ASOCIACION DESES 3
ASOCIACION DESES 3
14 Projects, page 1 of 3
assignment_turned_in ProjectPartners:DAFO Gestión Estratégica S.L., Damasistem Yazilim, Bilisim, Egitim, Danismanlik Ar-Ge ve Tic. Ltd. Sti., ASOCIACION DESES 3, Esperino Gymnasio - L.T. Karditsas, Ahmet Kabaklı İlkokulu +1 partnersDAFO Gestión Estratégica S.L.,Damasistem Yazilim, Bilisim, Egitim, Danismanlik Ar-Ge ve Tic. Ltd. Sti.,ASOCIACION DESES 3,Esperino Gymnasio - L.T. Karditsas,Ahmet Kabaklı İlkokulu,genista research foundationFunder: European Commission Project Code: 2022-1-ES01-KA220-SCH-000085070Funder Contribution: 120,000 EUR<< Objectives >>. Create 3 educational resources (board game, multimedia game, training plan) to tackle the topic of environmental sustainability; . Train 40 teachers on the appliance of game-based learning to teach serious topics in an entertaining manner.. Foster the development of green skills of 200 pupils through game-based learnin. Raise awareness among education professionals and young pupils regarding the danger in which our planet is, if we don't take proper action to protect it;<< Implementation >>. Daily management. Monthly online meetings. Quality control. Sharing and promotion activities (content creation for partners websites and social media; newsletters, article). 6 Multiplier Events (2 in Spain, 1 in Malta, 2 in Turkey and 1 in Greece). 3 Transnational Meetings in Spain, Turkey and Greece. Board game design. Multimedia game design. Training design. Training of teachers. Piloting of the games. Data analysis (feedback and impact)<< Results >>TANGIBLE . Board game. Multimedia game. Guide (containing a training and piloting plan, feedback and evaluation questionnaire, impact and feedback report). Promotional materials (newsletters, infographic, articles etc.)INTANGIBLE 40 teachers who develop their skills and knowledge on applying game-based learning and gamification to teach serious topics;200 pupils who develop their Green skills;Teachers and pupils are more aware of the danger caused by used plastic to the environment.
more_vert assignment_turned_in ProjectPartners:E-SENIORS, ASOCIACION DESES 3, TOPCOACH SRO, Stowarzyszenie Szukamy Polski, Drustvo za izobrazevanje in socialni razvojE-SENIORS,ASOCIACION DESES 3,TOPCOACH SRO,Stowarzyszenie Szukamy Polski,Drustvo za izobrazevanje in socialni razvojFunder: European Commission Project Code: 2020-1-PL01-KA204-081670Funder Contribution: 167,476 EUR"The ""Communication Inclision"" (COM-IN) project will be implemented by 5 organizations from Poland, France, Spain, Slovenia and Slovakia. The aim of this project is to prepare tools for educators and creators of educational programs from countries of the project participants who are able to deal with the activation and education of people over 60 in an attractive and effective way. The basis of COM-IN is diagnosis that the most important reason for excluding older people is insufficient communication skills understood very broadly. It is not just about individual assertiveness or communication with peers and the younger generation. This category also includes difficulties in understanding media and official communications and documents, lack of ability to reach the information needed and assess its credibility, lack of digital skills (Internet, e-mail, instant messaging, online shopping, booking ticket or a visit to a doctor, digital banking, electronic office, etc.). Communication skills also include: ability to use foreign languages and formulate messages tailored to the needs of modern recipient, as well as ability to present their opinions in a public forum. Communication exclusion drastically limits the social and civic activity of seniors.The COM-IN project is a continuation and development of ""Silver Civic Education"" project implemented in 2017-19 under the Erasmus + KA204 program with partners from Portugal and Bulgaria. It was based on educational model used by the SSP in working with seniors. During implementation of this project, some disadvantages of our model were revealed that may significantly impede its dissemination. The main disadvantage is excessive focus on journalistic creativity and creating a medium. The disadvantage is, among others too much focus on creating the medium and creativity of journalism. Such an ""ambitious"" approach also excluded people with lower education and qualifications from education, as well as those who do not use written language efficiently (eg immigrants). Meanwhile, journalism is a great communication education tool and a means of making workshops more attractive. However, it is not an end in itself. The essence of our method is to build a team, to find a place for everyone and - in an attractive form - enable them to acquire knowledge and skills. Meetings of the editorial team should be used to conduct workshops to improve participants' skills. Medium (website or profile on FB) plays an auxiliary role. In addition, a strong media orientation requires educators to have great journalistic skills and experience, which greatly limits the number of potential trainers.The main goal of COM-IN is to improve our educational model so that it becomes more universal and available in different countries and environments. The result of this cooperation will be development of educational materials suitable for practical use in various countries and languages. Project partners will implement innovative methods that increase the attractiveness and efficiency of their educational offer. The project also contains intellectual work result - a guidebook ""Journalism for seniors. An educator's manual"" containing recommendations, methods and training tools useful in working with seniors as well as other adult age groups."
