Strategy for smart, sustainable and inclusive growth. The Circular economy offers an opportunity to reinvent our economy, making it more sustainable and competitive. With this new plan to make Europe’s economy cleaner and more competitive, the EC is delivering ambitious measures to cut resource use, reduce waste and boost recycling.Higher and sustained improvements of resource efficiency performance are within reach and can bring major economic benefits. The EC adopted an ambitious Circular Economy Package, which includes revised legislative proposals on waste to stimulate Europe's transition towards a circular economy which will boost global competitiveness, foster sustainable economic growth and generate new jobs.Successful implementation can create more than 180000 direct jobs in the EU by 2030, in addition to the estimated 400000 jobs that will be created by the implementation of the waste legislation in force. It will lead to satisfying between 10 and 40% of the raw material demand in the EU, while contributing to achieving the 2030 EU target to reduce greenhouse gas emissions by 40%.In this context, CICLO visions the development of an interactive, needs-oriented online Circular Economy labor market ecosystem and skills mapping and provide a training package for employed and unemployed persons to equip them with basic circular economy jobs skills related to recycling management, reuse and remanufacturing opportunities, servitisation (services instead of products) development.CICLO and its training accredited partners will secure the recognition of skills and qualifications of CICLO participants based on the EQF, and the ECVET maximizing their potential for access to the labor market, social and financial integration and simultaneously offering new inclusive pedagogies in education.CICLO it satisfies a number of Erasmus+ objectives such as:• Develop a culture of entrepreneurship and innovation among EU citizens• Support inclusive training initiatives and digital inclusion for all•Open and innovative education, training and youth work, embedded in the digital era•Provide an innovative ICT–based educational practice that will motivate the adults to commit in active learning•Transparency and recognition of skills and qualifications to facilitate learning, employability and labor mobility•Sustainable investment, performance and efficiency in education and training•Combine higher levels of excellence and attractiveness of training and education with increased opportunities for all, including those at disadvantage•Strengthening key competences in C-VET curricula and providing more effective opportunities to acquire or develop those skills through I-VET and C-VET• Enhancing access to training and qualifications through C-VET, by increasing the quality, supply and accessibility of C-VET, validation of non-formal and informal learning, and promoting work-place learningThe work of the consortium will be broken down into a series of overlapping phases incorporating research and analysis, design and development, testing and implementation, validation, localization, communication and exploitation of project outputs. The consortium consists of 8 partners from 7 European countries, covering a wide range of expertise related to the scope and the aims of the project, having as well a Pan-European outreach in their activities. Longer term benefits: -Place the new, expected economic shift of EU towards Circular Economy and its accompanied labor market skills at the heart of a flourishing EU Market and establishing the EU the pioneer actor in the global market -Address contemporary employment, economy and digital skills at EU Level offering advanced tools for relevant skills upgrade and accreditation -Empower stakeholders to use accredited innovative ICT-based educational practices in enhancing people’s entrepreneurial, collaboration, problem solving, and innovation skills
more_vert assignment_turned_in ProjectPartners:Meath Community Rural and Social Development Partnership Limited, Univerzitetni Rehabilitacijski Inštitut, UNIVERSITY OF THESSALY - UTH, CSI CENTER FOR SOCIAL INNOVATION LTD, INDEPCIE SCA +1 partnersMeath Community Rural and Social Development Partnership Limited,Univerzitetni Rehabilitacijski Inštitut,UNIVERSITY OF THESSALY - UTH,CSI CENTER FOR SOCIAL INNOVATION LTD,INDEPCIE SCA,DRUSTVO ZA RAZVIJANJE PROSTOVOLJNEGA DELA NOVO MESTOFunder: European Commission Project Code: 2022-1-SI01-KA220-ADU-000088608Funder Contribution: 250,000 EUR<< Objectives >>•To improve the availability of high quality learning opportunities for parents or guardians of teenagers via the field of adult education; •To support educators and school administration staff by providing interactive, informative training that will also aim at their Continuing Professional Development;•To promote inclusion & diversity in the public & public spheres; •To create an educative digital toolkit that will offer innovating methodological approaches and digital technology tools.<< Implementation >>The implementation activities of the SIGNS project focus on the following five work packages: •WP1: Project Management & Coordination •WP2: Mapping and Content Design & Development •WP3: SIGNS Digital Toolkit •WP4: SIGNS Training Workshops (Implementation & Validation) •WP5: Dissemination & Communication<< Results >>The expected results of are:WP2Methodological Guidelines Rep.FG report on local needs & expectationsIntegrated Pedagogical Framework rep.Training packagePerformance Eval. ReportWP3Concept Model ReportIntegrated Pedagogical Framework rep.Functional Testing & Delivery Rep.Operational Guide manualDigital Toolkit in 4 languagesWP4Implementation HandbookWorkshopsImpact Analysis ReportWP5Dissemination & CommsPlanProject Website & dissemination resourcesDissemination report
more_vert assignment_turned_in ProjectPartners:INNOVADE LI LTD, LEARNING UNLIMITED LTD, Asociación andaluza de apoyo a la infancia - ALDAIMA, AEVA - Associação para a Educação e Valorização da Região de Aveiro, Meath Community Rural and Social Development Partnership LimitedINNOVADE LI LTD,LEARNING UNLIMITED LTD,Asociación andaluza de apoyo a la infancia - ALDAIMA,AEVA - Associação para a Educação e Valorização da Região de Aveiro,Meath Community Rural and Social Development Partnership LimitedFunder: European Commission Project Code: 2019-1-IE01-KA204-051443Funder Contribution: 214,709 EURThe topic of health concerns both individuals and society as a whole. While everyone wants to be healthy there is a strong connection between income levels and where you live with your health and life expectancy. The rising costs of health care, including for diseases that could actually be prevented or better managed, such as diabetes, coronary heart disease and cancer, mean that societies and economies have an interest in