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CRHACK LAB FOLIGNO 4D ODV

Country: Italy

CRHACK LAB FOLIGNO 4D ODV

10 Projects, page 1 of 2
  • Funder: European Commission Project Code: 2020-2-HR01-KA205-078004
    Funder Contribution: 292,165 EUR

    The name “Mind Over Matter” symbolizes the humankind’s aspiration to create a better world. STEAM, as a means to truly shape the world in a positive way, is perfect as a medium, as it shapes young minds so that they can use their creativity and intellect to transform the matter into something that is useful, sustainable and adds value to the world. The MoM project identifies and leverages the opportunities inherent in STEAM educational activities that will engage and inspire young people to follow STEM pathways through education and into both STEM and new emerging STEAM careers. We distinguish between these two in the following way: STEM encourages deep specialisation within a scientific discipline. STEAM educational activities integrate the Arts and creativity with a broad range of sciences in an interdisciplinary approach that draws knowledge from across a diverse range of expertise. This creative combination allows young people who might not immediately self-identify as a candidate for a STEM pathway to have a positive experience of STEM subjects in the context of something that more readily captures the imagination, and is project and goal-oriented than detail-focused. This can then lead to a growing interest in a STEM specialism or further work in a STEAM-oriented career.Therefore, the first objective is to develop hands-on, inquiry-based approaches to education which will demystify science and scientific processes in order to increase young people’s confidence in approaching STEM. In order to achieve it, partners will implement analyses of best practices existing on EU level and define improvement that has to be implemented according to the relevant researches. Analyses will define the methodological approach that has to be implemented when creating STEAM activities in order to attract young people who aren’t interested in STEM fields. The methodology developed will be based on an environment conducive to high youth engagement, an investment from the youth in their learning, problem solving in the context of the real world, and a non-traditional format where the educator facilitates the development of ideas without being prescriptive.In order to test the developed methodology, 40 STEAM pilots will be developed and tested with 500 young people in online and offline environment. The main target group are young people, 13 to 18 years old, divided into age groups 13 to 15 and 16 to 18. The selection will be implemented in a way that young people who are generally less interested in STEM careers and education will be invited to attend the education (around 80% of young people not so interested and 20% young people interested in STEM). STEAM pilots will be based on a problem connected to SDGs that participants will address in teams using available equipment and materials The proposed methodology will not have a pre-set prescribed outcome, but will instead enable participants to collaborate on a variety of innovative solutions. Teams will present solutions to each other, thereby multiplying the learning outcomes across the group. Their confidence and interest will be measured at the beginning of the educational activities and at the end in order to prove if the pilots had impact on their educational and career considerations. It is expected that 10% of participants will report an increase in motivation and confidence in pursuing STEM and STEAM careers. That will impact the second project objective, which is to sustain the interest of youth in STEM and STEAM carriers. Besides the youth enrolled in project activities, through intensive dissemination activities we will reach other young people. For it, we will use videos of STEM and STEAM experts from the business sector, policy-makers and young people enrolled in STEM education and careers. The aim of the campaign is to send a message that young people can become STEM and STEAM experts regardless of their current perceptions of what STEAM is. We will demonstrate the different educational and career paths that STEM and STEAM experts had, allowing some to recognise themselves in those experts. An evaluation of the proposed methodology will result in detailed methodology guidelines that will be disseminated with the pilots toward educators from formal and non-formal education contexts. They will be provided with materials developed and supported in the process of testing either existing pilots or in the creation of new pilots. That will give the consortium the opportunity to test the methodology in different environments. We will communicate the project results to the Ministries of Education and Youth in order to raise questions about the existing STEM education implemented in the formal education system and its possibilities for improvement using the developed methodology and pilots.

