ASOCIACION DESES 3
ASOCIACION DESES 3
14 Projects, page 1 of 3
assignment_turned_in ProjectPartners:Kinoniki Sineteristiki Epihirisi, NGO Youth Club Active, ASOCIACION DESES 3Kinoniki Sineteristiki Epihirisi,NGO Youth Club Active,ASOCIACION DESES 3Funder: 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.
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For further information contact us at helpdesk@openaire.euassignment_turned_in ProjectPartners:Association for Cultural and Educational Development YOUTH ON BOARD, Asociatia Scout Society, ASOCIACION DESES 3, AEFRH Asociación Española de Fiestas y Recreaciones HistóricasAssociation for Cultural and Educational Development YOUTH ON BOARD,Asociatia Scout Society,ASOCIACION DESES 3,AEFRH Asociación Española de Fiestas y Recreaciones HistóricasFunder: European Commission Project Code: 2021-1-ES02-KA220-YOU-000028656Funder Contribution: 118,516 EUR"<< Background >>Context /European relevanceThe rural exodus has been triggered in Europe since the early decades of the second half of the twentieth century. Many people, especially the younger members of society, continue to migrate to the cities looking for job opportunities, better facilities, and higher wages than in the countryside. Over the years, the exodus to the vibrant urban centers together with the negative natural growth has led to an unstoppable dynamic of population decline in many EU territories, which in addition generate substantial gaps between regions of the same country. As a result, Europe must face today the scenario of demographic deserts threatening throughout the ‘old continent’.The European Commission report on poverty in rural areas identified the exodus and aging problem, the remoteness, the lack of education facilities and the labor market issues (such a lower employment rates and seasonal work) as the four main factors to determine the risk of poverty and social exclusion. It is not a coincidence that these deficiencies are features of sparsely populated and underpopulated regions. According to a Joint Research Centre report, if the current economic and demographic trends continue, one would expect a growing number of regions to be classified as ‘less developed’.In Spain, the situation has become particularly extreme in some regions such as Castilla y León and Aragón. “Although in the first decade of the 21st century these provinces gained population in the context of the strong influx of immigrants, since the crisis in 2008, figures in recent years have shown negative growth,” says a report of the Centre for Studies on Depopulation and Development of Rural Areas (CEDDAR).Attracting young people will be indispensable to resurrect these regions and therefore, it is essential to find the right approach so urban-rural migration becomes a solution for both parties. On one hand, depopulated areas need entrepreneurs to stimulate the economy and, for that, there are several starting points to do profitable business. The clearest example is the promotion of the natural and cultural heritage of these regions in order to increase tourism and add value to local products. There is an increasing trend of travelers seeking authentic local experiences and unspoiled landscapes that only rural areas can offer.The results of the study “Conceptualising tourist experiences with new attractions: the case of escape rooms” (Kolar, Tomaž, 2017) show that the escape rooms, as an attraction active tourism provides new, peak, unique and fun experiences through the challenging activities and social component of the game play.As it can be identified during the form, the project has been designed with respect to the environment. This ecological way of working will allow project participants to contribute to sustainable development. For example it is planned only tree meetings, to reduce the printed materials for dissemination bu using online activities, to set the transnational meetings considering the carbon footprint, etc.<< Objectives >>The main idea of the project is to create escape rooms to promote the cultural heritage, impulse active tourism and local economy in order to avoid depopulation, by empowering young people to take initiative and to promote their own community and its history and local culture. The projects’ aim is to create a set of adaptable escape rooms (1st project result) to be implemented in the villages of the partners (inside a historical monument – e.g.: The Castle of Medina del Campo), with scenaries based on the local history, fostering the cultural heritage with the purpose to increase the youth initiative and their employability opportunities, by developing their skills and competences and in the same time fostering youth active tourism, as a new sector of escape rooms is raising in the top preferences of leisure activities of young people, but also as group and family activity.The 2nd result will be a