RESEARCH AND EDUCATION OF SOCIAL EMPOWERMENT AND TRANSFORMATION-RESET LTD
RESEARCH AND EDUCATION OF SOCIAL EMPOWERMENT AND TRANSFORMATION-RESET LTD
28 Projects, page 1 of 6
assignment_turned_in ProjectPartners:RESEARCH AND EDUCATION OF SOCIAL EMPOWERMENT AND TRANSFORMATION-RESET LTD, IRECOOP ALTO ADIGE SŰDTIROLRESEARCH AND EDUCATION OF SOCIAL EMPOWERMENT AND TRANSFORMATION-RESET LTD,IRECOOP ALTO ADIGE SŰDTIROLFunder: European Commission Project Code: 2021-1-IT02-KA210-ADU-000029759Funder Contribution: 60,000 EUR<< Objectives >>PLACE aims to improve the skills of staff involved in the delivery of learning processes. To achieve this goal, the project aims to strengthen the competencies for the implementation of the learning to learn competency assessment through the creation of a toolkit and a MOOC.<< Implementation >>Project's activities are: 1:realization of the toolkit for the assessment of the learning to learn competence 2. realization of the MOOC 3. management and dissemination of project results.<< Results >>Expected results are an improvement of staff skills in assessment and the provision of an open MOOC in English to give the opportunity to the staff of other organizations to participate in the MOOC and use the toolkit developed by the project.
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For further information contact us at helpdesk@openaire.euassignment_turned_in ProjectPartners:Apollon Ladies F.C. LTD, RESEARCH AND EDUCATION OF SOCIAL EMPOWERMENT AND TRANSFORMATION-RESET LTD, ASSOCIAZIONE PROMOZIONE SOCIALE ASSOCIAZIONE SPORTIVA DILETTANTISTICA MARGHERITA SPORT E VITAApollon Ladies F.C. LTD,RESEARCH AND EDUCATION OF SOCIAL EMPOWERMENT AND TRANSFORMATION-RESET LTD,ASSOCIAZIONE PROMOZIONE SOCIALE ASSOCIAZIONE SPORTIVA DILETTANTISTICA MARGHERITA SPORT E VITAFunder: European Commission Project Code: 2022-2-CY01-KA210-SCH-000099182Funder Contribution: 60,000 EUR<< Objectives >>O1: Advance quality in early education through knowledge exchange from Female Footballers and Physical Education (PE) teachers, School Leaders on gender segregation in sports. O2: Address gender inequality using sport pedagogical approaches that can develop and empower girls’ leadership skills. O3: Encourage sports experiential-based learning through mixed-gender gamesO4: Accelerate knowledge-sharing, virtual mentoring between PE early educators, School Leaders and Female Footballers.<< Implementation >>-The HER SPORT Training and Development Package for Physical Education Teachers and School Leaders translated in 3 languages (GR, EN, IT). -A digital platform for digitalisation of HER SPORT,Virtual Mentoring from Female Footballers to PE educators and School Leaders, and digital guides and resources. -Training 60 PE Educators & School Leaders and 80 female students. -2 Mixed-Gender Football Games and ‘Inter-Schools Mixed-Gender Football tournament-Reaching 50,000 stakeholders<< Results >>(1) promote equality and fight against gender discrimination using primary education context for early interventions,(2) ensure inclusion using sport experiential-based pedagogies to encourage active participation of girls that have been significantly marginalised in the field of school-based sports, and (3) increase the quality of early education by developing new, practice-based approaches to encourage gender-equality.