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  • Funder: European Commission Project Code: 2022-1-EL01-KA210-SCH-000084562
    Funder Contribution: 60,000 EUR

    << Objectives >>Through the project we hope to meet the need to provide knowledge, pedagogical approaches, appropriate teaching materials and technical tools to our teachers as well as the need to inform and educate them in order to emphasize the priority in teaching but also the evaluation of useful and essential skills through game-based learning and the use of gamification in the educational process.<< Implementation >>Teachers from the project partner countries will participate in trainings where they will be trained in new pedagogical approaches and teaching methods such as Game-based learning and the use of gamification in education. In addition, a digital guide in the form of a wiki will be developed, which will contain all the necessary material that will act as an assistant and an integral tool for teachers in the integration of these methods.<< Results >>Teachers from the partner countries will be trained on new trends imposed by modern educational needs and specifically in the methods of game-based learning and the use of gamification in the educational process. This knowledge will be transferred to other teachers in the wider partner area. (but also at national level) through the dissemination of the results as well as the specialized guide that we will implement within the framework of the project.

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  • Funder: European Commission Project Code: 2021-1-IT02-KA220-ADU-000027077
    Funder Contribution: 351,268 EUR

    << Background >>Social inclusion lies at the very base of the society, which needs to be encouraged and promoted in order include disadvantaged and underrepresented users such as Alzheimer's patients. In 2016, WHO and ADI (Alzheimer's Disease International) Report, dementia was defined as 'a global public health priority'. Recently, it has been estimated that there are around 46 million people in the world suffering from dementia, 50-60% of whom have Alzheimer's disease. Due to an ageing population, the number of cases will triple in the next 30 years and by 2050 one in 85 people worldwide will be affected, for a total of 130 million people. Therefore, it is evident that there is a need to increase and expand the training of professionals who already work with Alzheimer's patients through innovative practices, by creating a network and a team of experts.The primary objective is to improve the quality of life of people with dementia and their caregivers, to promote respect for their dignity, to reduce the negative impact on communities and states by raising awareness and making dementia a priority. The ageing of the population implies an increase in leisure time for a growing segment of the population and requires specific dedicated services. Embracing the concept of lifelong learning, there is a need to design and promote activities and initiatives involving actors outside the health and social service. The promotion of such activities demonstrates the importance of the concept of lifelong learning because by stimulating the elderly to learn and to confront themselves with others, we may solve the problem of loneliness, combining culture and sharing.Seniors are more and more recognised as a social resource and not only as a “delicate” group with complex needs. This awareness is also gaining importance in the medical-health field where there is a shift from a practice aimed at 'producing healing' to that of 'caring', that is, taking care of the patient. And it is from here that the GentleCare model (Moyra Jones) was developed: it starts from the premise of how a person with dementia undergoes a modification in their abilities to interact with reality. It will then be useful to build a 'prosthesis' around them to compensate and help them maintain their autonomy for as long as possible and to minimise stressful situations that cause agitation, anxiety and aggression.AIDA stands as a practice in response to these needs and as a means to help this category to react in the post-Covid-19 society and to get out of the state of loneliness that the pandemic has caused. It is well documented that culture nourishes and heals the fragile. The world of culture, the world of health and the world of the digital world must develop an alliance aimed at re-giving hope to the treatment centres, considering homes as refuges and squares as places of exchange; the body and soul of each person is to be seen as a starting point and not as an unbearable burden.