promoting better health. To be and to stay physically and mentally healthy is linked to knowledge about living a healthy life at all stages. Central to achieving this is having access to health care and understanding health information. Health literacy is a basic competence and needs to be recognised as such.Health literacy levels have an impact on the efficiency of healthcare systems. People that have low health literacy tend to go to the doctor more often, to be hospitalized more often or to take inappropriate treatment or prescriptions. Furthermore, they are less inclined to take preventative measures. Fostering health literacy of all citizens is beneficial for society at large as it reduces costs for public health systems which can, then, work more efficiently for those really in need of care.Tackling the health literacy issue also means fighting poverty, social exclusion, racism and discrimination, and promoting social justice and gender equality. It provides a very strong basis to improve the socio-economic situation of many people as a healthier population in all stages of life can contribute better to the social, cultural and economic development of its community and country. Thus, it is not only about educating people in health issues but about empowering them to attain a better life for themselves and society as a whole.The objective of the HEALTH@HOME project is to help transform areas of social and economic disadvantage into sustainable, healthy communities by providing a full range of age appropriate and accessible family education resources to promote health literacy.A) Resources: These will include a suite of age appropriate family learning resources that build health literacy related to the 4 thematic areas selected - Promoting Positive Mental Health; Diet & Nutrition; Preventative Health Promotion; Social Media in the Health Sector - to include: - a collection of 12 themed comic strips for younger children, 4 for each selected theme, will be designed and produced and presented as PDFs for download and printing and as flip-books for online reading;- a compendium of 32 web-quest challenge-based educational resources, 8 for each selected theme at introductory, intermediate, advanced and expert levels for learners between the ages of 13 and 25;- a series of workshop lesson plans, tip sheets and a learner manual to raise health literacy awareness among parents and guardians- induction training programme for parents and guardians so they can facilitate and manage the family learning model developed.2. An in-service training programme for adult educators to support their engagement with the new family learning resources developed and to ensure that they acquire the necessary skills to develop their own comic strips and Web-quest challenge-based educational resources.3. A bespoke on-line learning environment will be developed and populated with the innovative family learning resources.All resources developed will be presented in traditional and on-line formats in 4 partner languages and made available to all interested parties without restriction in keeping with the open access requirements of the ERASMUS+ programme.
more_vert assignment_turned_in ProjectPartners:Callidus obrazovanje d.o.o. za poduku, seminare i savjetovanja, Meath Community Rural and Social Development Partnership Limited, STORYTELLME, UNIPESSOAL LDA, CENTRE FOR ADVANCEMENT OF RESEARCH AND DEVELOPMENT IN EDUCATIONAL TECHNOLOGY LTD-CARDET, FONDO FORMACION EUSKADI SLLCallidus obrazovanje d.o.o. za poduku, seminare i savjetovanja,Meath Community Rural and Social Development Partnership Limited,STORYTELLME, UNIPESSOAL LDA,CENTRE FOR ADVANCEMENT OF RESEARCH AND DEVELOPMENT IN EDUCATIONAL TECHNOLOGY LTD-CARDET,FONDO FORMACION EUSKADI SLLFunder: European Commission Project Code: 2018-1-IE01-KA204-038788Funder Contribution: 150,010 EURThe GAME of PHONES project seeks to develop a compendium of educational materials and resources to support adult educators address the needs of the most difficult to access ‘Sustained’ NEETs who might be characterised as the 'don’t want to learn, unable to learn' sub-set. The GAME of PHONES consortium believes that if the most difficult to reach target groups can be re-engaged by the approach and resources developed then it is fair to assume that the ‘easier’ target groups will also be re-engaged. Partners are committed to addressing disadvantage, combating failure in education and enhancing pedagogic and didactic approaches in adult education.Digital technology enriches education and offers new learning opportunities by enabling access to additional learning environments and resources that can be used to attract and integrate reluctant learners. The primary objective of the project is to design and develop a bespoke challenge-based educational intervention aimed at re-engaging NEETs and supporting them to build skills and competences to assist their reintegration to education or employment. The proposed resources will be developed as webquests which will be designed and produced for access on smartphones. These resources will use inquiry-based and project-based learning embedding the acquisition of key competences into the individual webquests. To ensure that this approach is sustainable partners will also develop a bespoke in-service training programme to support adult educators to harness the full potential of this compendium of new mobile learning resources and integrate the new resources into their everyday activities. In-service training will place a significant emphasis on online learning and exploring the roles of educators in these dynamic environments ensuring that they are comfortable working with the new resources in these non-traditional learning environments; fully bought-in to the benefits that online learning can bring for working with marginalised target groups; and aware of the risks that pertain when working in online environments.For the partner organisations involved, namely Meath Partnership, Callidus, FFE, StorytellMe and CARDET, the intellectual outputs of the GAME of PHONES project will have a positive impact on the skill sets of adult education staff involved who will considerably improve their service offering for NEETs and enhance their awareness of the potential of dynamic online learning environments and bespoke challenge-based learning resources for re-engaging marginalised young people. The organisations involved will be afforded the opportunity to build a reputation for being at the cutting edge of analysis and understanding of the evolving digital society we live and work in. GAME of PHONES is a win: win project that will produce positive impacts for different people, for different groups of stakeholders and for partners both individually and collectively.
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