INSTITUT ZA PODGOTOVKA NA SLUJITELIV MEJDUNARODNI ORGANIZACII ZDRUZHENIE
INSTITUT ZA PODGOTOVKA NA SLUJITELIV MEJDUNARODNI ORGANIZACII ZDRUZHENIE
31 Projects, page 1 of 7
assignment_turned_in ProjectPartners:Nýheimar þekkingarsetur, CFL Söderhamn, TRADIGENIA SL, INSTITUT ZA PODGOTOVKA NA SLUJITELIV MEJDUNARODNI ORGANIZACII ZDRUZHENIE, Inthecity Project DevelopmentNýheimar þekkingarsetur,CFL Söderhamn,TRADIGENIA SL,INSTITUT ZA PODGOTOVKA NA SLUJITELIV MEJDUNARODNI ORGANIZACII ZDRUZHENIE,Inthecity Project DevelopmentFunder: European Commission Project Code: 2020-1-SE01-KA204-077908Funder Contribution: 197,104 EURAs modern societies and economies are changing due to, amongst others, globalisation and technological progress, they rely heavily on highly educated and competent people. Key competences for personal development, employability, active citizenship and social inclusion for growth, employment and participation in society is a crucial theme of the European Education Area. Rural areas as an opportunity for the development of basic skills and key competences is a constituent part of European agenda for the implementation of the Education and Training 2020 strategic framework in the field of adult education. Its contents refer to several priority fields of the renewed EU Agenda for Adult Learning with special emphasis on providing opportunities for adults to develop all forms of basic skills and key competences, intensifying intergenerational cooperation and partnerships at local level, in this particular case in a rural area.The Legends project seeks to develop and implement a methodology for obtaining key compences by exploring intagible heritage - traditional myths and legends in Europe. It addresses adults in rural and remote areas to involve learners with geographical, economic and cultural barriers for learning. The project offers a completely innovative methods and contents by bridging traditional myths and legends with adults’ key competence development. There is striking interest in the myths and legends today thans to their influences in the contemporary culture. E.g. references to Norse mythology became common in science fiction and fantasy literature, role-playing games, and eventually other cultural products such as Japanese manga and the Marvel universe. Over the last 12 or so years, bestselling children’s and young adult authors Joanne Harris and Francesca Simon have written novels with Norse mythic themes. Even Game of Thrones’ icy world beyond the Wall, with its Three-Eyed Raven and White Walkers, riffs on Odin and the frost-giants.In the Legends project the cultural and European heritage linked to myths and legends will take shape in learning material and will continue to express their values through the process of contextualization of the messages inherent in each reading with the specific learning themes with which each legend will have a particular harmony. There are four main archetypes or models of simple story form, that will be refered within the project methodology to key competences:•Heroes and legends – stories about heroic actions. These stories are the heart of mythology through which important cultural values and practices are passed on. Concerned key competence: Active citizenship •Making discoveries – stories of the process that led to an important discovery. These stories guide others toward making their own discoveries or inventing new or better ways of doing things. Concerned key competence: Entrepreneurship•Personal change – tales about self-discovery and personal revelations. These stories are particularly helpful when teaching about how our actions have an impact on others. Concerned key competence: Interpersonal skills, and the ability to adopt new competences•Lessons learned – stories that describe failures and successes, allowing others to avoid mistakes or reach a successful outcome. Concerned key competence: Cultural awareness and expressionThe overall aim of the project is to develop adult learners’ relevant 21st century skills (active citizenship, entrepreneurship, interpersonal skills, and the ability to adopt new competences, cultural awareness and expression, digital and technology-based competences) and foster the learners’ knowledge of the rich European cultural heritage and its values by applying innovative learning approaches and materials consequently improving people’s education level and bringing them closer to cultural heritage, history and the common values of Europe, enhancing their overall development and employability.Legends specific objectives focus on:•Exploring European cultural heritage, such as myths and legends, and their contextualization as cultural and behavioral models to support the learning process and key competence development•Designing and testing a training program for key competence development•Developing “Legend of today” - a story-based digital interactive educational product based on gamification approach with materials and tools to gain core competences and life skills, and to develop learners digital and technology-based competences.Legends project builds its methodology on experiences of 5 partner organisations in adult education and training, and creativity and digitalization of education, and will produce and disseminate at EU level intellectual outputs that will significantly contribute to the innovation of the adult sector in partner countries and beyond.
