Digital Mentor Power- DMP

Digital Mentor Power- DMP

Implementation period: 01.03.2021 – 28.02.2023
Assistance program: ERASMUS+
Project number: 2020-1-TR01-KA226-VET-098418

Project description:

38% of the current Teachers workforce are over 50 years and are less condifent and more fearful of using Digital tools (Eurostat, 2020). Graduate teachers want more and better training to face the social challenges and inexperience they are confronted with. Collaborative School culture is the solution! (Eurodyce,2020). Therefore, need for the digitalization of the education system is a EU-Wide fact (Index of Readiness for Digital Lifelong Learning). The Digital Mentor Power Project aims to improve the learning process in EU schools by enhancing the digital skills and competences of European Teachers through the development of the Digital Mentor Power Platform! This goal will be reached by:
1) identifying teachers who are skilled in a range of digital skills and different digital tools. We call these, Digital Mentors.
2) identifying teachers who need digital training. In return, these teachers will support their often-unexperienced colleagues with resources and advice regarding pedagogical methods. We call these, Pedagogical Experts

Target Group:

  • Teachers
  • Learners

Project’s Results:

Digital Mentor Power Platform- an innovative tool that will enable experienced teachers (Pedagogical Experts – PE) to learn technological competencies and find new ways to tailor technology to their specific subject by exchanging knowledge in a “peer learning” concept with novel teachers (Digital Mentors-DM) who are skilled in a range of digital skills. In return, PE who receive the digital training, will support their DM with resources and advice regarding pedagogical methods. The DMP platform will be a place where both DM and PE can register, meet and pair up and will also contain a rich database of digital tools and pedagogical advice where PE will be able to select and receive an Individual Master Class from their paired Mentor and vice-versa.

Project website: https://dmpower.erasmus.site/

Partners:

  • CENTRE FOR EDUCATION, Manacor, Spain
  • LudusXR Aps, Odense NV, Denmark
  • Ricarda Huch Schule, Kiel, Germany
  • STOWARZYSZENIE CENTRUM WSPIERANIA EDUKACJI I
  • PRZEDSIEBIORCZOSCI, Rzeszów,  Poland
  • Zespol Szkol im ks. dra Jana Zwierza, Ropczyce, Poland

 

Follow-us – NEETs as Social Media Managers for SMEs

Follow-us – NEETs as Social Media Managers for SMEs

Implementation period: 01.11.2021 – 01.05.2024
Assistance program: ERASMUS+
Project number: 2021-1-ES01-KA220-VET-000034691

Project description:

The projects’ main objective is to use the existing digital and personal skills of NEETs to inspire, motivate and re-integrate them with innovative training-tools, services and methods to develop their skills as Social Media Managers and connect them to SMEs who need their services. By following this win-win strategy, these vulnerable youth will find a future career
while becoming positive members of society, and SMEs will be able to request and use online content for the digital and financial improvement of the organisation. This will be achieved through a holistic approach by a multi-skilled team, which through counselling, mentoring, training, and follow-up will guide them to new opportunities. This approach also involves
finding a way to address the main issues NEETs are facing, which are social exclusion, disconnection from groups, and demotivation to become again part of the active society. These innovations and actions will combat unemployment of NEETs as they will directly increase their participation in education and training, and support them to find sustainable
work which can also easily be carried out remotely.

Target Group:

  • NEETSs
  • Trainers
  • Socio Inclusion workers
  • SMEs

Project’s Results:

  • R1: The Follow-us Training Programme for NEETs- an innovative full educational plan aimed at training, motivating, and re-activating NEETs by using Social Media as core content. This unprecedented programme of 125 hours will be tailor-made for the projects’ target groups and will enable them to become Community Managers who offer their services to Small and Medium enterprises
  • R2: The Trainer UpSkill courseThis online course based on the NEETs Programme, will train and educate Socio Inclusion workers in a new and effective manner to become knowledgeable and successful trainers of the Follow-us Training programme for NEETs. The Trainer UpSkill Course will be designed to provide the necessary knowledge and skill to the Follow-us trainers in a convenient way: It will be structured in form of Modules and contain subjects of Social Media, Digital Marketing, Key Competence training methods and Employment & Entrepreneurship support
  • R3: The Follow-us Platforma Web and Mobile Platform, that will allow, on the one hand, SMEs to request free social media services in form of one-off jobs, and on the other hand, young people to offer these services by applying what they have learned in “The Follow-us Programme for NEETs”, with the objective to obtain a Community Manager certificate after successfully completing 10 one-off jobs (traineeship). The app will furthermore enable students to gain experience, create a network of contacts, and increase employability. Trainers will also have their place in the App by interacting with students to answer possible questions or difficult situations that may appear

