AIJU
68 Projects, page 1 of 14
assignment_turned_in ProjectPartners:AIJU, INTEGRATION FOR ALLA, Faal Dernegi, Bluebook s.r.l.AIJU,INTEGRATION FOR ALLA,Faal Dernegi,Bluebook s.r.l.Funder: European Commission Project Code: 2015-3-SE02-KA205-001293Funder Contribution: 93,568.8 EUR"This project aimed to respond to two key priorities: promoting a high-quality of youth work and strengthening education and training paths of youth workers. The selected priorities matched the project framework by the following points of view.The project designed, implemented and disseminated a ludic and educational kit (The NET NET kit) composed by a board game and supporting tools (a cartoon video, a video tutorial and a mini-guide) which focused on EU Citizenship, EU awareness and Democracy (equal opportunities for all, discrimination, social exclusion, participation, political rights): this is a highly flexible and customizable kit, suitable for re-processing and subsequent integrations to be used by youth workers with a wide range of targets (youngsters, people with fewer opportunities, NEETs, drop out students, persons of recent immigration, refugees,adults, senior).The NET NET kit helped youth workers in their role as a multi-target provider of non-formal learning opportunities which empowered them and their social awareness, their citizenship, with the aim of sharing it with “multicolored” targets an amusing learning process and to explore, as in a learning fun travel, some of the crucial topics of Europe today: EU Citizenship, EU awareness and Democracy topics.The kit implementation was improved by the partnership with the support of a multicultural youth worker team composed by youth workers representing, at its best, European multiculturalism and diversity and selected in each partners country: Sweden,Turkey, Italy and Spain. Starting from these core objectives, the project profile widened its horizons looking at the world around with the aim to promote a learning by playing/making learning fun methodology and got positive results with people of all ages and backgrounds, in particular people with fewer opportunity. The project experienced an alliance between youth workers centers, schools, adult and senior centers, public bodies, private companies, etc. on the focused issues and finally experienced and promoted an innovative cross sectorial partnership (two youth centers, one private company, one research institute) and was able to reinforce the dialogue among highly different, but complementary entities. In addition the multicultural and multi sectoral partners profile allowed the project to involve actively a wide range of stakeholders. The NET NET kit was released as an OER: the do-it-yourself kit, containing suggestions, templates, instructions, and made users build by themselves a customized version of the game. This action is considered to be crucial in creating long term benefits and allowed the results of the project to be heavily promoted among youth workers and their stakeholders. The project activities took place over 24 months, in four countries, from north to south Europe: from Sweden to Turkey, passing through Italy and Spain. The partnership was built as a ""melting team"" made by complementary competences and expertises, background and missions in order to achieve a common goal. The project team was willing to contribute to the mainstreaming of the idea that diversity, expressed as EU Citizenship, EU awareness and Democracy, creativity and culture and equal opportunities for all, is a win-win development factor. The participants in the project, during its whole cycle, was around 350 including also people with fewer opportunities and special needs. The participants were actively taking part in the testing phase, in a series of labs in youth centers (involving at least 100 youth workers) and in the multiplier events: a medium that valorized a widespread and multi-target network and the importance of the high quality of youth work. The multiplier events hosted about 200 people including youth workers, teachers, trainers, decision makers, and all the main project stakeholders (local and regional political decision makers, public bodies, NGOs, youth centers, adult and senior centers, people engaged in educational processes, Associations, refugee centers).The project was divided into phases, some of them transversal to the project whole cycle (project management, evaluation and dissemination): the NET NET milestones, the transnational meetings, one in each partner country: Sweden, Italy, Turkey and Spain; the intellectual output implementation and the connected 4 multiplier events, one in each partner country. The multiplier events valorized, in a widespread and multi-target network, the importance of the high quality of youth work."
more_vert assignment_turned_in ProjectPartners:E-SENIORS, VITALE TECNOLOGIE COMUNICAZIONE - VITECO SRL, AIJU, AUE-SENIORS,VITALE TECNOLOGIE COMUNICAZIONE - VITECO SRL,AIJU,AUFunder: European Commission Project Code: 2019-1-FR01-KA204-062101Funder Contribution: 161,390 EURIn Europe, 30 to 50% of elderly people suffer from malnutrition, which increases the risk of morbidity and mortality, and decreases considerably their physical and psychological activities. Several actions have been undertaken at EU level to promote well eating among seniors, however, the educational programs sometimes use methods that are not extremely motivating for the older users.FA4AG aims at promoting good nutrition habits among seniors by proposing innovative game solutions to explain nutrition. The gamification dimension will at once boost seniors' motivation to learn more about well eating and promote ICT use among older people.A nutrition guide will be available for all seniors in order to learn more about good nutrition habits. The learning dimension will be strengthened by the Nutrition Games Platform that will host the nutrition games and will be specifically tailored on seniors' needs in terms of usability and acceptability.These 2 tools are the main results of the project, which the consortium will co-design thanks to the involvement of the seniors from the very beginning of the project and will test and validate with them.
