Loading
<< Background >>We live in time of unprecedented change in education. The pandemic forced all educators to teach remotely with online learning. The crisis caused by Covid 19 has exposed manyinadequacies and inequities in education and the pandemic has hit the most vulnerable the hardest.The project wants to focus on 2 aspects that are combined. The first is CREATIVITY - creative problem solving, it will facilitate the process of boosting creativity. Thesecond aspect is distance/digital learning which is a must in pandemic and afterpandemic times. According to research on CREATIVE COMPETENCES in partners' countries of youth trainers ( research was conducted in 09/10 2020- 30 youth trainers participated and 10 interviews with young leaders, with partners stakeholders as well as betweenpartners staff ( 50 respondents). All partners cooperate with YOUTH teachers and trainers on regular basis. Research Methods – CATI, surveys send by email, in-depth interviews anddesk research. It gave an overview of the situation in YOUTH sector. The reasearch touched also the needs of learners as the survey was also madeamongs YOUTH. The results were that education does not strengthen the competence in creative thinking. The education, work requires them to be creative, think design but also beable to work with teams (Ocean Eleven teams). Unfortunately, this is not what systems in partnership countries teach them. Thrown into the standard thinking of competence tests,they are unable to solve tasks in an unconventional way, which is often required of us not only in professional work but also in solving everyday problems. It is expected that in thefuture many jobs will be replaced by robots. It is also a challenge for education so that young people who leave the school walls can adapt to the new reality and easily retrain ifnecessary. For these types of activities, they need broadly defined creativity, ability to solve problems and unconventional thinking, which we want to teach them during workshops.THE RESEARCH RESULTS ALSO SAID- YOUTH TRAINERS, LEADERS, WORKERS:- 80% of respondents have a lack of skills and knowlledge on learning startegies connected with digital learning, online and remote learning,- the majority of them feel frustrated by the fact that they are not supported in the digital education, they cannot renew their skills, they do not know what can facilitate the online, digitaleducationa and they do not know the software available.- The main problem reported in each country was the problem with learners engagement and problem with inclusion of all learners.- THEY NEED NEW approach, creativity, tool to trigger motivation- the need of ready to use tools and materialsThe project responds also on partners' needs that are knowledge on creativity and distance learning, new offer for partners' learners and partners' target groups, new educationalmaterials, new approach in trainings, advising youth, and a need for self development and a need for new competences to adjust to a new education caused by panndemic Covid 19.<< Objectives >>The aim of the project is to empower youth trainers, youth workers, young leaders and educators with tools to boost youth creativity and to enhance directly the youth creativity bycreative techniques and to support the creative competences of students and teamwork competence. The indirect target group of this project are young people who need a newcreative approach to education, to everyday life, to have a new idea how to adapt to new reality. YOUTH also need a sustainable approach to education, work and life as they areconscious about environment and climate change ( the research showed that) We need creativity to solve existing problems/ to reinvent our world in these difficult times, to expressourselves. Creativity also enhance our well being. It is nowadays difficult to live in uncertainty, with a lot of anxiety and perturbations, worriesbut at the same time hope and aspirations. To help young people and their teachers/trainers to deal with everyday problems, to focus more on sustainability and environment , to bemore innovative and self develop - the creativity is needed.THE GOAL OF THE PROJECT is to equip YOUTH teachers and trainers, YOUTH workers, leaders and educators in partnership countries ( and by using e-learning tools in EuropeanUnion and worldwide) with tools and knowledge on how to deploy remote learning programmes, using CREATIVITY, CREATIVE TECHNIQUES and a mix of technologies and how to combine it with relevant and end engaging content, a well articulated instructionalmodel, effective teaching presence and learner support. The project goal is to equip target groups with tools to design and facilitate digital and distance(remote) learning, toadapt digital competences and build capacity of YOUTH teach/trainers to implement online teaching and learning by using special methodology, creative technics, inclusive learning,elearning.<< Implementation >>Working on the project will allow young people and their trainers, leaders and educators to better integrate and will give them tools for their future professional work. As predicted byforcaster, we must learn to work as a team and be ready for constant changes. Not only in the current job but also changes in the professional path. We must be creative and open towhat is happening around us.We are the change and we can change the world. Creativity and non-standard thinking are an essential skill of future. Creativity will help infinding solutions to make apositive impact on our Planet. The project will develop the following results:PR1 HANDBOOK ON CREATIVE MINDSET - The handbook is aimed to be used by youth trainers, youth workers, young leaders and educators in order to carry on trainings andworkshops on creativity in the digital era. It will combine digital