Project website: https://follow-us.org/

Partners:

  • Cámara Oficial de Comercio, Industria, Servicios y Navegación de Mallorca, Palma, Spain
  • Asociatia TEAM 4 Excellence,  Constanta, Romania
  • WISAMAR BILDUNGSGESELLSCHAFT GEMEINNUTZIGE GMBH, LEIPZIG, Germany
  • STOWARZYSZENIE CENTRUM WSPIERANIA EDUKACJI I PRZEDSIEBIORCZOSCI, Rzeszów,  Poland
  • KRAJOWA IZBA GOSPODARCZA, Warsaw,  Poland
  • ITALIENISCHE HANDELSKAMMER FUR DEUTSCHLAND, FRANKFURT AM MAIN, Germany
  • As. Camera de Comert Italiana pentru Romania, Bucharest, Romania

 

STAND UP: Fighting cyberbullying by identifying it in the VET classroom

STAND UP: Fighting cyberbullying by identifying it in the VET classroom

Implementation period: 01.02.2022 – 01.02.2024
Assistance program: ERASMUS+
Project number: 2021-1-ES01-KA220-VET-000034210

Project description:

STAND UP is a project focused on the fight against cyberbullying in VET, especially in IVET and middle VET. Cyberbullying is usually focused and studied only in primary and compulsory secondary education. Most of the available studies and materials are focused on students under sixteen years old corresponding to compulsory education, as is the case of Save the Children or Unicef studies. However, VET students, who are usually positioned between 16-24 years old, are not normally the subject of such studies, although if we look at the percentages of the 2017 Unicef study it is clear that bullying goes up as age goes up (there were 14% of participants victims of cyberbullying under 14 years old, and 15% under 16), from which it can be derived that students between 16 and 20 years old still need tools to help them in this area. And even more importantly, teachers, trainers and workers in VET centers who are in contact with these students need tools to know how to manage cyberbullying crises. In this context, the need that STAND UP seeks to fill is the lack of training given explicitly to VET teachers, as well as content designed for VET students. Not only that, it also seeks to give a tool that provides support to teachers, who in many cases have already denounced the danger they see in cyberbullying, and how it is increasing due to the widespread use of mobile phones among adolescents and young people. At the same time, the aim is to provide a tool to help students who suffer from cyberbullying, through a mobile application that allows quick access to regional or national contact information, and that provides tools to raise awareness among students about the importance of the fight against cyberbullying.

Target groups:

  • VET Teachers
  • Educators
  • VET and middle VET professionals
  • VET students

Project results:

  • R1Creation of a training specifically designed for VET trainers on how to detect and fight cyberbullying in the classroom, with content specifically designed for potential confinement situations and online education. The teacher training will be supported by practical content that helps teachers understand how to act in each potential situation, and how to promote a trusting classroom environment that helps potential victims of cyberbullying to come forward and seek help.
  • R2 Creation of training designed specifically for students, in the form of visual and clear content to encourage students to pay attention and understand the information contained. The training will provide the student with information on how to act in the event of cyberbullying, as well as behavioural tools for those students who believe they are witnessing cyberbullying. The content of this training will be summarized in visual posters that will be shared on the project’s Instagram, to bring such content closer to the students.
  • R3Creation of a mobile application in which both the training content for teachers and the content for VET students will be available. The mobile application will also contain a database with contacts at regional, national and European level, a repository of useful resources available in the European Union (such as complementary applications, articles, reports…), and lists of factors that may denote a case of cyberbullying, to serve as a behavioural map in case of doubts of cyberbullying in the classroom.

