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MOMENTUM MARKETING SERVICES

MOMENTUM MARKETING SERVICES LIMITED
Country: Ireland

MOMENTUM MARKETING SERVICES

142 Projects, page 1 of 29
  • Funder: European Commission Project Code: 2020-1-TR01-KA202-094129
    Funder Contribution: 93,315 EUR

    Our school is Kadıköy Abdülhamid Han VET High School, which is located in Efeler district of Aydın. Our school has Food and Beverage Services and Accommodation and Travel Services areas. Due to the fact that our school was newly opened, it has deficiencies as infrastructure, promotion, equipment, workshops etc. Our school continues its way by analyzing the tourism potential and needs of the environment. Our students receive vocational theoretical training in our school for 6 months and begin their internship for next 6 months. At the end of 4 years, the owner of the workplace certificate graduates as an international professional. In this educational journey, we have a staff who are open to learning, expert in their fields, innovative administrators and teachers. Our staff provides training to 200 studentsOur students are family children whose economic status is below the minimum wage. Dispersed families are prone to dropout due to economic difficulties and failure. The best part of our students is that they want this profession voluntarily. With the aim of contributing to international tourism, keeping up with innovations and eliminating prejudices, we decided to research the Vegan Nutrition System, which takes its place among 21st century nutrition trends, with young people who are passionate about this professionVeganism is a way of life that opposes the exploitation and use of animals. Vegan diet has increased by 350% in the past 10 years with the effect of religion and lifestyle. 17% of the population of the Netherlands stated that it reduced vegan consumption and 25% of the meat consumption. These statistics are followed by Greece and the United Kingdom as fastest growing countries. It has been determined that 59% of the European population are also doing research on this diet.However, the food and beverage industry could not complete its preparations. International staff trained as experts in many fields of food and beverage services fall short in Vegan cuisine. Varieties and presentations of plant-based foods need to be increased. Seeing this gap in the industry, we want our students to be informed about vegan nutrition, to learn new products, to overcome their prejudices arising from religion or lifestyle, to experience vegan guest behavior and service and to get a new moduleA boutique restaurant with our partners Finland, Greece, Ireland; Preparation and presentation of soups, main meals, snacks, appetizers, pastries, breakfasts, desserts, yoghurts, cheeses, etc, and preparing a common menu constitute the main basis of our project. An E-learning platform where we can publish our common vegan restaurant menus, recipes and works, which are the products of many cultures prepared, will be created. All the knowledge and experience gained will be brought together into a digital vegan module. Awareness will be raised on a significant shortcoming of our curriculumThe prejudices of our students who are involved in this experience in vegan nutrition will disappear. Respect for human rights, personal preferences, religions and self-confidence will increase. Their innovative knowledge flow in a little-known diet will increase their belonging to the school, which will bring along success. The increase of their professional knowledge will enable them to love their jobs and become the sought-after employees in the sector. Increasing added values will also increase their employment in direct proportion. Our good cooperation with the industry will turn into perfection. The industry will take its share from this benefit aswell. There will not be any more shortage of international staff. Students who provide internship and employment will transfer the information they have learned from their source and make the hotels, restaurants etc. enterprises preferred. The spirit of entrepreneurship will develop. Guests who are vegan will receive service without prejudice and in accordance with their systemOur school will contribute highly to the catering curriculum by learning a new nutrition trend from its source. Our digital vegan module, which includes vegan restaurant menus prepared with our partners, will be delivered to all VET High School teachers and students in our country from the e-mail of the MNE, General Directorate of VET. We will open stands in the first and only vegan festival “VegFest” which is made in Turkey's Aydin province Didim district, presenting our project site promotions and intellectual outputs that will meet with visitors. The results and outputs of our project will be shared with E-Learning platform, modules and menus in Aydın, food and beverage establishments, schools providing education in this field, meb managers, institution managers, seminars, promotion and workshops. These works will be carried out in our school and our stakeholder, Aquasis Deluxe Resort & Spa Hotel. A wide audience will be reached all over the world by encouraging the unlimited use of the E-learning platform

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  • Funder: European Commission Project Code: 2020-1-DE02-KA202-007520
    Funder Contribution: 185,869 EUR