learning with enhancing creativity. The guidelines will cover and develop:- pedagogical skills - guidelines will contain useful methodology to teach remotely using online learning; - methods to facilitate the digital/ distance learning - learning startegies conbined with learning styles and with methodologies developed,- technological skills PR2 READY TO USE SCENARIOS - The output will develop and gather creative WORKSHOP scenarios for youth trainers, youth workers, young leaders, educators and partners' staffaccompanied creative technics embeded in workshop scenarios based on the subjects gathered in IO1 with the aim to empower youth with technics to be creative, to giveteachers/trainers a ready to use tool. The scenarios will focus on green and sustainability. Creativity helps us with dealing with work/life problems and see the situation from the otherside. Target groups will gain knowledge about creativity, where does it come from, how can we develop creativity within ourselves?IO3 eLEARNING FOR CREATIVE MINDSET The aim of this output is to develop eLearning course on the eLearning platform, create eLearning CREATIVE MINDSET platform tailormade for the project to support the digital and distance teaching and learning. OUTPUTS developed in IO1, IO2 and IO4 will be uploaded on platform in a form of eLearning Modules,gradually. The modules will be done in SCRUM and EdTech methodology.PR4 TRAINING THE TRAINERS WORKSHOPS This Intellectual Output consists in a comprehensive package of tools for the youth trainers, youth workers, young leaders andeducators as facilitators of the enhancing creativity by combining workshops with creative technics with distance and digital learning. This package is targeted to the youth trainers,youth workers, young leaders and educators who will provide accompaniment and workshop to the creativity process.QUALITY ASSURANCE PLAN and project evaluation – this package results consists in the following tems:- Quality Assurance Plan-evaluation reports (1st managing expectation, 2nd for progress and final)- Permanent stakeholders consultation- Permanent quality control of all activities and events implemented during the project.Sharing, Promotion, use of results, DISSEMINATION AND EXPLOITATION- Dissemination & Expl. Plan- 2 Dissemination reports- Project Website.- Regular Newsletters, each 6 months- Articles and other publishing material in 4 languages ( English, Portuguese, French and Polish)- Multiplier events in each country- Pilot/workshops targeted to public in generalnvolved consisting in “exploitation” workshops with th- Agreement for the sustainability of the partnership and OutputsPROJECT MANAGEMENT PACKAGE:- 4 meetings and correspondent agendas,- Reporting package including financial and quality feed-back from the partners- reports to be submitted to National Agency<< Results >>The youth education is currently facing the lack of updated didactic methodologies for upskilling the youth trainers/ workers/leaders/educators towards creativity and for attracting young to the education. Working on the project will allow them to better integrate and will give them tools for their future professional work. As predicted by forcaster, we must learn to work as a team and be ready for constant changes. Not only in the current job but also changes in the professional path. We must be creative and open to what is happening around us. We are the change and we can change the world. Creativity and non-standard thinking are an essential skill of future.Each partner organisation will strongly benefit from widening their European contextual knowledge of topics relating to boosting youth creativity and design thinking. They will have the opportunity to meet people from other organisations actively working to support YOUTH sector and improve their creativity in the workplace - using different approaches and methods.Partner organisations will furthermore exchange ideas, knowledge, experience and good practice during and after the project, resulting in increased EU-wide understanding and knowledge of Human Centered Design.SUCCESS INDICATORS Long-term impact will become visible after the project ends:- no. of youth inspired to change, to be creative more that 80%- no. of ideas with a focus on sustainability in youth more than 80%- No. of educational institutions recognising the success of developed tools updating and transfering the materials developed - target 6- project results used as an incentive for other projects,- project results used by partners on regular bacis and updated regularly within trainings,- new cooperation between partners within the area of creativity and design thinking- No. of educational institutions successfully using the project results - 10 - 5 years after the end of the project- No. of trainers using the resources provided by the project - 60 one year after the projectIMPACT ON PARTICIPATING ORGANISATIONSA questionnaire evaluating the perceived quality of the consortium, management and project will be collected from partners every 6 months. The importance of the project activities’impact on the partner’s organisations and work culture will be measured by the indicators:- Integration of the project activities into partners organizations - target 3 organizations;- new collaborations during the project lifetime among the consortium - target 2- skills acquired/improved by staff; teamwork, competences in foreign languages, problem solving, creativity, design thinking;- satisfaction of the project PRs - more than 80%
<script type="text/javascript">
<!--
document.write('<div id="oa_widget"></div>');
document.write('<script type="text/javascript" src="https://www.openaire.eu/index.php?option=com_openaire&view=widget&format=raw&projectId=erasmusplus_::5df0d8b6149d4148381bf04e61a1dfef&type=result"></script>');
-->
</script>