Methodological and structural GUIDE of cultural escape rooms in order to ensure the transferability and sustainability of the project and also of the results, by providing the knowledge and the know-how of creating cultural escape rooms. In the same time, this project has also the purpose to tackle the issue of depopulation that most of the European villages face, Castille and Leon region being part of the ones that most face this issue. We want to offer both free time activities alternatives to young people, but also the possibilities to implement their own ideas to promote their village and to ensure a future in terms of employability opportunities that may arise from the development of the sector of active touristic activities.OBJECTIVES● to create escape room as instruments to develop active tourism and to promote local history; ● to empower youth to express their ideas, develop actions and create added value in their city/town/village in such a way to promote tourist and enhance the cultural heritage; ● to develop youth entrepreneurial skills & competencies in order to increase their employability opportunities; ● to provide skills & competencies to youth workers such as critical thinking, problem thinking, time management in order to increase their employability opportunities etc.TARGET GROUPSo Direct TG: youth workers, trainers, educators, teacherso Indirect TG: young people at risk of socio-economical and geographical exclusion<< Implementation >>PROJECT MANAGEMENT AND SHARING AND PROMOTION ACTIVITIES:A1Overall coordination of the project (P1-AEFRH)A2Actualization of Quality Management Plan and quality controls (P2-Deses-3)A3Daily management (All)A4Transnational project meetings (P1,P3,P4)A5Collection and provision of documents for interim and final report to the NA – allA6Sharing and promotion activities (P3- Scout Society + All)A7Creation of content to publish on the partner`s websites and relevant social network page (P4 - Youth on board)A8Preparation of infographics (P3+P4)A9Actualization of the COVID 19 protocol for all the presential meetings and events - (P1)A10 Evaluation of the project in terms of quality and impact (P2)TRANSNATIONAL PROJECT MEETINGS:M1Kick-off meeting, Spain M2Transnational meeting, RomaniaM3Transnational meeting, MacedoniaPROJECT RESULT 2: SET OF ESCAPE ROOMS TO FOSTER CULTURAL HERITAGE - ""ESCAPE INSIDE YOUR VILLAGE"" (P2)PR1/A1Create the escape room plots according to the towns' history (Led by P4)PR1/A2Design the challenges (Led by P2)PR1/A3Create digital elements (Led by P3)PR1/A4Ensamble the set of escape rooms (Led by P3)PR1/A5Pilot test (Led by P2)PR1/A6Collect and analyze the feedback surveys (Led by P4)PR1/A7Improve it according to the feedbacks (Led P1)PROJECT RESULTS 2: METHODOLOGICAL AND STRUCTURAL GUIDE OF CULTURAL ESCAPE ROOMS (P3)PR2/A1Create a methodology and a structure on how to design a temporary escape room fostering the cultural heritage of your village (Led by P4)PR2/A2Create a training plan for youth workers on how to implement the methodology and create their own escape room to promote the cultural heritage in their community (Led by P2)PR2/A3Implement the training plan (Led by P3 )PR2/A4Collect and analyze the feedbacks on the methodology and structure (Led by P1)PR2/A5Final version of the GUIDE modified according to the feedback of the youth workers (Led by P3)MULTIPLIER EVENTSE1 - Multiplier event in SpainE2 - Multiplier event in RomaniaE3 - Multiplier event in MacedoniaSTREAMING EVENTS:Cultural virtual tours and historic immersion in Cartagena rural areaCultural virtual tours and historic immersion in Medina del Campo rural areaCultural virtual tours and historic immersion in Targu Jiu rural areaCultural virtual tours and historic immersion in Shtip rural area<< Results >>Our Project expects both tangible and intangible sustainable results, which will achieve the objectives set and will target the priorities chosen. The project was planned with the aim to generate innovative, sustainable, impactful and transferable results to other educational sectors.THE MAIN PROJECT RESULTS (PR) will be two and concretized into free leisure time activities (set of escape rooms) and educational resources (methodological and structural guide of cultural escape rooms) which will support youth organizations,public institutions, youth workers, educators and young people in their work and will improve the active tourism services and better exploit the cultural heritages of the local communities of the involved partners, but also to any village that want to replicate it.PR1: Set of escape rooms to foster cultural heritage - ""Escape inside your village""This result will be created on the basis of the cultural heritage of their village/town, creating a set of escape rooms, with a plot based on the local historical events that have impacted the community. The final result will be a set of 3 escape