more_vert assignment_turned_in ProjectPartners:DAFO Gestión Estratégica S.L., ASOCIATIA TEAM 4 EXCELLENCE, A.D.E.L. - Association for Development, Education and Labour, ASOCIACION DESES 3DAFO Gestión Estratégica S.L.,ASOCIATIA TEAM 4 EXCELLENCE,A.D.E.L. - Association for Development, Education and Labour,ASOCIACION DESES 3Funder: European Commission Project Code: 2020-2-ES02-KA205-015341Funder Contribution: 103,095 EURFind your way out the technological addiction labyrinth – TECHBYRINTH is a project aimed to raise awareness about the risk of technological and online addictions and to provide viable solutions and advice related to digital competences for youth and youth workers. ContextAccording to the study carried by European Parliament daily use of internet increases 90 % amongst 15-24-year-olds. Internet use is heavy amongst adolescents, with a United Kingdom study showing that 12-15-year-olds spend an average of 21 hours per week online, next to 18 hours on a mobile phone. Europeans aged 16-24-year-old spend 168 minutes per day on mobile internet. Social media is used by 88 % of 15-24-year-olds, 4.4 % of European adolescents show pathological internet use that affects their lives and health, while 13.5 % of adolescents engage in maladaptive internet use behaviours. The percentage of 18-24 year olds who would qualify as being addicted to the internet is 71%.TECHNOLOGICAL ADDICTION, INTERNET ADDICTION, INTERNET USE DISORDER (IUD) or Internet addiction disorder (IAD) — is a fairly new phenomenon. It’s often described by psychologists as a serious problem involving the inability to control use of various kinds of technology, in particular the Internet, smartphones, tablets and social networks.Studies show that despite the technological addiction, youngsters lack real and useful digital skills.Having said the above, we identified real NEEDs:-Lack of awareness regarding the real danger faced when connecting all life aspects to the tech devices and internet. -Lack of structured instruments for youth worker to work on detection, prevention and recovery of technological addiction and inappropriate online behaviour-Lack of digital competences required for the integration in the labour marketIdea: The main idea of the Project is to design a process and educational tools through which youth can identify the responsible and irresponsible usage of the new technologies and get advice on how to improve their digital behaviour, based on the European reference framework DigComp design to support a shared, comprehensive understanding of digital competences.Objectives•Providing youth workers educational tools which allow them to improve the usage of technology in their work and the quality of training programs related to topic•Support young people to identify the good and bad uses of technology and internet•Enabling youth workers access to knowledge regarding the responsible and useful usage of digital competence•Reducing the risks of the misuse of the new technologies•Increasing the responsible usage of the new technologies Activities and working methodology:The activities are planned to achieve the objectives of the project, to create qualitative and useful results and to produce a powerful impact. That is why, the DBR working methodology (Design-Based Research) is used to create the IOs, following the next steps: research, draft, contrast, test and validate with the target group, improved final design taking into consideration the feedbacks. The resume of the activities is:•App that allows the user to identify the bad/good uses of the technology and offer advice on how to improve such uses (tips, warnings, examples)oCreating the process of detecting risks through gamified real life scenariosoDesigning the app correlating the risks with advicesoInternal technical testoCreation of BETA version of the appoFinal design of the app•Educational KIT which will provide youth worker with theoretical knowledge and know hows on the topic.oDraft the Educational KIT.oImplement and test the training plan with youth workers. oPilot testing of the Educational KIT and the APPoCollecting feedbacks oFinal design of the KITThe main tangible results of the project are 2 Intellectual Outputs which guarantee the project’s sustainability, by offering free access of these educational resources:• App – ESCAPE THE TECHBYRINTH that allows the user to identify the bad/good use of the technology and offer advice on how to improve such use (tips, warnings, examples)• Educational KIT - containing an informative manual about the risk detection and prevention of technological and online addiction and advice on improving digital competences according to Digcomp, a methodological guide on how to use the APP as an educational tool in courses or activities related to the topic, and a training plan, offering all the details on the implementation, content and activities for a training on the topic. Target group:-DIRECT: youth workers, trainers, coaches working on/ interested in the topic of technological/internet addiction and/or digital skills (40)- INDIRECT: youth at risk of technological/internet addiction, youth with inappropriate online behaviours, youth with low digital skills (110)