    CONTEXTGiven the growth that SMEs are encouraged to follow and strong public policy on the importance of digital technology, it is not surprising that business leaders are generally pro-technology. However, growing scientific evidence shows that unconstrained use of digital devices can have negative consequences for businesses in terms of productivity/performance and employees’ mental and physical health. Multitasking and the constant stream of notifications are associated with lower levels of creativity and concentration, and higher stress, while the google effect causes decreased memory efficiency. Collectively called “technostress” these issues are caused both by the technology AND by organisational expectations. The “always on” culture of checking emails at home or on holiday leads to worsened emotional states, poor work-life balance and burnout.Many large corporations are already addressing digital overload, via wellbeing policies within their HR/CSR work. In a 2018 study of 500 senior HR executives from global organisations, 70% stated that policies to promote digital wellbeing were important. A similar study, though, found that 82% of SME employers do NOT have any digital health or wellbeing policies nor plans to introduce them. Moreover, our own research showed the issue is so new that no enterprise development or business training providers currently offers structured guidance on the topic: they too are unaware and unequipped.OBJECTIVE Therefore, the objective of our project is to design, develop and implement a new approach to train European SME managers in employee digital wellbeing. In doing so we meet the needs of the following target groups:PARTICIPANTS & ACTIVITIESSME MANAGERS. Numbering hundreds of thousands in each of our countries, they need greater awareness and knowledge of this challenge and to develop the digital and entrepreneurial skills to lead change in company policy and practice.ENTREPRENEURSHIP (BUSINESS) EDUCATION PROVIDERS. They are a trusted source of training for SME managers and have ample access/geographic coverage to mainstream it, but they need knowledge of the subject matter AND suitable teaching resources. EDUCATION AND BUSINESS DEVELOPMENT STAKEHOLDERS. As policy makers and funders of subsidised training for SMEs they need greater understanding of the relevance of this topic, so as to be able to focus and design greater support for digital wellbeing competences.-SME EMPLOYEES are indirect participants and beneficiaries: thanks to the introduction of improved digital wellbeing policies and practices, they will be encouraged to strengthen their own competences regarding a balanced use of digital technology and digital self-care.RESULTSWe will produce two Outputs and the following resultsO1: Digital Wellbeing Pathway Creator. An interactive online tool enabling SME managers to evaluate their strengths and weaknesses in relation to employee digital wellbeing and to determine a suitable pathway through the subsequent learning materials (O2). 36 Business Advisors will help us test the Pathway Creator with 120 SME managers. A further 300 Advisors and SMEs will use the Pathway Creator during the project lifespan.O2: Digital Crossroads Training Programme. A complete set of learning objectives, training materials and case studies providing SME Managers and business advisors to gain the knowledge, skills and self-belief required to implement an in-company programme to prevent employee digital overload. 16 business advisors will use the Training Programme with 48 SMEs (4 each) during the project. A further 240 individuals, mostly business advisors but also stakeholders and SME managers, will download and use all or part of the OERs during the project lifespan. IMPACTWe’ve designed Digital Crossroads carefully to ensure our final goal: enabling SME managers to improve the digital wellbeing of their employees. LOCAL IMPACTSince the majority of SMEs and entrepreneurs access training and support from entrepreneurship VET providers close to home, the impact will first be felt on a LOCAL level: more businesses leaders will have the digital and entrepreneurial competences to lead change in their companies, having a positive knock on effect on employee wellbeing and productivity. Over the medium term, these benefits will become evident as improved growth and employment in the local economy. REGIONAL AND NATIONAL IMPACTAt regional and national level, the project will demonstrate the need to broaden our approach to digital skills’ competences in the SME and entrepreneurship education sectors, in line with Frameworks such as DigComp and the JISC approach.EUROPEAN IMPACTAt European level, the main contribution of the project will be to highlight the work that still is required to translate Dig Comp (and to an extent DigCompOrg) into SME training and entrepreneurship education, and to provide scalable response as to how to achieve this.