rooms, customised for each partner's village/town, which will be pilot tested in a representative site, considered of cultural heritage (ex: Mota Castle in Medina del Campo). This set will be transferable and replicable in other sites and it will also be subject to adaptability, by changing the story plot and challenges, following the methodology and structure on how to create cultural escape rooms(PR2).PR2: Methodological and structural GUIDE of cultural escape rooms contains the explained methodology of how to design escape room in order to foster the cultural heritage and youth initiative and sense of entrepreneurship, the structured guideline of the escape room and a specific training plan for youth workers in order to get the knowledge and the know how of implementing an escape room in their own community. The training plan will also contain the presentation of the working process of PR1.More tangible results will be generated through the sharing and promotion activities during the entire life cycle of the project. - The logo of the project- Content to publish on the project’s website and social media and shared by the partners- Photos and videos taken during the multiplier events or any other sharing and promotion event- Project’s brochure and infographics- Sharing, promotion and communication plan: throughout the project one of the priorities is to make visible the project, the needs that we have demonstrated, the problems associated with those needs as well as the SOLUTION that we provide, in such a way, we are not only manifesting and making visible the problem but our interest in providing youth associations, municipalities or any other sector easily accessible and useful tools to promote cultural heritage and enhance active tourismINTANGIBLE RESULTSThe intangible results are expected in both the direct and indirect TG, as they are directly involved in most of the activities of the project, youth workers being active in the creation and design phase of both results and young people will be part of the pilot phase of the escape room. These intangible results will also be seen in any user, as they can be easily replicable and adaptable and these intangible results are in term of:- IMPROVED SKILLS AND ABILITIES in carrying out income generating activities in depopulated or at risk of depopulation areas- DEVELOPING LEADERSHIP and the ability to work well with others in group and community situations.- DEVELOPMENT OF CREATIVITY AND SENSE OF INITIATIVE AND ENTREPRENEURSHIP with the purpose to foster active tourism activities - EXPANDED KNOWLEDGE AND SKILLS of the youth workers in using innovative educational resources to create, design and implement cultural escape rooms- Youth workers enabled to provide a structured process of creation, design and implementation of escape room"
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For further information contact us at helpdesk@openaire.euassignment_turned_in ProjectPartners:ASOCIACION DESES 3, Foormative Footprint S.L., FAJUB - Federação das Associações Juvenis de Braga, ASOCIATIA TEAM 4 EXCELLENCEASOCIACION DESES 3,Foormative Footprint S.L.,FAJUB - Federação das Associações Juvenis de Braga,ASOCIATIA TEAM 4 EXCELLENCEFunder: European Commission Project Code: 2021-1-ES02-KA220-YOU-000028605Funder Contribution: 110,890 EUR<< Background >>Our consortium applied this project as we encountered a problem and a need in the european volunteering projects. Moreover, at an international level this problem increased due to the covid-19 pandemic and related lockdown measures have produced significant interruptions in young people’s lives, the impact of which is still to be analysed and understood in the future. With borders closed and airlines grounded for almost six months, COVID-19 effectively shut down the global tourism industry at a scale never witnessed before. Besides leisure travel, restriction of movement threatened to destroy international volunteer sector and NGOs, devastating the projects that depend on them for support. The pandemic has especially hit hard the recruitment of international volunteers, with some organisations already forced to reinvent their activities.During a previous KA2 project, coordinated by Deses-3, REEVOL – “The referee for volunteering” with the reference number 2018-2-ES02-KA205-011520, an APP was created as, in which organizations involved in EVS, further ESC, had the opportunity to share possible problems that may occur during a volunteering project, as well as solutions. After analysing and interpreting the data collected, Deses-3 propose this project, Safe&Informed Volunteering, which comes as a response and solution to an issue that was identified as being the cause of most of the problems shared: the lack of previous structured and objective information regarding the community where the hosting organization is located (village/town/city – neighborhood). Most