<< Objectives >>The project starts from the analysis of existing practices, the study of the consortium's experiences and the need to develop a unique working methodology, able to make society more friendly and improve the living conditions of people with Alzheimer's and their caregivers. The overall objective is to create a new approach for people with Alzheimer's in order to improve their quality of life and that of their caregivers, their social relationships, their environment and the services they receive.Specific objectives:- exchange of good practices and experiences;- development of a new methodology and working tools;- creation of the AIDA space in the HUBS platform.Results:- at least 21 learning scenarios to be created on the basis of good practices and experiences;- at least 21 professionals from the social, health, arts, culture and digital fields to be trained in the AIDA Methodology;- 6 territorial teams that will pilot the Methodology at local level;- 12 experimentation paths of the Methodology activated in the 6 countries of the consortium;- Report containing analysis and study of the results obtained;- 1 methodology developed and validated;- Creation of an international network of experts;- Contribution to the creation of a more friendly and accessible society.<< Implementation >>The work plan is based on the idea of creating a triangulated exchange between the partners from the three project areas; they will work together to:- promote and disseminate activities at local and national level; - co-create the LTTA programmes and Project Results, based on the different experiences and needs emerging from the analysis of the Alzheimer's sector scenario;- co-produce the learning-scenarios, the basis from which to organise and conduct local activities, and then the case-studies;- organise and promote local involvement activities in the territories of reference - produce material for the website and platform.The project starts from the analysis of existing practices, the study of the consortium's experiences and the need to develop a unique working methodology, allowing the creation of a more friendly society and improving the living conditions of people with Alzheimer's and their caregivers.Phase 1: Jan/Oct 2022: Launching the project and the methodology-Feb TPM1Meeting of partners to discuss general arrangements for project implementation, tasks, common rules.LTTA1 organisation (C1).Meeting of trainers to set up and organise C1.Partners should:Present a description of the state of the Alzheimer situation in their territory and examples of the good practices they have experienced.Present associated partners and motivate their choice.Discuss website management.Discuss methodology and criteria used in the collection of good practices and analysis phase.-Feb/MarLocal events for the public launch of the project: each partner participates in events in its area.Development of the website.- Apr: LTTA1 (C1)- May/JuneMethodology development- Jun/OctDevelopment of learning scenariosProduction of training toolkit-OctTPM2LTTA2 (C2)Phase 2: Nov '22/Dec '23 PILOTING METHODOLOGY- Nov/Dec- Jan/Jul 23Local activities - Jan/NovCollection of case studies- Oct/DecReport on monitoring activities and resultsPhase 3: Aug '22/Dec '23 AIDA DIGITAL ENVIRONMENT DEVELOPMENT ON HUBS [parallel to 2nd phase]- Aug/NovTechnical development of the AIDA environment on the HUBS platform- Nov '22/Jun '23Uploading the learning scenarios and the Training Toolkit on the website and HUBS- Mar TPM3- Jun/SepDevelopment/Adaptation of case studies in HUBS- Set/OctUploading digital case studies- Nov TPM4- Oct/DecOfficial launch of AIDA HUBS and digital case study tourDissemination<< Results >>There are examples of networks created to improve the conditions of this fragile category, but there is no trace of the existence of a triangulation that foresees the co-creation and co-participation of the social-health, artistic-cultural and digital spheres to conceive and pilot a cross-sectoral Methodology: this is the primary objective of AIDA. The project will allow to join these fields in a triangulation of interdisciplinary skills; AIDA invests and focuses on the training of professionals of the three sectors, on the creation of learning scenarios and case-studies that will then have a direct effect on patients and their caregivers.The project proposes to start from the exchange of multidisciplinary, innovative and effective practices coming from the experiences already consolidated by the partners, in order to create a European multidisciplinary team able to create the AIDA methodology and recognise it as a non-pharmacological therapy.Specifically, the tangible results will be:- AIDA methodology (Project Result 1);- Materials and guidelines for the 2 training meetings (LTTA)- Validation of the Project Results through the Territorial Experimentation in each country and the consequent creation of products and data (Project Result 2);- Project platform on Open-Source HUBS by Mozilla (Project Result 3);- Project website;- 2 Scientific articles;- Production of digital and printed materials for communication and dissemination;- At least 21 learning scenarios;- At least 14 case studies;- At least 21 trained professionals;- AIDA methodology;- 1 Training Toolkit;Non-tangible results:- At least 84 (14*6) Alzheimer's patients and family members/caregivers involved in territorial pilots/projects based on the developed and shared learning scenarios;- Improvement of the socio-health, artistic-cultural and digital skills of the different target groups;- Improvement of the well-being of people with Alzheimer's and their families/caregivers;- Increased awareness of the issue in civil society;- European network composed of professionals trained in the topics, methodologies and tools of the areas of interest of the project.