more_vert assignment_turned_in ProjectPartners:CONFORM-CONSULENZA FORMAZIONE E MANAGEMENT SOCIETA CONSORTILE A RESPONSABILITA LIMITATA, IPRA, MAGYAR BUTOR ES FAIPARI SZOVETSEG, INSTITUT ZA PODGOTOVKA NA SLUJITELIV MEJDUNARODNI ORGANIZACII ZDRUZHENIE, BULGARIAN BRANCH CHAMBER OF WOODWORKING AND FURNITURE INDUSTRY +5 partnersCONFORM-CONSULENZA FORMAZIONE E MANAGEMENT SOCIETA CONSORTILE A RESPONSABILITA LIMITATA,IPRA,MAGYAR BUTOR ES FAIPARI SZOVETSEG,INSTITUT ZA PODGOTOVKA NA SLUJITELIV MEJDUNARODNI ORGANIZACII ZDRUZHENIE,BULGARIAN BRANCH CHAMBER OF WOODWORKING AND FURNITURE INDUSTRY,InnovaWood,AIDIMME,CHAMBRE DE COMMERCE ITALIENNE POUR LA FRANCE DE LYON,WOODWIZE,FEDERAZIONE ITALIANA DELLE INDUSTRIE DEL LEGNO DEL SUGHERO DEL MOBILEE DELL' ARREDAMENTO ASSOCIAZIONEFunder: European Commission Project Code: 591939-EPP-1-2017-1-IT-EPPKA2-SSAFunder Contribution: 995,144 EUR<< Background >>EQ-WOOD project-European Quality qualifications for the Woodwork and furniture industry-aims to contribute to the development of innovation capacity and competitiveness of the European wood and furniture industry, by designing and providing the Curriculum of a new vocational profile, Innovation Advisor. The curriculum is offered both as a Full Qualification, aimed primarily at young people, and as a set of independent learning modules aimed at the continuous professional development of workers.<< Objectives >>EQ-WOOD aims to boost the innovation and the competitiveness of the traditional woodworking and furniture sector at Eu level, facing the skill mismatching and the progressive ageing of the workforce. A new training path and an online platform have been developed to train young students, workers and unemployed people, able to generate innovative, sellable and production effective new products. At the same time, EQ-WOOD aims to create a sound sectoral network to exchange good practices.<< Implementation >>After a deep analysis of the sectoral training needs , a new Curriculum has been developed, identifying the KSCs, required to the new professional profile of the Innovation Advisor for the furniture sector. The Curriculum consists of 5 interactive learning units, tested by approximately 270 workers and students and promoted trough several Country events and through a final conference with institutional representatives and innovation experts. The training course is online, free and attractive.<< Results >>The new CV of the Innovation Advisor for the wood and furniture sector. The curriculum consists of 5 units useful for training the new figure who will manage innovation within companies. The e-learning platform and the innovative training course are available to everyone, free and without barriers. The course is entirely online with multimedia content and accessible insights. The project has created a stable network that will continue to cooperate in the future to develop other new training path
more_vert assignment_turned_in ProjectPartners:CSI CENTER FOR SOCIAL INNOVATION LTD, wisamar Bildungsgesellschaft gemeinnuetzige GmbH, Consultoría de Innovación Social, OSENGO, Compass - Beratung, Begleitung und Training Gemeinnützige GmbH +2 partnersCSI CENTER FOR SOCIAL INNOVATION LTD,wisamar Bildungsgesellschaft gemeinnuetzige GmbH,Consultoría de Innovación Social,OSENGO,Compass - Beratung, Begleitung und Training Gemeinnützige GmbH,INSTITUT ZA PODGOTOVKA NA SLUJITELIV MEJDUNARODNI ORGANIZACII ZDRUZHENIE,Euroform RFSFunder: European Commission Project Code: 2022-1-FR01-KA220-VET-000085269Funder Contribution: 400,000 EUR<< Objectives >>We want upgrade trainees with digital and computer skills and give them acces to equipment by furnishing digital courses but also a workshop to access a computer at low cost with free and open-source software. This will raise integration in work and society, provide equipment but also permit to follow online trainings. It’s not relevant to train digital skills to people without the tool itself. We also want to promote sustainable reuse of computer equipment.<< Implementation >>We will have 4WP, a research foundation based on bottom-up field research by study circle to determine techniques & digital illiteracy skills needed and illectronism situation identification. This will lead to a skills test creation and a digital illiteracy and computer needs guide. Then we will design learning modules and a workshop (get low cost personal computer and basic skills for its use) including implementation methodology for experimenting accessible on a learning platform.<< Results >>A guide for Trainers (how to address the target group, statistics about illectronism, guidelines. A full workshop: -How to choose a second-hand computer-Install & use free and open-source operating system & software-Digital skills (digital environment, research, Communication, digital security-Using e-learning platforms & online classroom toolsA methodology for the workshop implementationImplementation/experimentation report of the workshopsImpact and increase Analysis of digital skills