of the volunteering projects are sharing previous information regarding the activities to be performed, the accommodation and only general information regarding the village/town/city. This may lead to a mismatch between the expectations of the volunteers and the reality that they find when they reach the place. It is highly important to know all the features of a community in terms of cost of life, quality of life quality, leisure and free time activities (culture, sports) and some other details such as the probability of people to speak english, the average age of the residents and so on. That is why our project comes as a solution to the encountered problem and needs of our organizations and the target groups (explained below), by creating an APP (project result) with information generated by local and/or foreign volunteers on the villages/towns/cities of organizations which host ESC project. This information will be in the form of reviews and divided in topics of interest regarding services and facilities relevant for the integration of the volunteers into the local community.Target groups:o Direct target group: young people, especially the ones with an interest in volunteeringo Indirect target group: ESC accredited NGOs or planning to get accredited, NGOs active in local/national/european/international volunteering and their representatives, volunteers coordinators, tutors, mentors, leaders, youth workersAs it can be identified during the form, the project has been designed with respect to the environment. This ecological way of working will allow project participants to contribute to sustainable development. For example it is planned only tree meetings, to reduce the printed materials for dissemination bu using online activities, to set the transnational meetings considering the carbon footprint, etc.<< Objectives >>The objectives of Safe&Informed Volunteering (SIV) were set according to the priorities tackled, the needs encountered both inside the partners’ organizations and in the field of youth volunteering in general. These objective were further correlated with the activities planned to create the main result, which is expected to improve the partners’ work in volunteering projects by integrating it in the daily activities.- Create an instrument to improve the participation of all young people in ESC projects in an informed and secure manner- Facilitate previous preparation of volunteers for the ESC projects - Foster the integration of the volunteers in the project community (village/town/city – neighborhood)- Improve the collaboration between hosting organization and volunteers- Develop the sense of initiative and social entrepreneurship of youth and youth workersWe expect to fulfill he needs of the direct TG during the entire project and through the result itself, being an active part in the creation of the project result, gaining knowledge and skills, such as critical thinking, time management and organization, sense of initiative and social entrepreneurship. We expect them to learn both theoretical and practical matters on how to design a technological product with a social and community beneficial purpose. Our project also aims for them to become engines of positive changes in their communities and to act as multipliers of the results, but also to further create innovative solutions to existing needs in the youth participation field.The indirect TG will be integrated in the projects’ activities from the very beginning with the purpose to create a database of ESC accredited NGOs which are interested to appear and contribute to the content of the app. This way we ensure they get to know the project and the benefits of the project’s results from the very beginning and that they will use the app to improve their work with volunteers and to facilitate the selection process. We expect them to be encouraged by our project and innitiative to innovate themselves and to further research on this topic and create new projects which will serve to activate and dynamize the volunteering, active citizenship, sense of initiative and social entrepreneurship of their volunteers, youth workers etc.<< Implementation >>The activities planned to implement are divided into management activities (related to coordination, quality ensurance, sharing and promotion) and activities which will serve in the process of creation of the project result, the APP.These activities involve both the direct and indirect target group in the creation of the content of the APP and in ensuring it’s quality, relevance and sustainability.In order to reach the final result, 10 main activities were planned, following the working methodology DBR (Design Based Research), used by multinationals and start-ups in the design of innovative products/services which serve the needs of the users. Each activity will have a leader to coordinate the tasks needed and to ensure that