Project Partner:

Coordinator :

ACCIÓN LABORAL – Valladolid, Spain

Partners:

STOWARZYSZENIE CENTRUM WSPIERANIA EDUKACJI I PRZEDSIEBIORCZOSCI (CWEP)- Rzeszow, Poland

Eurospeak Limited- Dublin, Ireland

Dias VET- Karditsa, Greece

Innohub- Valencia, Spain

Project website: https://standup.erasmus.site/

GameON – Overcome youth uNemployment through digital entrepreneurship

GameON – Overcome youth uNemployment through digital entrepreneurship

Implementation period: 01-01-2022 – 01-01-2024
Assistance program: ERASMUS+
Project number: 2021-1-ES02-KA220-YOU-000028541

Project description:

“GameON: Overcome youth unemployment through digital entrepreneurship” aims at helping young people overcome unemployment by providing them with the necessary skills and knowledge to become entrepreneurs in the digital sector. GameON is especially addressed at the youngsters of the EU, which are one of the sectors at higher risk of exclusion due to the actual crisis. Entrepreneurship is a key tool in the fight towards unemployment, as it serves as a double weapon. On the one hand, the person becomes an entrepreneur is no longer unemployed. And on the other hand, a successful entrepreneur can even be able to hire employees, facilitating the access to employment for other citizens in need. However, many times young people do not believe entrepreneurship to be a path they can take, as they find many obstacles towards the successful starting of a business. For this reason, GameON aims at helping them overcome these issues and learn how to become entrepreneurs, especially focusing on the digital entrepreneurship as it is an area where young people have a competitive advantage, being born in a digital environment.

Target groups:

  • Young unemployed people
  • Entrepreneurs

Project results:

  • R1: GameON: Simulation game for digital entrepreneurship. GameON partnership will create a simulation game, fully interactive and focused on promoting entrepreneurship and digital business among our target group.
  • R2: Digital Entrepreneurship Guidelines. Main aim of them is providing the final users with relevant information and explanation of all the concepts and tools that would be necessary for them when becoming digital entrepreneurs.

Project Partner:

Asociación Valencia Inno Hub– Valencia, Spain (koordynator)

KENTRO MERIMNAS OIKOGENEIAS KAI PAIDIOU – Athina, Greece

MARKEUT SKILLS SOCIEDAD LIMITADA– Valencia, Spain

Euphoria Net Srl – Rome, Italy

STOWARZYSZENIE CENTRUM WSPIERANIA EDUKACJI I PRZEDSIEBIORCZOSCI, Rzeszów, Poland

Project website: https://gameon.erasmus.site/

MC VIEW – Media literacy and Critical VIEWing as effective outreach to learning throughout  life by people with fewer opportunities

MC VIEW – Media literacy and Critical VIEWing as effective outreach to learning throughout life by people with fewer opportunities

Implementation period: 01.11.2021 – 30.11.2023
Assistance program: ERASMUS+
Project number: 2021-1-PL01-KA220-ADU-000033539

Project description:

The actual and appropriate use of new technologies depends on achieving a level of competence in this area, since disinformation as false, inaccurate or misleading can cause harm to our society. There is therefore a need for specific media literacy initiatives that provide the ability to think critically and detect disinformation. This project aims to develop tools that help the target audience interpret the internal content of a programme, interpret its design, recognise external forces and factors shaping the programme, compare media representations with reality and respond to the potential impact of television form and content. What is needed here is systemic action and support for both adults and their educators. In this context, the project is also innovative for the whole partnership.

Target groups:

The target groups of the MC-VIEW project are members of disadvantaged groups (low-skilled, unemployed, adults at risk of poverty, etc.) and adult educators. Moreover, the project will create tools for institutions that support and care for disadvantaged adults, such as: adult education centres; social welfare institutions, adult schools, third age universities, associations supporting disadvantaged adults and fighting against social exclusion, as well as local and regional government education departments and adult educators.