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For further information contact us at helpdesk@openaire.euassignment_turned_in ProjectPartners:TREE AGENCY OU, RESEARCH AND EDUCATION OF SOCIAL EMPOWERMENT AND TRANSFORMATION-RESET LTD, GenderLens ApsTREE AGENCY OU,RESEARCH AND EDUCATION OF SOCIAL EMPOWERMENT AND TRANSFORMATION-RESET LTD,GenderLens ApsFunder: European Commission Project Code: 2022-3-CY02-KA210-YOU-000099340Funder Contribution: 60,000 EUR<< Objectives >>CRASH wants to raise awareness, give visibility and a proper space of representation to the LGBTQIA+ community, by using the medium of comics designed by youth.It will design, develop and test a cooperation model, based on youth artistic and creative skills,to provide a space to break down society's prejudices and stereotypes.It will empower young designers and artists to enable them to prevent different forms of intolerance of the LGBTQIA+ community through creativity aimed at attitude change.<< Implementation >>-CRASH platform for the online comics contest among young creatives and designers at EU level. It will also hold the virtual space where LGBTQIA+ persons will have the possibility to share their stories and experiences, taking their space and giving an example of how they want to be represented and how to speak about them-Selection of three winning comics designers;CRASH ambassadors-Exchange programme for co-creation among CRASH ambassadors -Publication of the co-created comics strips<< Results >>-CRASH competition, delivered in 6 languages (EN, ES, DE, FR, IT, HL) that will call for young artists,creatives and designers at EU level-the selection of three winning comics designers. Their winnings will allow them to receive a monetary prize of 3000 euro each and to become the CRASH ambassadors -Exchange program: a co-creation process to finalize the design of the comic strip, that will worth at least 45 hours of workshop-publication of the co-created comics strip
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For further information contact us at helpdesk@openaire.euassignment_turned_in ProjectPartners:Aspire Education Group GmbH, RESEARCH AND EDUCATION OF SOCIAL EMPOWERMENT AND TRANSFORMATION-RESET LTD, LE EUROPE LIMITEDAspire Education Group GmbH,RESEARCH AND EDUCATION OF SOCIAL EMPOWERMENT AND TRANSFORMATION-RESET LTD,LE EUROPE LIMITEDFunder: European Commission Project Code: 2021-2-DE02-KA210-ADU-000049606Funder Contribution: 60,000 EUR<< Objectives >>DigiTales objectives are a) development of the competences of adult education trainers and other personnel who support adult learners in diverse sectors and activities, based on European Commission Digital Competencies Framework and Digital Storytelling methods, b) promotion of innovative pedagogies and methods for teaching, learning and assessment that support educators and learners to use digital technologies in creative, collaborative and efficient ways.<< Implementation >>DigiTales proposes the design and development of an inclusive, interactive and user-friendly digital training programme that will comprise of digital storytelling modules as an innovative adult learning pedagogy. The project activities are (1) Interactive Training Curriculum (Activity 1) the Online Platform (Activity 2) and Establishing the DigiTales Network (Activity 3). Dissemination activities will promote the uptake of digital storytelling in contemporary European adult learning settings.<< Results >>In the short-term, the project is expected to improve the structure and culture of adult training using Digital storytelling as an innovative pedagogy and digital resource. In the medium-term, DigiTales is expected to enhance adult education professionals knowledge and awareness around the deployment of digital storytelling. In the long-term, the project will bridge the gap between adult training and digital competencies and enhance the use of digital storytelling in other fields of education.
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For further information contact us at helpdesk@openaire.euassignment_turned_in ProjectPartners:RESEARCH AND EDUCATION OF SOCIAL EMPOWERMENT AND TRANSFORMATION-RESET LTD, FO-Aarhus, ARES SOCIALE Società CooperativaRESEARCH AND EDUCATION OF SOCIAL EMPOWERMENT AND TRANSFORMATION-RESET LTD,FO-Aarhus,ARES SOCIALE Società CooperativaFunder: European Commission Project Code: 2021-1-IT03-KA210-YOU-000029463Funder Contribution: 60,000 EUR<< Objectives >>USE THE FORCE! intends to develop a collaborative Serious Game, using the concepts, values, and characters of the Star Wars universe, to educate young people in systemic thinking, giving them resilient skills to face the pandemic and post-pandemic situation. UTF! will act, first of all, on Youth Workers (direct target), educators who can accompany young people (indirect target, but final) in their path of personal growth and relational empowerment<< Implementation >>In 12 months, the partners will carry out 3 hybrid activities (remote/presence): 1. establishment of a development team, made of Youth Workers and youngsters, that will co-design and test the ALPHA version of the game;2. involvement of 3 external experts, evaluation of the feasibility and effectiveness of the game, and creation of a stable BETA version;3. creation of the final BETA, enlargement of the relational community, involvement of young players and beta-testers from all over Europe.<< Results >>The game, which leverages on the learning of systemic thinking through the events, characters, and concepts of Star Wars, will help Youth Worker to train young people in complexity, equipping them with skills that allow them to enhance their individual-psychological, relational, social, and occupational condition, in order to address the socioeconomic consequences imposed and exacerbated by the pandemic (socioeconomic marginality and civic participation, psychological disorders, ...)
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