more_vert assignment_turned_in ProjectPartners:NGO Youth Club Active, ASOCIACION DESES 3, Kinoniki Sineteristiki EpihirisiNGO Youth Club Active,ASOCIACION DESES 3,Kinoniki Sineteristiki EpihirisiFunder: European Commission Project Code: 2018-2-ES02-KA205-011520Funder Contribution: 40,544.3 EURCONTEXT We are living in the time when there are more volunteers around the world than always. Only in Europe can we find some 6168 accredited volunteer organizations. According to the latest estimates, between 22% and 23% of Europeans over the age of fifteen are involved in voluntary works, that amounts to 92-94 million Europeans. These figures will increase with the arrival of the European Solidarity Corps and one of the barriers encountered by volunteering, according to the latest report of the Briefing European Parliamentary Research Service, is the disparity of existing regulations that have the consequence of not having uniformity of criteria and information. Currently we do not have specific training to manage volunteers’ projects and it is difficult to find solutions in our day-by-day to solve problems quickly and easily. Youth workers have official guidance and national agencies to solve problems, but sometimes there are issues that are not resolved through official channels, but through forums, Facebook groups ... and this leads to a loss of time and quality of the projects. OBJECTIVE The general objective is to improve the quality of the skills of youth workers involved in volunteer's programs and thus increase the number of young people who perform voluntary service, affording greater guarantees of reliability. The specific objectives are: - Improving the quality of the voluntary service. - To increase trust in the voluntary service. - Providing youth workers with practical and useful tools that save time and efforts. - To provide volunteers' organizations with support for the clarification of roles, rules, tasks and bureaucracy. TARGET GROUP The main recipients will be youth workers whose responsibilities revolve around volunteers' programs. These youth workers will have specific information regarding the resolution of problems or multiple doubts that arise on a daily basis. This way, the results of this project will also have as beneficiaries the organizations of sending and receiving volunteers and the volunteers themselves, who will be able to access information that until now was not directly available. ACTIVITIES Throughout this project we will conduct a search, collection and classification of practical and useful information from multiple volunteers' organizations, to then make it available to youth workers through a web platform and mobile application. These activities will be developed in the Intellectual Output 1. which will be divided into three parts: A1 - We will search, collect, classify and order the problems and the respective solutions that day after day arise for the youth workers who manage voluntary projects. A2 - We will synthesize this information in a web platform and in a mobile application, available for Android and IOS. The objective is to make the solutions to the dayly and tricky issues as accessible as possible, so that the youth worker has to invest less time to find it. A3 - A test of the technological tools will be carried out, assessing both the content and the technology itself. METHODOLOGY The work team will develop this project jointly. All partners participate in all activities and have specific functions in each of them. In the same way, the responsibilities are divided, so the work load is distributed in a fair manner and ensuring that the project complies with the expected quality standards. IMPACT The project will be consistent with the detected needs. Youth workers will have solutions to their daily problems that arise when managing voluntary projects. Volunteers will have real and practical information on the logistics of volunteering projects and organizations will have better volunteering projects too. Consequently, we hope to increase the quality of voluntary service and increase the number of volunteers in Europe. LONG-TERM PLAN We hope that the results of the project will be successful among youth workers across Europe, that is why we have designed a sustainability strategy that will allow us to continue maintaining and updating the results. In order for the results to be successful, it is necessary for technological tools to be used by many users, which is why we have designed a dissemination strategy to ensure that the greatest number of youth workers approach it. Although during the analysis of the needs, all the consulted youth workers expressed their interest in disposing of the results.