Project results:

PR1: Self-study course “MC-VIEW” training materials. PR2: Personalised approach to media literacy in the digital environment. Together it will be a comprehensive online and personalised media skills training within the “Centre” application, which will act as an artificial intelligence-based set of mechanisms and algorithms that, through a profiling session, will be able to organise all training content in the most effective way for specific users. The result will be the ability to create individual and tailored learning paths, ensuring a better quality of the learning process.

Project Partner:

Institute of Pedagogy University of Rzeszów – Rzeszów, Poland (Coordinator)

Centre for Supporting Education and Entrepreneurship “CWEP” – Rzeszów, Poland

Mindshift Talent Advisory lda – Lisbon, Portugal

LABC S.R.L. – Turin, Italy

INSTALOFI LEVANTE SL – Valencia, Spain

HERAKLION MUNICIPALITY – Heraklion, Greece

Project website: https://mc-view.erasmus.site/

DIGITAL Z-WOMEN: Empower Gen-Z women with digital entrepreneurship skills

DIGITAL Z-WOMEN: Empower Gen-Z women with digital entrepreneurship skills

Implementation period: 01.01.2022 – 01.01.2024
Assistance program: ERASMUS+
Project number: 2021-1-CZ01-KA220-VET-000024882

Project description:

DIGITAL Z-WOMEN is designed to empower women from Generation Z with digital entrepreneurship skills, helping them to take advantage of the opportunities raised by digital transformation and thrive in a world of work that is going digital quite fast, even more in the pandemic emergency we are dealing with.

The objectives of DIGITAL Z-WOMEN project and its partnership are to:

*identify role models to serve as good, ethical and reliable examples of digital entrepreneurs and the work they do;

*develop and test a bespoke training path on digital entrepreneurship for Gen-Z women, as well guidelines and tips to support VET professionals in facilitating training on the mentioned topics;

*develop a learning hub that provides Gen-Z women and the VET professionals that work with them with interactive, comprehensive and open-access learning opportunities.

Project website: digitalzwomen.erasmus.site

Partners:

  • Coordinator: Educational Association, z. s – Czech Republic
  • Mindshift Talent Advisory – Portugal
  • Coopérative d’Activité et d’Emploi dans les Services A la Personne et la Silver Economie – France
  • Stowarzyszenie Centrum Wspierania Edukacji i Przedsiębiorczości (CWEP) – Poland
  • Inthecity Project Development – Netherlands
  • Coneqt – Denmark
  • Found.ation – Greece
  • IDP – Italy
ADE – Adjust your school to the challenges of modern, Digital vocational Education

ADE – Adjust your school to the challenges of modern, Digital vocational Education

Implementation period: 01.03.2021 – 28.02.2023
Assistance program: ERASMUS+
Project number: 2020-1-TR01-KA226-VET-098418

Project description:

The highly infectious COVID-19 disease, declared a pandemic by World Health Organization, has changed the educational panorama of the world in a very short time. In the face of global school closures, all educational systems have faced striking challenges in moving from traditional methods of learning to online/distant teaching-learning environments. Latest surveys suggest that VET learners might be at disadvantaged compared to learners from other educational tracks as more efforts are put into general school subjects, and less in typical vocational content. Hence, this project aims to contribute to maintaining the continuity of VET in the field of tourism by introducing digital VET opportunities. This will ensure that students get the most of their education and training and they are less affected by the crisis situation.

Target Group:

Principals, teachers, parents, students and stakeholders.

Project’s Results:

Stakeholders in the field of tourism including businesses such as hotels, restaurants, trade associations and employment agency will be consulted during material and strategy development. The needs of the target groups will be addressed in the following manner:

  • Administration-principals: they will be provided with digital solutions to the immediate problem
  • Teachers: they will be given tools to improve school education via the teacher training course, individualized pathways to learning and OERs as well as the Q&A space that will provide mentoring and coaching.
  • Students and parents: they will be provided with strategies to socially and culturally adapt to the new mode of learning. School leaving due to low skill levels of lack of adaptation will be minimized.