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  • Funder: European Commission Project Code: 2021-1-TR01-KA220-SCH-000027804
    Funder Contribution: 197,207 EUR

    "<< Background >>The world has faced many global disasters, problems and epidemics for centuries in the past centuries. Due to the pandemic (covid-19) we have been experiencing recently; Alternative ways were sought against possible scenarios, from the business sector, which was closed to homes all over the world, to all other sectors. One of them is the field of education. Although the digital transformation in education is already on the agenda of many countries around the world, no country's plan and infrastructure was ready to make a large-scale transformation in such a short time due to the covid-19 outbreak (Akbulut, 2020: 50). William G. Tierney, a professor at the University of Southern California, describes the biggest transformation in the future of education as the transition from a passive teaching culture to an active learning culture. In this process, students, at the appropriate place and time; They will be able to learn individually or in groups on the subjects they want. We have to make the digital learning field attractive with different, innovative applications to support the development of their creativity, social and emotional skills while providing them with digital skills.This change will naturally cause changes in the roles of teachers and schools after the epidemic. In this transformation, the new roles of teachers will be to support students while they are searching and learning information, rather than leading the classroom and taking exams. Schools, on the other hand, will not become a learning center where learning takes place, but where different learning activities are organized. Time will show in which country, in which schools and at what levels this transformation will take place, and who can go beyond the discourses and create a qualified and transformative “New Education Model”. However, during this transformation, there is a very important point that we should not forget as educators in all corners of the world: The work we will do today, the choices we will make, and the different practices we will initiate will form the cornerstones of the ""new education."" We have to act without forgetting that we are evolving. We now know that digital competence is a need and imperative for teachers and students. Working with this awareness and responsibility, as Konya Provincial MEM, which strives to support our schools, teachers and students with different projects in many fields, we started our project works with a high motivation to contribute to 'Digital Transformation'.In the field analysis surveys conducted in the partner country schools, we have seen that our problems and needs are also common. ((https://forms.gle/pR8bVxVjCmZP6bmQ8) In this process, common needs requiring transnational cooperation in education and the content of our project were as follows:1-To make teachers competent in digital skills.2-Keeping students in constant contact with teachers, friends and educational work, ensuring that they can access information anytime, anywhere.3-Supporting teachers to develop digital content in the digital environment that can attract students' attention and take into account the differences. (web2.0 and web 4.0 Tools)4- To be able to establish solid digital foundations for the future by meeting with technological tools in the field of education at an early age.5-To increase students' awareness of digital tools on the welfare of countries and the development of humanity.6-To raise the awareness of teachers, students and parents about safe educational site resources.7-To support the creativity of teachers and students by including cultural and artistic elements in educational activities in the digital environment.Since the problems and needs in digital competencies are universal, our project is designed with a strong partnership structure with 6 partners, based on the principle that solutions should also be universal.<< Objectives >>We provide continuous telephone and e-mail communication with our partners in the design of our project. In addition, 2 online meetings were held with our partners during the design phase of the project. In this meeting, detailed ideas were exchanged about what we want to achieve and common goals and activities specific to our project were determined. Our most common common goal in the partnership structure of our project; To add innovation to educational activities in the digital environment, to make distance education more efficient and more attractive by improving the digital skills of teachers and students and supporting them to prepare and use more practical and instructive digital materials. Our target groups are teachers, students and parents. What we want to achieve towards these target groups;-Teachers: First of all, they will be more conscious about using the digital environment safely, they will learn to do content and art works with Web 2.0 tools, they will learn to use digital content effectively in the classroom, they will learn about the latest technology in education, web 4.0 tools, how and how to use augmented reality in lessons. They will learn, experience the content creation stages of a digital educational game and its use in lessons. They will strengthen their leadership qualities and professional competencies through activities and dissemination activities. Project-based work and problem solving skills will develop, and their motivation to produce other projects and work in projects will increase.