more_vert assignment_turned_in ProjectPartners:Prometeus, Inthecity Project Development, CSR Innovative Solutions, Kadin ve Genc Girisim Merkezi Dernegi - Woman and Young Entrepreneurship Centre Association, APROXIMAR- COOPERATIVA DE SOLIDARIEDADE SOCIAL, CRL +1 partnersPrometeus,Inthecity Project Development,CSR Innovative Solutions,Kadin ve Genc Girisim Merkezi Dernegi - Woman and Young Entrepreneurship Centre Association,APROXIMAR- COOPERATIVA DE SOLIDARIEDADE SOCIAL, CRL,INSTITUT ZA PODGOTOVKA NA SLUJITELIV MEJDUNARODNI ORGANIZACII ZDRUZHENIEFunder: European Commission Project Code: 2020-1-NO01-KA227-ADU-094152Funder Contribution: 160,455 EURCulture is at the basis of a symbolic world full of meanings, believes, values, traditions and as such it holds a fundamental role in human development. Cultural Heritage, tangible and intangible, includes a wide variety of artistic and cultural forms of expression. The adoption of new technologies offers innovative opportunities and dynamic managerial perspectives. This has significant potential for stimulating jobs and economic growth, and fosters the development of other sectors in the economic system. Culture thus holds an essential role for the creation of national wealth through numerous implication of social, economic and political nature. Investing in cultural resources means contributing to improve the quality of life in a specific territory, attracting new economic, financial, and human resources, improving social and territorial cohesion as well as defining new types of artistic careers. Then, it is important to foster creative and innovative approaches, including development of new tools and methods, to the preservation of Cultural Heritage and its transmission to future generations.This project will be developed in rural regions of Europe countries as Italy, Bulgaria, Portugal, Turkey and Norway and tries to answer to the specific need and problem of:A significant out-migration, especially in the youth (depopulation phenomenon)higher percentage of the population than ever before is older than 60 yearsEARLY wants to match the “old ways” with new generations through creativity to activate new trends (e.g. circular economy, community development, etc) in low density regions. Through the use of cultural resources, we want to:- improve the quality of life in project areas, attracting new economic, financial, and human resources, improving social and territorial cohesion;stimulate local communities and authorities in applying community-based approach and participatory local planning;foster creative and innovative approaches, including development of new tools and methods, to the preservation of Cultural Heritage and its transmission to future generations;stimulate life-long learning and to provide a focal point for older persons’ reflections upon their lives and, and the meaning of cultural heritage for their wellbeing. Increase social cohesion, regional development, an enriched cultural environment, and intergenerational learning, while concurrently extending the knowledge base about the importance and roll of cultural heritage in supporting health.The project is addressed to:The “Third Age” of active and healthy citizens age 60+Youth until 30 years old that are still in the school, that are looking for a work but they are missing it, that are thinking to migrate in the cities.It includes 3 main activities:Throght the participatory rural appraisal methodology we will research about the state of the art of each rural country partner about the profile of experience, practices, knowledge of elders and old generation, that invisible treasure that characterized the internal areas and that is going to be lost because new generations aren’t learning;we will prototype the early model by dividing it in two lines of actions. In the first one, we will involve elders in the realization of videos and in shooting photographs, it will be a series of “tutorials about the old way”. In the second line, we will define the way to involve the one that want to migrate. The focus will be on building with them a path of bilance of competences.From one side, we will involve the target groups as described in the IO2, on the other side we will build the EARLY platform. The platform will be divided in 2 parts: 1. the tutorials: you click on the areas that you prefer (for example agricolture) and you choose the tutorial that you need or that you want to watch; 2 the balance of competence: you access to that area and you start the path by following the tools suggested from our model. Then, from one side, we work in activities/laboratories with our target and deliver contents, on the other side we upload the contents on the platform. The platform is also a way to start the mobility that we want to reach with this project Throught the implementation of the activities, 4 transnational project meeting, 5 local multiplier events, Final results are: - Use of a participatory approach and cultural based methodology - Greater effectiveness for benefit of local communities - Increase capacity of improving strategies and reinforcing cooperation to support youth generations - Improve provision and assessment of basic and transversal skills (entrepreneurship, social, civic, intercultural, etc) - developing methods and activities by which older people can maintain life quality and experience wellbeing - provide a broad conceptual framework for evaluating the role of cultural heritage in the lives of older people- benefit society as a whole, e.g., in relation to social cohesion, regional development, intergenerational lea