they are performed on time.The activities planned are the followings:• Contact the acredited ESC NGOs from each partners country (Led by P1)• Create a data base of cities/town/village with the active NGOs from each partner's country (Led by P2)• Online Focus group (Led by P3)• Obtain reviews regarding the cities/town/village of the ESC acreditated organizations from Spain, Romania&Portugal(in terms of living cost, life quality, leisure time activities, english level of the citizens etc.) (Led by P3)• Design the app (Led by P4)• Create the app (Led by P4)• Pilot test of the app (Led by P1)• Feedback collection of the pilot test, centralization and interpretation of the data (Led by P2)• Final design of the app taking into consideration the feedback of the pilot test (Led by P4)• Create a sustainability mechanism through an ESC network (Led by P1)Moreover, in order to ensure the outreach and exploitation of the result, a sharing and promotion plan was drafted, by P3 (the leader of this activity), which will be updated in the first months of the project and all partners will need to follow.<< Results >>The main project result, which will be concretized into an APP, a free digital tool which will support NGO’s active in ESC, youth workers and educators in their work and will improve the selection process of the volunteers and also the development of the volunteering projects.The APP will serve as an instrument to improve the participation of all young people in ESC projects in an informed and secure manner, will facilitate pre-preparation for European volunteering, as well as integration at the site of volunteering and will overcome the mismatch between the expectations of the volunteers and the reality of the project’s place. The APP will be designed containing categories representing important aspects regarding the cities/towns/villages in which there are located ESC accredited organizations, to facilitate the acces of details regarding the cost of living, access to facilities and services, safety, free time activities etc. The categories and their relevance, as well as the content will be generated after an online focus group with the direct and indirect target group from each partner's countries, ensuring in this manner the pertinence of the entire content of the APP.More tangible results will be generated through the sharing and promotion activities during the entire life cycle of the project. - Sharing promotion and communication plan - Sharing and promotion strategy- Sharing and promotion guide- The logo of the project- Content to be published on the project websites and on the partners’ website- Posts regarding the project to be published on the social media pages of the project and of the partners- Photos and videos taken during the multiplier events or any other sharing and promotion event- Project’s brochure and infographics- A FB group for the ESC accredited organizations networkThroughout the project one of the priorities will be to make visible the project, the needs that we have demonstrated, the problems associated with those needs as well as the SOLUTION that we provide, in such a way, we are not only manifesting and making visible the problem but our interest in providing youth associations, centers, or any other sector easily accessible and useful digital tool.Intangible resultsThe intangible results are expected to be seen in the partner organizations, direct and indirect target group in terms of:● Improved participation of young people in ESC projects in an informed and secure manner● Improved previous preparation of volunteers for the ESC projects ● Faster integration of the volunteers in the project village/town● Improved collaboration between hosting organization and volunteers ● Expanded knowledge and skills of the youth workers in using innovative digital resources to improve youth participation in volunteering ● Hosting organizations and youth workers, volunteer coordinators enabled with a tool to provide to their possible volunteer in order for them to take a better informed decision
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For further information contact us at helpdesk@openaire.euassignment_turned_in ProjectPartners:ASOCIATIA TEAM 4 EXCELLENCE, ASOCIACION DESES 3, DAFO Gestión Estratégica S.L., A.D.E.L. - Association for Development, Education and LabourASOCIATIA TEAM 4 EXCELLENCE,ASOCIACION DESES 3,DAFO Gestión Estratégica S.L.,A.D.E.L. - Association for Development, Education and LabourFunder: 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)