more_vert assignment_turned_in ProjectPartners:ASOCIATIA TEAM 4 EXCELLENCE, Petit Pas aps, ASOCIATIA PENTRU DEZVOLTARE SI MEDIU ADEMED, ASOCIACION DESES 3, FUNDACJA INSTYTUT BADAŃ I INNOWACJI W EDUKACJIASOCIATIA TEAM 4 EXCELLENCE,Petit Pas aps,ASOCIATIA PENTRU DEZVOLTARE SI MEDIU ADEMED,ASOCIACION DESES 3,FUNDACJA INSTYTUT BADAŃ I INNOWACJI W EDUKACJIFunder: European Commission Project Code: 2020-1-RO01-KA204-080320Funder Contribution: 143,352 EURCONTEXT“Europe is getting old” (Demographic Aging Report, 2018). In 1950, only 12% of the European population was over 65 years old. In 2050 in expected more than 36%. Unfortunately, the Coronavirus pandemic affected these statistics. More than ever, it is our stringent responsibility to value our seniors and create an enabling environment for them to learn and to express. It is urgent to take them out of this picture, where the human rights were limited and the seniors’ rights were limited even more than for other categories. The main problem is the reduced level of commitment of seniors to participate in activities of education and exchanges of experiences. This project aims at promoting the Erasmus+ among seniors through develop an enabling environment for an active aging society.OBJECTIVESTo “enhance the capacity of 25 EDUCATORS and 15 adult ORGANIZATIONS in their support for 150 SENIORS to remain active while ageing”, by 3 specific objectives:1: Improve the level of skills of 25 EDUCATORS to adequately contribute to seniors education and development, in 13 months.2: Facilitate access of 150 SENIORS to informal learning opportunities and exchanges of experiences, in 10 months.3: Enhance the capacity of 15 ADULT ORGANIZATIONS to appropriately valorize seniors, in 16 months.TARGET GROUP and NEEDsTG1 – Educators, facilitators, volunteers from partners and associated partners who work to support senior learners. Needs: new teaching methods, digital tools, for own development and for seniors’ engagement.TG2 – Seniors (65+) from the target group of partners organizations and associated partners. Needs: stay involved in activities for their mental health and for active ageing.TG3 - Adult organizations working with seniors in all kinds of education and social care system. Needs: develop internal capabilities to accomplish their mission.The above needs for each TG were identified by partners upon evaluating internal capabilities, discussions with stakeholders, analyses of projects and strategies at national and European level.CONSORTIUMA multi-disciplinary, complementary partnership consisting of 5 NGOs from Romania, Italy, Poland and Spain and 13 associated partners will contribute to reaching the target groups and supporting the dissemination and sustainability of the projects.RESULTS AND METHODOLOGYWe are using the EC OpenPM methodology and PMI PMBOK for managing the project. The project objectives will be achieved by completing 4 intellectual outputs:1)IO1 - Essential needs of educators to support seniors –give an understanding of the challenges that adult educators face, resulted from health or mental problems, even psychological and low self-esteem of seniors.2)IO2 - Course modules for educators, facilitators and volunteers to improve educators teaching methods and tools through digital technologies (EN, RO, PL, IT, SP, pdf and multimedia).3)IO3 - Online training course & practical activity scenarios – to motivate seniors and keep them involved for an active aging society.4)IO4 - Sustainability mechanism for an active ageing society for integration of further stakeholders and decision makers in country specific events: bring value to policy review annual reports and ensure the project results will not remain limited to project partners and associated partners.IMPACTThe project will develop an enabling environment for an active aging society, which will increase level of commitment of seniors to participate in activities of education and exchanges of experiences.SHORT TERM BENEFITS4)TG1 – Educators. Increased competence in foreign languages; Increased level of digital competence to use digital tools and teaching methods5)TG2 – Seniors. Increased sense of initiative while designing practical activities scenarios; Well-being through more active participation in society; Increased motivation through testimonials6)TG3 – Organizations. Increased trust by creating awareness of high-level support for adult education. Better understanding of practices, policies and systems in adult education across EU.MEDIUM AND LONG TERM BENEFITS1)Increased quality of adult education2)More strategic and integrated use of ICTs and OER in adult education3)Increased participation of seniors in societal actions4)Strengthen cross-sectoral cooperation between adult organizations5)Reinforced interaction between practice, research and policyThe transnational approach support Sustainability mechanism for an active ageing society and promote Erasmus+ among seniors, adding solidity to the European identity. Educators and Seniors engagement in projects activities will give them ownership of shared values among European citizens.
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