more_vert assignment_turned_in Project2010 - 2013Partners:UNIBAS, BAUUNION 1905, RELAB, FIMI, VRMMP +27 partnersUNIBAS,BAUUNION 1905,RELAB,FIMI,VRMMP,University of Stuttgart,Newcastle University,PLUS,SISW,AIJU,University of Trento,FHG,DOMOLOGIC,CONTINENTAL AUTOMOTIVE FRANCE SAS,HYPERTECH AE,AGE Platform Europe,ITACA,ČVUT,INDESIT COMPANY S.P.A.,I+,Smartex (Italy),BYTE COMPUTER SA,Brunel University London,Human Solutions (Germany),ATOS SPAIN SA,CERTH,CRF,PIAGGIO,UPM,SSSUP,FOUNDATION FOR RESEARCH AND TECHNOLOGYHELLAS,Marie Curie AssociationFunder: European Commission Project Code: 247765more_vert assignment_turned_in ProjectPartners:ORANGE HILL Sp. z o.o., VALUE HUB AB, KTU, AIJU, SYNERGASIA ENERGON POLITON +3 partnersORANGE HILL Sp. z o.o.,VALUE HUB AB,KTU,AIJU,SYNERGASIA ENERGON POLITON,CENTRO INTERNAZIONALE PER LA PROMOZIONE DELL'EDUCAZIONE E LO SVILUPPO ASSOCIAZIONE,MERSEYSIDE EXPANDING HORIZONS LTD,I AND F EDUCATION AND DEVELOPMENT LIMITEDFunder: European Commission Project Code: 2020-1-UK01-KA204-079191Funder Contribution: 142,439 EURThe cause of Inclusive Education has been promoted for some time, recently through the UN’s Sustainable Development Goal 4: to ‘ensure inclusive and equitable quality education and promote lifelong learning opportunities for all’. Artificial intelligence and related technologies have become important components of the digital economy and affect core areas of our increasingly technologically networked lives. In addition, the EU JRC for Science Policy Report (2019)’ The Impact of Artificial Intelligence on Learning, Teaching, and Education’ “suggests that in the next years AI will change learning, teaching, and education.”The INCAI project aims to examine the ways specific AI technology can support diverse learners and how AI is used in particular in the context of Adult Education to provide a more inclusive and flexible learning environment. Educators from partner organisations will link with ICT/AI specialist organisations in their country and work with a specific target groups of disadvantaged learners and co – produce a wireframe plan for a piece of AI technology which would meet specific needs of that target group. In doing this it will improve the skills and competencies of the adult educators and provide them with innovative learning methodologies to make their services more inclusive as well as the competencies knowledge and insight of disadvantaged learners and knowledge and skills of AI professionals and social partners. The meetings will be used for a mixture of general management and administration and sharing of learning and exchange of current good practice and a visit to the local AI specialist along with representatives of the target group. Each meeting will address a different theme of AI and Inclusion. Introduction to AI in EducationIntroduction to AI wireframesNew innovations in AIAI and social inclusionFuture developments in AIThere will be two Learning events which will produce the main outputs of guidelines on developing AI wireframes and sustainability plans for AI wireframes produced at local level on each partner country. Both GRALE 2015 (Global Report on Adult Learning and Education) and the European Agenda highlights the importance of addressing certain target groups. These are precisely the target groups which are represented by the partners in this project: migrants; seniors, people with disabilities and mental health, low skilled people, non-native speakers, LGBTQ and BME communities and ex-offenders. members of deprived communities experiencing poverty and social exclusion.The overall aim of the project is to produce a more effective educational experience for adult learners in the contexts mentioned through effective strategies focused on improving the inclusion of adults from marginal, vulnerable and disadvantaged groups. objectives are: -To compare, share and identify and promote good practice that can enhance the inclusion of adults from disadvantaged groups in education and learning. -To enhance the provision of good quality learning opportunities to adult’s learners in particular those from excluded groups-To contribute to social inclusion in education across the EU using AI-To develop and broaden the competences of adult education providers and organisations working with adult learners from excluded groups-To demonstrate the significant role AI technology can play in improving inclusion in learning in current practices across EU-To present identified best practices and develop guidelines on how to prepare AI wireframes. -To drive social change and contribute to future development of inclusive AI in education by producing sustainability plans for inclusive AI tools co-produced in partner countries across the EU and by providing local, regional, national and EU level dissemination activities This will lead to :-increased inclusion of adult learners-increased ICT skills and competences for adult learners-increased competences and skills for educators in partner organisations-increased capacity of partner organisations to serve adult learners from disadvantaged groups.There will be 6 transnational Partnership Meetings and 2 Learning events and 1 transnational meeting with 146 participants from 8 partners. in addition to local participants and stakeholders who attend these events and who participate in local activities.The transnational dimension is imperative in this project, contributions from different EU partners across Europe will enable learning, sharing of good practices and a wide dissemination. It will also build innovative and productive partnerships for future collaboration and contribute to the future agenda of inclusive AI in Adult Education.