-Students: Students are the main subject of all educational work. With our project activities, students will learn to use the digital environment in a responsible and safe manner, they will recognize safe sites with educational content, they will be able to use the digital environment for educational purposes anytime, anywhere, they will be able to use web tools while preparing visual designs and presentations, they will experience the application of deferred reality and they will be able to make simple sample studies on this subject .-Parents: The most important result we want to achieve in the matter of parents is that they can correctly guide their children on how to use the digital world more safely and responsibly. This goal will be achieved with local cyber security trainings.Our common goals;1-To strengthen teachers' ability to create and apply content by improving the use of different innovative digital education tools in the digital environment.2-To support the teacher to make learning more enjoyable and permanent by diversifying his educational studies by using inter-active distance learning tools.3-Developing the digital skills of teachers and strengthening their self-confidence and professional development.4-To ensure that students can participate in educational activities on their own in digital media anytime, anywhere, by improving their digital skills.5-Teacher, to raise awareness in students that the development level of countries and individuals in the future is parallel with the development of digital skills.6-To improve the creativity of teachers and students who have learned to use various digital tools by teaching them to use the elements of culture and art by establishing interdisciplinary relationships.7-To support teachers, students and parents to use the digital environment in a correct, principled, responsible, safe and efficient manner.8-Developing children's social, cultural, emotional and creativity skills by incorporating historical, cultural and artistic values ​​into the digital environment.9-Contributing to digital skills with new and different studies in the digital environment, being a guide and model for other educational institutions and organizations.10-To develop a sense of cooperation, problem solving, and cooperation on the target groups in situations of common problems, needs and crises.<< Implementation >>2TPM and 2 LTT meetings will be held in our project.Some activities will take place in the eTwinning environment and on different online platforms. In case of the continuation of the epidemic process, local activities of the project will be carried out in the eTwinning environment, and the activities will be rescheduled virtual and physical. Project Activities, Effects and Results as follows:1-TPM (DECEMBER-2021, TURKEY): The 3-day meeting will be held in Konya under the coordination of the Provincial Directorate of National Education. The meeting will be organized together with the local partner, Zeki Altındağ Primary School. The purpose of the meeting; It is the meeting of partners and establishing an active communication and evaluating the work to be done, operations and studies together in order to carry out the project process in a healthy way.Day 1: Project partners' institution / organization introductions, reviewing the project content on the prepared google drive form, Budget management presentation and preparation of a 2-year work schedule.Day 2: Presentation of eTwinning will be made by one of the partners ICS 'Padre A.Gemelli' di Leporano school. The presentation will be followed by the teachers of partner schools in Poland, Romania and Zeki Altındağ Primary School teachers who will participate in project via teleconference. The plan & work of eTwinning project, which will be carried out in September 2021 under the same name as our Erasmus + project, will also be explained in this presentation.Day 3: The content plan and application examples of the culture and art studies that will be included in the digital education activities by Zeki Altındağ Primary School will be presented. There will be a trip and observation work on the promotion of the historical, cultural and artistic values ​​of Konya.With TPM meeting to be held in Turkey, the work schedule of the project process will be planned face to face & duties and responsibilities will be clearly stated. This will facilitate the achievement of the project's results and objectives, and increase the motivation for communication, cooperation and sharing among the partners. The eTwinning presentation will make a positive contribution to results of the project in terms of using and evaluating the digital environment and digital tools within the eTwinning project. The presentation of content for cultural and artistic activities in the digital environment will constitute an important resource and infrastructure for raising children as social, emotional and active European citizens.2-LTT (MAY-2022; POLAND): In the training activity to be held with the participation of all partners in Poland, the methodologies of the preparation and use of digital content in classrooms will be covered. Purpose of the Meeting: Training of digital content preparation and implementation of the methodologies for the Distance Education Process.3-LTT (NOVEMBER-2022, ITALY): The purpose of the meeting to be held in Italy with the participation of all partners; Introduction of Web4.0 tools, application studies for using content created with web4.0 tools in educational environment.LTT will focus on teaching digital cards (content for augmented reality experience) and a variety of activities aimed at creating a cultural heritage-focused digital game. We will combine didactic-entertaining activities with opportunities to get to know our region & digital content that is important in terms of both historical and artistic heritage and traditions will be prepared. Trainings on reaching the digital outputs of the project and learning how to apply them in the lessons; Increasing the digital competencies of teachers, enriching the course content & diversity for students, and improving their social and emotional skills will make a great contribution to their goals.4-FINAL TPM MEETING(OCTOBER 2023) partners will attend the final meeting with 3 people.The meeting will be organized by GALATI UNI.