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  • Funder: European Commission Project Code: 2020-2-ES02-KA205-015679
    Funder Contribution: 84,935 EUR

    TITLE: Impact on Youth (IOY)TYPOLOGY: Strategic partnership for the exchange of Good practices and InnovationDURATION: 24 monthsPARTNERS:4 partner organisations (Spain, Ireland, Poland and Portugal)TARGET GROUPS / BENEFICIARIES:· Educators in the field of formal and non-formal education (youth workers, counselors, teachers, social workers, trainers, etc.)· Young people between 15 and 20 years old from different educational groups (high school students, VET, university students, members of youth organizations and NEET youth.· Organizations of the youth sector, public and private educational centers, insertion entities, and everything interested in promoting entrepreneurship among young people.OBJECTIVE:The project aims to give answer to the need for innovative approaches for the development and recognition of entrepreneurial skills. MAIN ACTIVITIES:A. [INTELLECTUAL PRODUCTS]O1 - IMPACT entrepreneurial skills measurement tool (www.impact-test.eu).The IMPACT tool, based on the European EntreComp skills framework, will be set by 15 individual tests to measure entrepreneurial skills. The IMPACT toll will make it possible to measure separately the level of acquisition of each of the entrepreneurial skills in the indicated above framework. Both, the users and the educators will be able to obtain realistic knowledge about their competences and monitor their progress. The IMPACT competency measurement Tool was originally created within the framework of the eponymous project (which inspired this proposal). Currently, the tool incorporates measurement tests of three of the fifteen entrepreneurship competencies collected in EntreComp. Through this proposal, the aim is to conclude the work begun previously incorporating the remaining twelve competences.Breakdown of skills:Area: Ideas and opportunities1. Creativity2. Sustainable and ethical thinking,3. Vision4. Valuing ideasArea: In action5. Management and planning6. Teamwork,7. Work as a team8. Learn from experienceArea: Resources9. Self awareness and effectiveness10. Financial and economic knowledge11. Know how to mobilize others12. Know how to mobilize resourcesThe project already starts with the basis of having developed the following tests:1) Motivation and perseverance (Area: Resources),2) Initiative (Area: In Action)3) Recognize opportunities (Area: Ideas and opportunities)The innovative nature of the IMPACT Tool with respect to the existing ones is the approach based on the EntreComp document. It enables analysis of each competence individually, instead of valuing the capacity for entrepreneurship as a whole (without breaking down by competence), as the existing tools do. This approach allows a greater versatility for educators, since they can identify the specific learning needs of their learners and intervene on them.IMPACTThe project aims to ensure an impact throughout the life of the project that is sustainable upon completion. Our primary audience are educators (youth workers, teachers, and social workers) such as non-formal education organizations and formal education centers.[AT LOCAL / REGIONAL LEVEL] Among others we hope to achieve the following impact:- Improvement of entrepreneurial skills and, therefore, of employability of young people who have participated in educational activities for the development of entrepreneurial skills during the piloting of the IMPACT tool in the different communities. After the completion of the project, this impact will continue as the member entities of the Consortium and other entities at the local / regional level have committed to a further dissemination of the tool and its incorporation into the didactic tools they already are using. [AT NATIONAL / EUROPEAN LEVEL]:- Improvement of the procedures for the measurement of entrepreneurial skills thanks to the availability of the IMPACT Tool for measuring entrepreneurial skills, available in English and in the other official languages ​​of the consortium, which can be used directly by any entity working in the scope of development of skills for entrepreneurship.DISSEMINATION OF RESULTSA Plan for the dissemination and exploitation of results has been planned to give visibility to the intellectual products developed, as well as a Sustainability Plan to guarantees an impact once the project has concluded. All tangible results of the project will be licensed under Creative Commons, Attribution, Non-Commercial Share Alike.

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  • Funder: European Commission Project Code: 2022-2-FR02-KA220-YOU-000097706
    Funder Contribution: 250,000 EUR

    << Objectives >>LGBTIQ YOUTH NET develops a new set of resources to help youth and youth educators combat anti-LGBTIQ online hate speech. We will:•Conduct desk and field research to explore the challenges & opportunities of youth combating online anti-LGBTIQ hate speech. •Upskill & empower young people to actively participate in combating online hate speech•Ensure participation of young people in relevant discourses about these issues•Allow project resources to get timely and adequate attention & reach<< Implementation >>In essence, we will:•Develop a Reach and Teach toolkit to engage and inspire youth educators and youth workers for interest in combating anti-LGBTIQ online hate speech•Create a classroom-based course, available also digitally, and implement it via an international training event•Ensure youth is heard and participates by establishing 4 Local in-person Assemblies and building an online platform for target groups’ peer cooperation•Implement an intensive and engaging share&promote campaign<< Results >>1.1.PROJECT MANAGEMENT HANDBOOK + strategies2.1. LGBTIQ YOUTH NET Reach & Teach toolkit showing 30 good examples of work in combating LGBTIQ hate speech 3.1. OERs CLASSROOM COURSE WITH PEDAGOGIC GUIDE3.2. INTERNATIONAL IN-PERSON TRAINING EVENT FOR YOUTH AND EDUCATORS4.1. LOCAL ASSEMBLIES of young people (TG1), educators and youth workers (TG2)4.2. A DIGITAL HUB peer-to-peer learning and networking 5.1 SHARE & PROMOTE STRATEGY detailing the campaign