more_vert assignment_turned_in ProjectPartners:Vzgojno izobrazevalni zavod vrtec Ormoz, AIJU, ISTITUTO COMPRENSIVO STATALE PADRE PINO PUGLISI, Agrupamento de Escolas de Portela e Moscavide, COLEGIO ENGEBA, SLVzgojno izobrazevalni zavod vrtec Ormoz,AIJU,ISTITUTO COMPRENSIVO STATALE PADRE PINO PUGLISI,Agrupamento de Escolas de Portela e Moscavide,COLEGIO ENGEBA, SLFunder: European Commission Project Code: 2020-1-ES01-KA201-082938Funder Contribution: 167,936 EUR"In the current context where record-breaking meteorological phenomena are occurring, where we find that some scientists who associate climate change with the outbreak of pandemics, education is essential for students to grow aware that resources are limited and that everything we do has a direct impact on the planet. Our students are especially sensitive to these issues. Education will undoubtedly be the critical element that allows awareness and evolution in all issues that affect climate change. For this reason, this project is aligned with the 2030 Agenda, which sets the Sustainable Development Goals set in its goal 4.7, where it is intended that citizens acquire the theoretical and practical knowledge necessary to promote sustainable development, among others, through education for sustainable lifestyles. And also its goal 13.3: Improve education, awareness and human and institutional capacity regarding climate change mitigation, adaptation, reduction of its effects and early warning.This project arises from the need to provide answers to new generations and to offer innovative training to our students. This need is shared by all project partners. The consortium is coordinated by Colegio Engeba (Spain), with the participation of Agrupamento de Escolas de Portela e Moscavide (Portugal), Instituto Compresivo Statale Padre Pino Puglisi (Italia), Vzgojno-Izobrazevalni Zavod Osnovna Sola Rogatec y la Asociacion de Investigacion de la Industria del Juguete, Conexas y Afines (Spain - better known as the Technological Institute for children's products & leisure). Four schools and a technology centre in four European countries. This project, ""We R the World"" aims to transform the educational centre into a sustainable place. A Guide with 20 topics will be created to explain climate change and the limitation of natural resources to students in the last grades of primary school. These topics will be completed with 40 practical activities. On the other hand, a second intellectual product will be a gamified platform where the students themselves will create their animations, mini-video games and interactive activities using Scratch. This platform will be guided by the main mission that will be to save the planet. Teachers will prepare 40 ""missions"" as templates for their students. Short-term training for teachers is planned so that they can approach the project with an adequate knowledge base in both the climate change competition and the gamified use of Scratch.All interested schools and teachers will be able to apply the results in their training as teachers, educating and raising their students about climate change, proposing sustainable practices at school and at home. For this, they will have activities to work by project, they will be proposed coding challenges to prepare animations and educational games, on which they will learn all the basic concepts related to climate change, greenhouse gases, recycling, and calculation of the footprint of carbon. Awareness about recycling, eating habits, energy and water savings, transport or care of flora and fauna. We will also work on concepts of diversity, solidarity, inclusion, gender equality, equity, and the globalization of problems.Intangible results will also be obtained in the form of awareness of energy saving, recycling, pollution, preservation of green spaces, ... in general, on the sustainability necessary to promote a change in the model of society, improving their key competencies by adapting them to the needs of the XXI century."
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