<< Results >>Expected Results:1-DIGITAL ART GALLERY: In the first year, training on the use of web2.0 tools in art works will be given in LTT to be held in Poland. After this training: In the gallery to be prepared by Konya MEM and Zeki Altındağ İO, the teachers and students of partner and partner schools will prepare digitally using web2.0 tools, famous historical places, cultural motif collages, local plants (painting and photography works), local food photographs. will take.2-CYBER SECURITY: Digital trainings will improve the digital competencies of teachers and students. Teachers, students and parents will be able to use digital education content more consciously and securely with the cyber security trainings they will receive on safe, responsible and effective use of the digital environment. It will be prepared and given.3-DIGITAL GAME: The game 'Collecting Stars in Space', which will be prepared by Eduvibes Foundation (content expert) and Crhack Lab, using web tools, will attract the attention and attention of children with its social and pedagogical contents, will ensure that they are inter-active in digital environment, awareness of safe educational content and The content of the game, which will focus on the development of mathematics skills, will be created in a joint webinar under the leadership of the Eduvibes foundation.4-WEB 4 TOOLS TRAINING: It will be transferred to the participants in the LTT activity to be prepared with the work of the Crhack Laboratory from the partners, and will be shown in practice. It will form the basis of new developments that will break new ground in system training activities, in which the use of physical disks will be abandoned, and artificial intelligence operating systems will be put into use. The teachers who receive the training will be able to update their professional perspective and attitudes in the rapidly developing and changing digital world and bring technology to the classroom environment in the most up-to-date and most efficient way.5-E-BOOK (Tales from the Language of Heroes): Using augmented reality application, a fairy tale belonging to each partner country will be voiced by the hero of that country. The outputs will support the motivation and skill development of the teacher in preparing digital content. When the project is completed, digital fairy tales, games and cards will be a resource and model in partner schools, partner schools and local, regional and national educational institutions through dissemination activities.6-ARTICLES AND REPORTS: Galati University will prepare articles 'Interdisciplinary Linking of Digital Skills' and 'Supporting Digital Skills with Culture and Art Studies.' The articles will be an important content and resource for educators. It will be demonstrative and will be used in dissemination. When the studies are completed:- The digital skills of teachers and students will improve, they will be more active in distance education and afterwards in the digital environment.-Teachers and students everywhere, anytime, continuous learning, development desire and habits will be reinforced.-Teachers will gain motivation and skills in preparing innovative digital course materials, lesson planning and implementation.- Teachers, students and parents will gain responsibility and awareness about using the digital environment in a safe, ethical, responsible and effective manner.-Digital games, cards, culture and art activities will support the creativity of teachers and students and contribute to the rapprochement between cultures."

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  • Funder: European Commission Project Code: 2022-1-SK01-KA220-SCH-000088367
    Funder Contribution: 250,000 EUR

    << Objectives >>Project aims to support teachers in the process of digital transformation by providing them with innovative state-of-the-art digital tools for teaching in line with the curriculum related to the subject of history in context of peace and global education. All of this while improving the digital skills and competences of teachers in the formal education sector, aiming for a systemic bottom-up impact.<< Implementation >>The project will develop a state of the art interactive gamified application, covering cultural heritage of the Danube Limes. This app, pedagogically based on tenets of global education and peace education, will be developed participatorily, together with high school students. It will be distributed to schools through trainings of teachers and workshops for students. Project partners will work towards establishing pertnerships with edu-institutions, to reach system level impact.<< Results >>We expect to bring about a small revolution in terms of methods used for interactive teaching and learning in the subjects of history, but also art and music education, languages, geography, literature, economics, civics, mathematics, physics, chemistry, CAD and sports. In terms of reach and impact, the project aims to produce a large scale spill over impact among general public, in promoting common European values.

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