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  • Funder: European Commission Project Code: 2015-1-PL01-KA202-016707
    Funder Contribution: 199,125 EUR

    Digital communications are revolutionising our economy and society, enabling disruptive innovation and creating new business models. In the words of JC Juncker, President of the European Commission, “Europe's path to growth is paved with tablets and smartphones.” (1)Yet the digital landscape is complex and as new business models emerge, our education and VET systems are lagging behind. The gap between real world opportunities and teaching is most acute in the creative industries where generic online retail strategies do not apply, but new collaborative models abound: online marketplaces, outsourcing communities, crowdsourcing funding are just some of the many opportunities which facilitate personalised marketing and pricing, while also ensuring secure payment and intellectual property rights. Now, more than ever, the creative and cultural sector can benefit from “going digital”Creative Entrepreneurship Online (CEO) aims to enable integrated action among VET providers and wider stakeholders to radically improve training for creative sector entrepreneurs, enabling them to harness online business models to grow professionally and increase their commercial success in domestic and international markets. In order to do so, we will: a) Establish sustainable, cross-sector collaborative relationships between VET providers, HEIs, and wider stakeholders via 3 Regional Alliances to optimise the creative sector knowledge triangle, create 3 Regional Action Plans for improving the quality and relevance of training and support on offer and creative spillovers to other sectors.b) Create and publish a “CEO Toolkit” to facilitate the replication of Regional Alliances across Europe. c) Create and publish a course curriculum, guiding VET practitioners on the topics and skills most needed by creative entrepreneurs in today’s digital landscape. d) Develop an intensive blended learning “Be a CEO” course to help potential creative entrepreneurs to set up online business in 30 days. e) Trial and publish the course, and engage in dissemination activities to facilitate its inclusion in mainstream VET provision.Our unique methodology puts participants and stakeholders at the heart of the project as a means to ensuring immediate results, wide relevance and fulfilment of needs of all parties concerned. Specifically we will test materials thoroughly by training 40+ creative sector entrepreneurs and work directly with the enterprise centres that provide training and support for creative enterprises; and we will build sustainable, synergistic relationships between stakeholders in VET and enterprise education, higher education, creative sector bodies and wider economic stakeholders, through the Regional Alliances. (12+ actors in each region, 36+ in total.) CEO is the first project of its kind to directly address the most recent developments in online business for the creative sector. This new category of training enables entrepreneurs to identify a much wider range of “sellable skills and services”, and to think of ecommerce not as simply selling and shipping a product, but as an evolving marketplace for selling creative services by the hour or by project, for funding new projects, for collaborating at distance with artists, and in doing so, crossing borders seamlessly, as part of a real single market.As a direct result of the project, - creative entrepreneurs will be equipped to use at least one, if not more online strategies within 30 days, will gain a competitive advantage and are more likely to increase turnover from domestic and international markets. - VET providers, especially enterprise centres and business development centres, will benefit from an immediate addition to their portfolio of training services and improved staff capacity for training in online business models.- Universities and colleges will also be able to improve teaching for young, prestart creative entrepreneurs by adopting the curriculum and course. (It will be designed so that training modules can be taught/learnt independently of one another if needed, leading to a flexible needs-based learning).On a wider level, key players in VET / enterprise education, higher education, creative sector and economic development will gain improved understanding of the new parameters of the creative sector, as well as access to specific policy tools and operational strategies that will help enable them to catalyse the evolution of creative enterprises. Based on this process, the commitments that each organization makes as part of the Regional Action Plan, and the strong social capital created, these organizations will be better able to fulfil their organizational mission (be it enterprise training, creative sector growth, economic development, etc) and to do so in a cost effective way (by pooling resources) which maximises economic growth and creative/cultural identity at regional level.

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