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SQLEARN AE

Country: Greece
6 Projects, page 1 of 2
  • Funder: European Commission Project Code: 2022-1-IT02-KA220-SCH-000086837
    Funder Contribution: 250,000 EUR

    << Objectives >>Poor mental health aspects are among the most important reasons for leaving school early, decreasing the anxiety and stress levels of adolescents we expect to improve, also, the still too high drop-out rate in Europe.GAME aims to reach 3 main objectives: 1. to increase young people’ well-being;2. to increase awareness of mental illness;3. to increase tools available (know who to turn for help and talk about their situation).<< Implementation >>The project includes: - the development of a video game. Video games could help provide mental health support where it is most needed and reduce the treatment gap and stigma associated with such mental health.- the production of a course in e-learning mode to improve the approach to the problem of teachers.-dissemintation' activity<< Results >>The results we expect to achieve through this projects are:increased awareness about the mental health of adolescents; increased awareness of listening centres and the tools at their disposal to ask for help;decreased levels of stress and anxiety;increased teachers' awareness of the topic, the urgency and the need to treat it in the school environment; increased awareness of the use of video games as valuable tools;

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  • Funder: European Commission Project Code: 2020-1-FR01-KA204-080627
    Funder Contribution: 170,309 EUR

    For inmates, the advantages of participating to education and training activities are multiple. Being usually low educated and without qualifications, they gain confidence, and by acquiring basic competences, and developing transversal and vocational skills, they increase their chances to be employed when they are free. Yet, access to employment is one of the conditions for a sound rehabilitation in autonomy, while reducing the risk of recidivism. But training opportunities may be limited because not all prisons have the technical premises needed to provide vocational courses. And, if there are some opportunities, prisoners may be reluctant to participate or may drop out after a while.Virtual Reality for Training Inmates (ViRTI) wants to act on these two limiting factors: 1) by creating virtual environments it is possible to compensate a lack of laboratories, material or tools; 2) by introducing interactive features and gamification in the learning content, it is possible to attract more participants and to maintain their motivation thus reducing dropping out rates.ViRTI gathers four partners, one expert of prison systems, two education and training centers with a long experience in training inmates and one developer of interactive learning content experienced in virtual reality. Together they will:- analyse the potential of virtual reality for education and training in prisons and specify some use cases- develop an interactive gamified training path in the construction sector, using virtual reality based on 360° videos- pilot it in three different prison contexts: short term convicts, juvenile justice centre and detention centres welcoming prisoners sentenced to more than one year with positive perspectives for rehabilitation.- provide guidelines to 1) Penitenciary administrations, 2) Funding bodies, 3) Educators and trainers, 4) Learning content and technology providers; so that they are able to introduce virtual reality tools for training prisoners. Then, more virtual reality based content can be used in prisons, and more prisons will introduce it in collaboration with education and training providers and more inmates will benefit from its added value. They will develop skills and competences, acquire knowledge of economic sectors lacking workforce, increasing their chances to be employed. This is applicable for the participating countries as all results will be available in French, Spanish, Catalan, Greek, Portuguese. The English versions disseminated will allow a transfer to any other country.

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  • Funder: European Commission Project Code: 2019-1-ES01-KA202-065956
    Funder Contribution: 271,140 EUR