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For further information contact us at helpdesk@openaire.euassignment_turned_in ProjectPartners:NARODNO CHITALISHTE SV. SV. KIRIL I METODIJ - 1882, DAFO Gestión Estratégica S.L., A.D.E.L. - Association for Development, Education and Labour, ASOCIATIA SUPPORT FOR YOUTH DEVELOPMENT, ASOCIACION DESES 3NARODNO CHITALISHTE SV. SV. KIRIL I METODIJ - 1882,DAFO Gestión Estratégica S.L.,A.D.E.L. - Association for Development, Education and Labour,ASOCIATIA SUPPORT FOR YOUTH DEVELOPMENT,ASOCIACION DESES 3Funder: European Commission Project Code: 2019-2-ES02-KA205-013558Funder Contribution: 101,058 EURThis project is part of Key Action 205 - innovation. With a duration of 24 months and a consortium made up of five organizations from Spain, Slovakia, Romania and Bulgaria. With a multidisciplinary team able to tackle all the tasks to obtain the expected results.The purpose of this project is to improve the quality of Erasmus + projects, improving the skills of youth workers, providing them with practical and useful tools that enable them to train and act appropriately in emergency situations or incidents that arise during a project. These protocols will be established to act in case of serious injuries, deaths, fires, violence, allergic attacks ... and all those accidents that are not contemplated in the official documents and guides.Objectives--> Improving Erasmus + projects from the point of view of quality, solution of accidents and risk prevention.--> Providing youth workers with the necessary skills to deal with emergency / accident / risky situations in a successful manner, minimizing the consequences. So that young people who participate in these projects have greater guarantees of safety and reliability.Direct target group:--> Youth workers, youth leaders, staff of organizations and responsible for youth organizations and projects. That is, those who have responsibilities and lead youth initiatives within the framework of the program.Indirect target group:--> Young people participating in Erasmus + projects. They will benefit from safer and higher quality projects.ActivitiesTo achieve this project’s goals there are many activities that we will implement. We can classify them in two areas: those corresponding to the Intellectual Output and those corresponding to management and implementation.Intellectual Output:--> Through this project, a web and app platform will be created where information and action protocols will be collected in order to face risky situations that may occur in Erasmus + projects, specifically youth exchanges, training courses and volunteering.--> Multiplier events in each country to disseminate the achieved IO.Management and implementation:--> Development of the Quality Management Plan and quality controls.--> Transnational meetings: in Spain in month 1; in Bulgaria in month 9; In Slovakia in month 16; In Romania in the month 22.--> Dissemination activities where one of the partners;--> Creation and maintenance of the project website and the relevant social network pages;--> Information notes.The results of the project will be the following:--> To inform workers and youth leaders about the degree of action, responsibility, consequences, possible legal risks that derive from an emergency situation or accident.--> Providing tools and resources to youth workers, trainers, facilitators and members of a staff, which are useful and resolutive when it comes to solve emergency situations, accidents or inappropriate behaviors of any person within the activity itself.--> To encourage motivation, information and training of the participants through sharing ideas and good practices to reach common interests and know how to take / apply effective measures in situations of risk.--> Sensitizing youth workers about the difference between organizing and responsibility.--> Improving the quality of Erasmus + mobility projects.--> To increase confidence in the Erasmus + program.--> Providing youth organizations with great support for the clarification of roles, rules, tasks and bureaucracy.These results generate impact at the local, regional, national and international levels. About the organizations that make up the consortium: youth workers and leaders of the activities, young people themselves and the National Agencies and, by extension, the European Commission, all of them will have a tool that they can use to train themselves or to act in cases of emergency, accidents, risks ... and always in order to make the Erasmus + projects safer and more reliable.Long-term impact:We intend to improve the work of the youth workers and consequently the Erasmus + program, generating more confidence and encouraging more young people to participate in Erasmus + projects. We will promote the action protocols. We will also improve the use of information and communication technologies (ICT) in the field of work with youth and non-formal learning, thanks to the support of a free access kind of learning and severial open educational resources. All the content and the final result will be offered to the community in digital format and as an open resource, so that any European can benefit in this regard.
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