more_vert assignment_turned_in ProjectPartners:KU TU EOOD, AKLUB CENTRUM VZDELAVANI A PORADENSTVI, MUNICIPALITY OF KARDITSA, Inthecity Project Development, TRADIGENIA SL +2 partnersKU TU EOOD,AKLUB CENTRUM VZDELAVANI A PORADENSTVI,MUNICIPALITY OF KARDITSA,Inthecity Project Development,TRADIGENIA SL,CATALYST IN COMMUNITIES LTD,INSTITUT ZA PODGOTOVKA NA SLUJITELIV MEJDUNARODNI ORGANIZACII ZDRUZHENIEFunder: European Commission Project Code: 2017-1-UK01-KA204-036602Funder Contribution: 206,377 EURThe project “Digital Skills for People Living in the 3rd Age - Effective Digital Access to Public Services” aims at training elderly people on developing specific digital skills needed to access public services online, and thus to better adapt to digital-oriented changing world and to feel confident using online tools to manage and improve their health and life quality.According to Eurostat, by 2060 one in three Europeans will be over 65 years old. On those basis, the need to invest in lifelong learning and digital education is a top priority for European societies. Although we live in an increasingly online world, a significant part of the population remains digitally excluded. 53% of the older population in the EU has never used the Internet (Eurostat) and many more are missing out on the opportunities the digital world offers. Internet helps us making our lives easier: people communicate and purchase throughout the web; services are increasingly designed as digital by default and soon medical care will be delivered over the web. More than ever before, services, including public services and business transactions, are moving online. The need for public services is particularly strong amongst the older population but only 23% access them online (Eurostat). There is a need everyone to be able to use these digital services so they can reap the financial, health and social benefits they offer.For those lacking basic digital capability, the reasons for this exclusion are often complex. The Policy paper of UK Government “Digital skills and inclusion”, published on 1 March 2017 defines the key barriers affecting individuals: • access: the ability to connect to the internet and go online • skills: the ability to use the internet and online services • confidence: a fear of crime, lack of trust or not knowing where to start online • motivation: understanding why using the internet is relevant and helpfulThe project provides tailored solution for overcoming the barriers by: • giving elder people the digital skills that they need; • applying confidence building approach by developing virtual assistance based on older people’s real life scenarios; • using interactivity as part of the learning process in meaningful ways to provide opportunities to “learn through doing” and in doing so promote understanding and motivation • providing skills to access public services online, which for elders means to keep up-to-date personal competences and transversal skills, leading to a significant step towards active ageing.The project activities include:- Identifying the relevant to the target group public services provided digitally - governmental, regional, municipal, and within a community, and developing their “road maps”- Research to identify the specific themes of digital literacy, obstacles to efficiently access and use public services - Delivery of training program for improving basic digital skills and developing specific skills for digital access to public services- Development of Virtual assistance tool for digital inclusion- Development of e-learning and e-assistance platform - Pilot testing and validation of the training prgram and platform- Delivery of policy recommendations for improving active ageing and digital literacy of elders- Organisation of Triggering Word of mouth events to present the results of the project and favour exploitation at local, national and European level. The main project results (both during the project lifetime and after its end) are the following:- Improved ability of people living in the 3rd age of effective digital access to public services;- Increased digital literacy of elders;- A step forward active ageing: by obtaining digital skills senior citizens can feel a better accomplishment and personal satisfaction into their lives leading to a more active and healthier 3rd age;- Mapped public services provided digitally in 5 European countries; - Developed and tested training program and e-learning and e-assistance tools tailored to provide the specific skills and support needed to digitally access the public services- Effective methodology for high-quality work with elder people in 5 European countries and beyond by applying confidence-building approach and using interactivity;- Knowledge and experience gained by partner organisations in the field of transnational cooperation, project management, innovative practices to inclusion of elder people; - Exchange of good practices and lessons learned on active ageing and social inclusion within and across nations.Digital Access outcomes will be designed and available as free on line resources so that, in practical terms, they are open for use at any level - local, regional, national, European and international, which is prerequisite for sustainability.
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