    CRANE 4.0 takes inspiration from the Analytical Report Improving the human capital basis issued by the European Construction Sector Observatory of the European Commission (ECSO, 2017) which urges to up-skill and re-skill the European construction labour force with new skills to meet the demand of the labour market for new digital competences. Only 45% of the workers in the sector has been involved in training at the workplace and the highly skilled workforce is only a small fraction of the total workforce of the EU construction sector. Applying Virtual Reality (VR) in VET and in on-the-job situations involving complex tasks facilitates the visualisation of the activities to be performed, even the riskiest ones, and the transmission of knowledge-intensive skills leading to an increased training quality. The project focuses on crane operations exactly because they have a major influence on construction sites, especially in terms of efficiency and safety. With the growing usage of cranes, the number of crane-related accidents has grown enormously, and the participating countries are among the EU members with the highest fatal accident rates in the construction sector.The project aims to improve work-based and initial/continuous learning of crane operators to adapt their skills to the Industry 4.0 skills requirements. Europe is currently undergoing the 4th industrial revolution which influences manufacturing and productivity with increased flexibility, mass customisation and increased speed. Investing in new technologies, research and development can revitalise the competitiveness of the construction sector companies. CRANE 4.0 will do so through the development of a Virtual Reality (VR) application downloadable from partners' websites, from the project website and from the main platforms for mobile applications download. The innovative use of VR in the training of crane operators is an added value for all those public and private VET providers who want to offer upskilling pathways to their educators and training. CRANE 4.0 will, in fact, develop not only the VR app but also a set of tools and materials that will support the usability and transferability of the main outputs.CRANE 4.0 will develop three main outputs that will produce:IO1: Curriculum Handbook - 1 Transnational job analysis and report, Course Plan and Didactic Manual for Crane Operations 4.0IO2: CRANE 4.0 Virtual Reality Application Development: VR app, Users' Technical Guide, Manual assessing the quality of the VR app and learning outcomes,IO3: Blended pilot testing: 55 crane operators trained and a Procedural Manual for the implementation of the VR-Labs.All the outputs' products will be open and accessible for free from the project website and the partners' websites.The partners' trainers will also participate in the train-the-trainers session in Romania (C1), this will enable participants to implement the pilot testing of IO3.CRANE 4.0 thus develops an innovative training and methods for teaching, learning and assessing the learning outcomes of Crane operators 4.0, through the use of Virtual Reality thus supporting the educators and learners in using digital technologies in creative, collaborative and efficient ways. The free accessible Guides and Manual will facilitate the take-up of the products of the project by external organisations. The use of VR in the crane operations training is an innovative solution to solve the challenges of the construction sector low levels of highly specialized workers and counteract the high levels of fatal accidents at the workplace.The project will also support new teaching methods and the personal development of VET trainers and teachers. The project direct beneficiaries are crane operators and VET professionals working in a variety of contexts (Public Employment Services, Job Counselling, VET organisations, Careers Counselling, Placement officers, in-house trainers) who are willing to be trained on the use of VR for the delivery of a training course and construction sector stakeholders (trade unions, chambers of commerce and companies).The specific objectives are:- Improve the adaptability of crane operators to the labour market and increase their skills for the Industry 4.0.- Develop an innovative training course with the use of VR to boost the employability of crane operators in the Industry 4.0 and the professional development of VET teachers with the use of effective digital, open and innovative education and pedagogies, as well as practical tools.- Facilitate the delivery of training that would be otherwise too expensive or risky through the adoption of a VR.- Increase the competitiveness and adaptability of the organisations who will adopt the training to face the industrial changes requirements.

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  • Funder: European Commission Project Code: 2019-1-FR01-KA202-063055
    Funder Contribution: 336,400 EUR

    CONTEXTEmergencies in ships are stressful situations where crews must follow specific guidelines and procedures to assure their safety. According several studies, most of fatal accidents in fishing sector were due to lack of knowledge on devices and / or emergency procedures, or non-completion of periodic training exercises and simulations.To assure a correct reaction by the crew in emergency situations, trainings and simulations are needed, where crewmen are exposed to a series of scenarios to demonstrate they know the procedures, and how to execute them.VET entities in the marine sector don’t have nowadays any kind of tool that can help crewmen to learn the procedures of how to react in these situations, apart from guidelines and handbooks, and trainings onboard are difficult to plan since vessels are operating most of their time, either at sea or charging procedures.Virtual Reality (VR) environments are becoming a more effective learning tool, where pupils can experience these emergency situations in immersive environments, moving around a 3D universe and interacting with people and objects. OBJECTIVESA consortium of partners proposes to develop the project Virtual Reality for Maritime Emergencies: VR-ME, whose objectives are:- To develop an 3D immersive environment based on a trawler fishing boat, accessible through a Virtual Reality kit.- To develop a set of emergency situations based on the formal training requirements for crew and the most common and dangerous cases- Base on these elements, a training course will be created to tackle these emergency situations, in which the pupil will be tested to complete them in the 3D environment. This will serve to learn how to react and what procedures must be followedThe course will be distributed in Open Access format, accessible to be used by downloading this software and using a 3D kit. The main target beneficiaries of this course will be:- Professionals of the fishing sector- VET providers and academies in the fishing sector and work safety- Public & private Entities working in labour safety- Professional Associations of fishermenPARTICIPANTS:The consortium is formed by a set of entities combining VET providers and representatives of the fishing sector:-Institut Maritime de Prévention- Applicant (France): The main training entity for labour safety in the french maritime sector-SGS TECNOS (Spain) is the world leader in certification and regulation. A renowned training company specially focused on work safety-ARVI (Spain) The fishing Vessel Owners´ Co-operative of the Port of Vigo, -SQ LEARN (Greece) expert developers of Virtual Reality tools for VET-Pelagic Freezer-trawler Association (Netherlands) represents the interests of several trawler companies-EUROPECHE (Belgium): The main representative of the fishing industry in EuropeACTIVITIES AND METHODOLOGYThe main output for this project will be t a training programe for Maritime Emergencies in vessel, whose central axis will be the VR simulator of the procedures to be followed in the most common emergencies onboard a fishing vessel. It will be developed in the following steps:IO1- Maritime emergencies and procedures. Risk analysis and adaptability to simulator: The project will start with a study of the maritime emergencies in fishing vessels. Partner will list which emergencies should be selected according to several criteria, will develop the procedures to be followed and finally will write these procedures in a language to be converted to a VR simulator.IO2- Maritime emergencies simulator development: Based on the emergencies an procedures detected in the previous step, partners will develop the VR environment where the user moves inside a ship and has to face several emergency scenarios.IO3- Testing, translation and production of complementary materials: Finally the consortium will complement and improve the simulator with several tests with the final beneficiaries to get their feedback, producing the handbook to manage the software properly, complementing the simulator with the training program to be offered offer in a bundled package, and translatingall contents to partners’ languages.EXPECTED RESULTS IMPACT AND LONGER TERM BENEFITSWith this project, the consortium aims to:- Prepare fishermen to better face emergency situations onboard- Decrease of accidents and fatalities rate- Got towards a harmonization of emergency onboard procedures- Increase computer literacy of fishing professionals and the digitalization in the sector

