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GOSPODARSKA ZBORNICA SLOVENIJE CENTER ZA POSLOVNO USPOSABLJANJE

Country: Slovenia

GOSPODARSKA ZBORNICA SLOVENIJE CENTER ZA POSLOVNO USPOSABLJANJE

23 Projects, page 1 of 5
  • Funder: European Commission Project Code: 2017-1-ES01-KA202-038574
    Funder Contribution: 154,475 EUR

    INCLUSIVE TOURISM was launched with the main objective of increasing the competences of Persons with Disabilities, Professionals in the Tourism Sector and potential customers about how to improve the employability of these persosns within Inclusive Tourism through an innovative training program The project has had the next specific objectives: • To enhance the access of Persons with Disability to labor market. • To raise awareness and motivate the full collective about the capabilities for employment of PwD within Inclusive Tourism. • To raise awareness and motivate the full collective about the potential of Inclusive Tourism for the competitiveness of the Tourism Sector. • To develop training contents, material and tools addressed to Disabled Persons and introduce them in a global training methodology based on the Supported Employment Model. • To transfer knowledge and guidelines addressed to Professionals of the Tourism Sector about how to support PwD as potential employees. • To boost the cooperation among Tourism Sector Enterprises and entities working in the field of supporting PwD The consortium includes: • 3 Associations working in the field of supporting PwD (AMICA, CUDV DRAGA, CERCIGUI), involving a big collective of persons, families and professionals. • 2 Chambers of Commerce (CAMV and CPU) specialized in promotion and innovation in the Tourism Sector and in VET training programs, including disadvantage collectives. • 1 Company (PERFIL) specialized in Accessible Tourism and connected with the Tourism and Disability Sectors. Through the execution of this Project the next results have been obtained; • Co-Created Methodological Guide (I.O.1) has been developed, with the direct participation of End Users (Persons with Disabilities, their Job Trainers and companies' representatives) with the main objective of determining the key contents, methodologies and ICT Platforms needed for creating and improving the critical competences of these collectives for increasing the employability of Persons with Disabilities in the Inclusive Tourism Sector, based on the Supported Employment Model. • Training Materials (I.O.2) addressed to Disabled Persons, Job Trainers and Companies for increasing the employability of Persons with Disabilities in the Inclusive Tourism Sector, based on the Supported Employment Model. • Designed Experiential Training Activities (I.O.3) for enhancing the practical and experiential training of Disabled Persons, Job Trainers and Companies' Representaives, including the optimal and oriented exploitation of aforementioned Training Materials within real environments, based in learning by doing approach • Development of an e-Training Platform (I.O.4), for supporting the implementation of the Training Methodology including Training Materials and applicable e-learning Tools.We can highlight and achievement exceeding the initial expectations in terms of accessibility through the integration of an “Accesibility Software” called INSUIT. • 3 INCLUSIVE TOURISM UNITS have been with the participation of Tourism and Disability Sector representatives of the Consortium on each country (CAMV-AMICA/CPU-CUDV/PERFIL-CERCIGUI) in order to ensure the sustainable exploitation of the project • Dissemination Actions addressed to the European collective related to Persons with Disabilities and Inclusive Tourism, reaching around 10.000 persons.. • VALIDATION ACTIONS of Training Materials, Designed Experiential Training Activities and e-Training Platform involving 112 persons including, Persons with Disabilities, their Job Trainers and Companie´s Representatives (52 in Spain, 32 in Slovenia and 28 in Portugal)The project has shown a high potential for:-Increasing the competences of PwD in the field of Soft Skills, ICT Skills and specific job operations for Waiter Assistant, Barman Assistant, Room and Cleaning Assistant, Receptionist Assistant, Cook Assistant, Pastry Assistant. -Increasing the competences of Job Trainers for supporting PwD along the training process-Increasing the competences of Professionals in the Tourism Sector about how to develop innovative inclusive and accessible business models, potential of PwD in the job place and how to properly support them.

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  • Funder: European Commission Project Code: 2016-1-ES01-KA202-025642
    Funder Contribution: 253,634 EUR