The two main outputs of the project would be:

  • O1: Set of guides for digital vocational education in the tourism sector
  • O2: Virtual ADE advisor – individualized space for improving digital qualifications of a vocational teacher

Project website: https://ade.erasmus.site/

Partners:

  • Izzet Baysal Abant Mesleki ve Teknik Anadolu Lisesi (Turkey) – COORDINATOR
  • STOWARZYSZENIE CENTRUM WSPIERANIA EDUKACJI I PRZEDSIEBIORCZOSCI (Poland)
  • Bolu Milli Egitim Mudurlugu (Turkey)
  • Sea Teach S.L. (Spain)
  • SDRUDZENIE ZNAM I MOGA (Bulgaria)

 

T- Games  – Games for Tolerance

T- Games – Games for Tolerance

Implementation period: 01/11/2020 – 30/06/2022
Assistance program: ERASMUS+
Project number: 2020-1-BG01-KA201-079206

Project description:

The main goal of the project is to equip teachers of kindergartens and primary schools with knowledge and skills in the use of game methodology. The partnership within the T-Games project plans to create new educational anti-bullying games and a database with game and resource analysis for three age groups (4-5, 6-7, 8-10 years old).

Bullying is one of the few words that causes anxiety to students, parents, teachers, and school principals.

If you want to reduce and mitigate the problem of bullying, you need to start prevention from an early age and help reduce bullying.

Project goals

– Trained teachers and support staff to help prevent bullying in all its forms

– better informed communities, children, and networks of persecuted parents;

– greater confidence in the use of games in kindergartens and primary schools in and outside the classroom to create safe places to discuss bullying and other contentious issues;

– improve the content of anti-bullying programs for young children within the compulsory education sector by adopting the methodology of games as a school approach to tackling bullying;

– reducing the gaps in knowledge, skills and understanding between partnerships about intimidation and its effects;

Target group:

Direct target audience:

  • teachers of kindergartens and primary schools;

Indirect target group:

  • children aged 4 to 10 in kindergartens and primary schools, members of the community and family.

The results

As part of the project, three products will be developed, tested and multiplied:

1: Methodology of creating educational games

Identify the tools and resources that classroom teachers use to address bullying

2: Game methodology guide and test scenarios for teachers

Prepare complementary resources for innovative games that will be effectively adapted to students.

3: A database of anti-bullying games and activities and resources

Gathering best practice for teachers on what interventions have worked in the past. The project will bring together resources and innovative tools that have been developed and used by teachers in hands-on lessons in the classroom.

Project website: in progres

Partners:

  • Mise HERo s.r.o. – Prague, Czech Republic
  • ZŠ Orangery s.r.o. – Prague, Czech Republic
  • CWEP – Rzeszów, Poland
  • Non-public kindergarten with SIKORKI Integration Departments – Boguchwała, Poland
  • CPIP – Timisoara, Romania
  • ARGES – Pitesti, Romania
  • KMOP – Athina, Greece
  • Regional Directorate of Primary and Secondary Education of Western Macedonia – Kozani, Greece
  • Kindergarten 75 Sarchice – Sofia, Bulgaria
  • Know and Can Association – Sofia, Bulgaria

 

TeleGrow: “Enhancing the Teleworking Digital Skills for the Middle aged employees”

TeleGrow: “Enhancing the Teleworking Digital Skills for the Middle aged employees”

Implementation period: 01.03.2021 – 28.02.2023
Assistance program: ERASMUS+
Project number: 2020-1-ES01-KA226-VET096306

Project description:

Before COVID-19, teleworking was adopted by very few countries and in very few sectors and thus a great number of employees lacked experience in remote working. Employees in the age group of 50+ seem to be a particularly vulnerable group to the overall situation as they are not only threatened by the virus itself but also by the rapidly changing working conditions. Older employees aged over 50+ tend to have fewer ICT and digital skills than younger employees and face more challenges in terms of acquiring new digital knowledge.

We introduce the TeleGrow project – designing suitable training materials, the project will equip VET Trainers and providers with necessary knowledge and tools in order to (re)train and upskill employees aged 50+ and help them work efficiently from home.

A key focus point of the TeleGrow project is to provide the appropriate methodology in order to help employees of older age adjust to the new working reality.