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  • Funder: European Commission Project Code: 2019-1-EL01-KA202-062997
    Funder Contribution: 332,451 EUR

    The European commissions’ Entrepreneurship 2020 action plan focuses on “reigniting the culture of entrepreneurship in Europe and nurturing the new generation of entrepreneurs”, as an area of an immediate intervention. “Smart Specialization” is the collective process that more than 170 European regions and 16 countries are now using to identify their strengths and their opportunities (http://s3platform.jrc.ec.europa.eu/s3-platform-registered-regions). It is based on a strong partnership between business, public sector and knowledge institutions to jointly design and implements their research and innovation investment strategies. In fact, the vision of Crete's development plan under the NSRF 2014-2020 is a “dynamic and sustainable Crete”. Dynamic in the sense of having an integrated strategy to exit the economic crisis by investing and strengthening the interconnection and export orientation of the agri-food sector, which is one of the four dynamic sectors identified in the context of the smart specialization of the regional economy of Crete. The same vision is registered in “smart Specialisation” plan of DTRaIN partners regions, identifying the agri-food industry as a dynamic sector for entrepreneurship and local development. Professionals working in the agri-food sector lack the skills for the fortification of local products brand names, and to face the challenge of the constantly changing and highly competitive economic environment. The Design Thinking methodology has been used to revolutionize entire industries and establish an enviable competitive advantage for their companies. Focused on listening, user empathy, whole-brain thinking, collaboration, and experimentation, Design Thinking can be applied in any field and product development to business planning and beyond. Best of all, it is believed that it is teachable to managers and scalable throughout a company.Based on the above, the DTRaIN Project objective is to revitalize the production in the agri-food sector of partners regions, by promoting the acquisition of high-quality skills for managing staff and entrepreneurs working in the sector. To address this objective, a European “Design Thinking” professional profile will be developed, based on a qualification scheme for validating learning outcomes, according to ECVET recommendations, and in line with ISO 17024 norm. More specifically, the aims of the DTRaIN Project are: Design a VET Curriculum and develop training content (EQF 4-5) for professionals in the agri-food sector, willing to upgrade their skills in Design Thinking for innovation methodology.  Design an innovative educational model based on a learner-centered approach, in a flipped classroom ubiquitous environment. Develop training material based on the Educational Model  Produce a Qualification scheme development.Direct target group and users of the training material will be professionals managing staff in agri-food companies that act as work-based trainers in their companies as well as educators in initial and continuous Vocational Training Institutes (EQF level 4&5).The Project implementation has been articulated in sequential activities grouped in seven work packages to achieve the fixed goals, carried out in close cooperation by all the institutions involved. The expected impact of the project is:-the improvement of the occupational qualification and professional skills of professionals working in the agri-food sector, in establishing a strong brand name in markets. -the updating of the professional profile of learners being certified under “DTRaIN qualification scheme” as Design thinking, allowing easier mobility across companies and countries. -Vet institutes to enrich their training services and pieces of training including an “innovative educational model” for implementing a VET curriculum delivering training content (EQF 4-5) for professionals in the agri-food sector, that can lead to a certification.

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