    CONTEXT/BACKGROUND OF THE PROJECT:Collaborative/Sharing Economy (SHE) and New Forms of Employment (NFE) could facilitate the achievement of increasing job creation through Self-Employment and Entrepreneurship.Sharing Economy, characterized by peer-to-peer based sharing of access to goods and services, has emerged in the business world. Emergence of community dynamics and the use of ICTs are main agents of transformation guiding the Sharing Economy. It´s accompanied by a conceptual transformation that sees the collaborative work or participatory consumption as an important potential source of employment in the coming years, giving access to the labour market for those who have failed in finding a job through conventional ways.New Forms of Employment have also emerged characterized by unconventional work patterns and places of work or by the irregular provision of work that have transformed the traditional one-to-one relationship between employer and employeeOBJECTIVESThe project has achieved the most of the objectives initially pursuedMain objective of the project was to increase the competences of Long Term Unemployed Persons and Young Work Seekers, and Human Resources (HR) Directors or Technicians, about how to exploit the Sharing Economy and New Forms of Employment to increase Self-Employment and Entrepreneurship opportunities. Only some parts of the training program were finally applicable to Human Resources (HR) experts, because Sharing Economy Platforms are not so applicable to their activity.Main specific objectives were:•Provide the trainees with the necessary awareness and knowledge about Sharing Economy and New Forms of Employment dynamics, including the functioning of related ICT tools and platforms.•Facilitate to the trainees the development of their own Entrepreneurship and Self-Employment Plans using Sharing Economy and New Forms of Employment concepts and ICT Platforms.•Facilitate to the trainees the acquisition and improvement of competences to boost their EPS and SE Plans (creativity and innovation, digital skills, management of social networks and personal branding).•Facilitate to the trainees the acquisition and improvement of knowledge to deal with specific topics like: access to funding, regulatory environments and access to markets.•Connect both sides of the labor market, employers and work seekers in the same training environment.•Provide the trainees real and collaborative work approaches where they can apply the trained skills and increase their employability immediately during the training courseNUMBER AND PROFILE OF PARTICIPATING ORGANIZATIONS:A total of 6 partners from 5 countries have participated in the project, covering all the needed competences:•4 Entities addressed to Long Term and Young Unemployed (CHAMBER COMMERCE VALENCIA, ARKADIA, RCCI and CPU) •1 Knowledge Partner (FORBA) working in the field of research and innovation in the labour market including application of Sharing Economy (SHE) and New Forms of Employment (NFE•1 Knowledge and Training Partner (COORDINA) specialized in developing innovative training programs and contents trough practical and collaborative methodologies, addressed to unemployed persons and students.Description of undertaken main activities:DESCRIPTION OF UNDERTAKEN MAIN ACTIVITIES:•Development of a Co-Created Methodological Guide (I.O.1)•Development of Training Materials (I.O.2)•Development of Designed Experiential Training Activities (I.O.3)•Development of co-LABOURative LAB e-Training Platform (I.O.4), including the implementation of Validation of all the Intelectual Outputs developed through Pilot Actions involving around 160 traineesProject Activities has been completed with Management and Implementation Actions including:•Technical and Administrative & Financial Management •Quality Assurance •Dissemination & ExploitationRESULTS AND IMPACT ATTAINEDThe achievement of objectives is divided between objectives in terms of results and impact:Results:The project has developed and validated all the foreseen Intellectual Outputs:-I.O.1 Co-Created Methodological Guide-I.O.2 Training Materials-I.O.3 Experiential Training Activities-I.O.4 e-Training Platform- 4 CO-LABOURATIVE LAB UnitsThe project has developed 4 Multiplier Events in Spain, Slovenia, Bulgaria and GreeceImpact:The project has created a direct impact in the target group through the implementation of Co-Creation Sessions and Pilot Actions, according to the objectives estimated in the Application Form involving 154 unemployed and HHRR expertsThe project has created an indirect impact in the target group through the implementation of Dissemination Actions, , according to the objectives estimated in the Application FormLonger-term benefits; Through the sustainability plan defined, 750 persons in Europe will improve their professional position yearly

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  • Funder: European Commission Project Code: 2018-1-ES01-KA204-050708
    Funder Contribution: 145,877 EUR