Target Groups:

-VET Trainers

-VET learners/employees aged 50+

Intellectual Outputs:

The partnership will produce four innovative Intellectual Outputs answering to the abovementioned needs and based on actual witnesses of VET Trainers and VET learners over the age of 50:

-IO1TeleGrow Interactive Report

-IO2 How to stay gOLD Guide

-IO3 How to TeleGrow Training Modules

– IO4 TeleGrow Hub

Project website: https://telegrow.erasmus.site/

Partners:

  • FLORIDA CENTRE DE FORMACIÓ, COOP. V – Spain (Coordinator)
  • CWEP – Poland
  • KAINOTOMIA & SIA EE- Greece
  • EURO-NET- Italy
  • MARKEUT SKILLS SOCIEDAD LIMITADA – Spain

 

IMEDIAL – Increasing MEDIA Literacy skills of adults to fight misinformation, fake news and cyberbullying

IMEDIAL – Increasing MEDIA Literacy skills of adults to fight misinformation, fake news and cyberbullying

Implementation period: 1.10.2020 – 30.09.2022
Assistance program: ERASMUS+
Project number: 2020-1-RO01-KA204-079798

Project description:

Media literacy is a “catchy” term nowadays but not much of ground-work is done to support the ability for conscious consumption of media-distributed messages among adults. This was stated during one of the gatherings of EC body, Media Literacy Expert Group. “Media literacy” is defined by MLEG as umbrella expression including all technical, cognitive, social, civic and creative capacities that allow a citizen to access the media, have critical understanding and to interact with it. All these capacities enable citizens to participate in economic, social and cultural aspects of society and play active role in democratic processes. MLEG in June 2018 summarised the research carried out among EU citizens and concluded that there is a “need for strengthening efforts in increasing media literacy at all levels”. A. Hellman, Deputy Head of MLEG, after listing a few initiatives, concluded “But this is not enough” and one recommendation was to “provide educational material to educators”. Adult educators acting on behalf of learners as part of civil society need to learn how to recognise, analyse and explain to their learners key terms and ideas for understanding disinformation with media literacy principles.

Objectives

The IMEDIAL project aims to increase the MEDIA literacy skills of adults to combat misinformation, false news and cyber aggression.

Project objectives are:

  • Expanding and developing the skills and competencies of media education of adult educators in the effective teaching of these skills (especially those working with disadvantaged students);
  • Increasing the media literacy skills of adult learners (especially disadvantaged).

 

Target groups:

  • Adult educators especially those that work in non-formal education settings, adult education centres, social centres, NGOs, associations and freelancers working with disadvantaged learners;
  • Learners from disadvantaged groups, including persons with low skills and with lower level qualifications, with low income, from remote areas; unemployed, women, immigrants.

Intellectual Outputs:

IO1 – IMEDIAL workbook

The workbook will include methodology ,materials ,examples, exercises, tests revealing the techniques used by media creators and helping the educators to achieve the goal of the trainings – to let participants enter the world of reading and understanding various information communicated by different media.

IO2 – IMEDIAL cards

The cards will be physical cards containing concrete activities/exercises – instructions for educator. The cards will be a set of activities where each of them will be visualized on a physical card containing the following elements: Name of the activity, Description, Tips, Duration, Materials needed to implement the activity . The cards will also have the category depicted and colour associated with that category (different for each category). There will be 5 categories: ice-breakers, written text analysis, visual content analysis, multimedia content analysis, reflections.

IO3 – IMEDIAL mobile APP

The mobile APP will be a mobile application that will serve as a useful tool for adult educators and participants of their workshops by providing means to deliver the IMEDIAL cards to both groups.

The APP will therefore contain 2 types of cards:

  • cards for educators – digital version of cards,
  • cards for learners – with materials/resources (pictures, texts, video, etc.) to be used during workshops.

Having the IMEDIAL mobile APP will enable adult educators to deliver workshops in a modern way.

Project website: https://imedial.erasmus.site/

Project partners:

  • Arad Development Centre (CDA) – Project Coordinator
  • Centrum Wspierania Edukacji i Przedsiębiorczości
  • E&D Knowledge Consulting
  • LABC
  • CONSORZIO MATERAHUB INDUSTRIE CULTURALI E CREATIVE
  • VALENCIA INNO HUB
  • Center for Social Innovation (CSI)