    Entrepreneurship is generally recognized as one of the basic skills to be acquired through lifelong learning. Education can make a significant contribution to entrepreneurship, encouraging the development of entrepreneurial attitudes and skills of the learners. This has to do with soft-skills such as leadership, creative thinking, resilience, adaptation, and initiative among others. On Intra-Net project we focus on “intrapreneurship” which place inside institutions and can provide huge benefits for individuals as well as for organisations. It allows the construction of highly effective dynamic teams and collaborative groups that make possible organisations’ continuous innovations and competitiveness increase. Simulations and online activities through gamification are currently acknowledged as having an important potential role in education. It has become a methodology that facilitates the aspects of learning and learners’ socialization which keeps motivation and makes possible the acquisition of skills such as creativity, problem solving, decisionmaking, collaboration, role awareness, focus on aims, strategy, etc. We use Serious Games components (that is called gamification: role simulation, challenge, competition/collaboration, award-wining, etc ) applied on an on-line activity that could be used by a team to promote the acquisition of competencies and skills related to intrapreneurship. In this sense 13 activities have been created, with target several soft skills and capacities among others:1. Critical decision making: decision making2. Creative crowd source thinking: problem solving3. Cause-Effect (Ishikawa): problem analisis4. Six Hats: creativity (thinking outside the box)5. Impact+: target analysis6. Groups development (Tuckman): group formation7. Leadership-thrusted collaboration: leaderhsip8. Bridge map: innovating through analogies: innovation9. Think differntly (SCAMPER): lateral thinking10. Innovative thinking pathway: planning11. Collaborative SWOT: analysis and targeting12. Target Canvan: design13. Lead Brainstorming: creativity (problem solving) We aim at supporting the professional development of individuals to acquire entrepreneurial and digital skills (1st aim). To reach this, we have created previous online activities available on an online platform (2nd aim) designed to be used effectively to engage individuals inside an organisation as well as unemployed individuals. The necessary tools and methods to make explicit the tacit knowledge, group dynamics, and collaborative skills are facilitated within the online platform while promoting other entrepreneurial skills such as innovation, outside-the-box thinking, and adaptation among many others. Educational organisations and teams inside enterprises are the first target of the Intra-Net project. Learners and staff are the end-users. More specifically, the main project’s target group is the staff already working in an organisation or unemployed individuals willing to acquire intrapreneurial skills. They are the main beneficiaries of this project due to the future increase of their skills and competencies. In order to reach this target group, we disseminated the activities and facilitate its use on other educational institutions or training departments inside organisations.We facilitate the use of the activities: they are offered as an online service, to be used directly, accessing to https://tools.intra-net.org. Those can be also included in other eLearning environments (as Moodle) that accept the LTI (Learning Tools Interoperability) protocol, or by inviting learners using a key. The activities are simple but powerful: we skip graphical decoration to promote interactivity and dynamism; that is the phases or steps that the activity required the trainer and learner to go through. Because the graphical simplicity those can be played in a tablet, smartphone or in a website in a computer.Activities can be played collaboratively in a synchronous or asynchronous learning environment or workplace, depending the pace the trainer/coordinator requires. The potentiality of these activities is that could be included by trainers or coordinators for their topics, courses, subjects or challenges, in a very flexible way, as the activity can be customized by including a specific business challenge, a risk, a new product development, the need of leadership for an activity, etc. We maximise by this way the transferability to own learning pathways and organisation’s needs.

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  • Funder: European Commission Project Code: 2022-1-IT02-KA220-SCH-000090318
    Funder Contribution: 250,000 EUR

    << Objectives >>The project wants to offer a business game experience to increase high school students digital entrepreneurship, management competences and capabilities. This educational tool allows teachers and students to experience a good interaction in digital classrooms. 3E-LEARNING aims to: 1. Provide a new kind of educational tool to support teachers to organise attractive and involving online classrooms; 2. Transfer managerial competences useful to students by living a competitive virtual experience.<< Implementation >>3E-LEARNING innovation transfer requires three main stages: 1. (WP3 Requirement analysis):adaptation of the business game (BG) academic didactic model to the secondary high schools. 2. (WP4 Game Design and Development): adaptation of the BG methodology to secondary high schools pedagogic model; 3. (WP5 Entrepreneurial digital competences development): transfer of methodological/pedagogical approach to partners and high schools’ teachers; gaming session; digital competences acquired assessment.<< Results >>1st result of 3E-LEARNING project is an approach integrating pedagogic, design and software engineering methods. 2nd is a methodology, evaluated within the gaming sessions, to identify strengths and weaknesses in the new context. 3rd is the BG that will be available online for free to all partners. The BG will allow students to personally experience 3 different aspects of the entrepreneurship: 1. How to read the market. 2. How to make decisions: 3. How to seize opportunities/innovations.

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  • Funder: European Commission Project Code: 2022-1-PL01-KA220-VET-000086542
    Funder Contribution: 250,000 EUR

    << Objectives >>The aim of Silver Grow is to provide the complex model of services for senior workers in order to support their potential on the labour market. It foresees the promotion of lifelong guidance and counseling dedicated to senior workers.The project will improve knowledge and competences of career counsellors, employers and employees related to new counseling methods based on the constructivist approach. Partners will create the „fast pathˮ for senior workers and disseminate widely all results.<< Implementation >>Forum group will contain: 5 on-line regular meetings with experts, conducting in-depth interviews with employers and employees, elaboration of report with interactive parts/tools. Creation of the „fast pathˮ for senior adults in enterprises will include: comparative analyses of tools supporting active ageing in enterprises, practical exercices, scenarios, diagnosis of the situation of senior workers, an interactive course, local workshops – testing, on-line downloadable manual.<< Results >>Project results: 5 panels with experts in each partner country, 50 in-depth interviews with employers and employees, one report with interactive parts/tools, the set of tools developed during the creation of a comprehensive training and advisory path (rapid response path) for senior employees, 50 employees from selected companies will increase their efficiency socio-professional, 25 trainers will acquire competences in the frame of the operation of the comprehensive approach.

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