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INFINITIVITY DESIGN LABS

Country: France

INFINITIVITY DESIGN LABS

11 Projects, page 1 of 3
  • Funder: European Commission Project Code: 2021-1-CY02-KA220-YOU-000029171
    Funder Contribution: 190,186 EUR

    "<< Background >>GreenEnter4Future project combines two of the most important challenges in 2st century. Activate, involve youth in solving environmental issues, which have harmful effects of human activities as the next generation will basically design our future and the future of a whole planet and empower Youth Workers to help counter the dramatic increase of unemployment situations among young people – with the mission to generate educational value, green employment horizons for long-term capacity building, from the dynamic interaction between these two groups. As stated by the European Commission, social innovation is not something you do to citizens but with citizens.As EU citizens, we all have a duty to protect and improve the environment because it means living better. Numerous aspects of our daily life are directly related to the environment: children's asthma, floods, traffic congestion, the dream of a clean beach, etc. The environment and climate change is priority for the protection of the environment. Youth must be aware of the negative impacts climate change (DG CLIMA, EIONETsdg13_50) has for individual and community health as they are the generation who will suffer the greater consequences (Arjen Wals), thus they must have more say in environmental decisions and policies. Turning the spotlight on the growing urgency of the climate crisis was highlighted by Fridays for Future movement that took off, leading to an increasing number of young people around the world to participate with this intention. Fighting climate change is ""the challenge that will define our generation, a political and moral obligation"": (President of EU Commission) continues to reiterate the centrality of the environment in the action of his Executive.Therefore green growth is at the heart of EU policy to ensure that Europe’s economic growth is environmentally sustainable. EU, in the last 30 years has multiplied its initiatives: policies, regulations, controls, anti-pollution interventions, research on environmental innovations, awareness actions etc. Youth will primly benefit from entrepreneurial learning. Whether or not they go on to create green businesses, social or other enterprises, young people who benefit from entrepreneurial learning, develop business knowledge, essential skills including digital, green and attitudes including creativity, initiative, tenacity, teamwork, understanding of risk and a sense of responsibility. This is the entrepreneurial mind-set that helps entrepreneurs transform ideas into action.EU 2020 strategy for growth aims to create ""smart, sustainable and inclusive growth"", and have set clear objectives to guide European environment policy until 2020 and a vision beyond that, of where to be by 2050: protect, conserve and enhance the EU’s natural capital, turn the EU into a resource-efficient, green, and competitive low-carbon economy; and safeguard EU citizens from environment-related pressures and risks to health and wellbeing.Furthermore, environmental protection and innovation help to create new business and employment opportunities, which stimulate further investment. UN Environment Program for the green economy translates into ""an improvement in human beings and social equity, significantly reducing environmental risks and ecological scarcities.Green startups represent the major driver of change, transformation of the global economy towards a more sustainable economic model. It is essential for young Europeans to understand the importance of active engagement in the protection of the environment, and that green business are an opportunity to find jobs and help make the world a better place.<< Objectives >>Becoming the world’s first climate-neutral continent by 2050 is the greatest challenge and opportunity of our times. To achieve this, the EU Commission presented the EU Green Deal, the most ambitious package of measures that should enable European citizens and businesses to benefit from the sustainable green transition. The project aims to improve global environmental standards, stresses the need to empower youth workers who will then empower youth in eco-friendly entrepreneurship, fast track to transition in the green economy not only to restore after the pandemic but to provide new opportunities to the younger generations, with more collaborative business models. Green startups find their natural outlet in different sectors.Among the most receptive areas to start green startups we find the sustainable tourism, cultural and creative industries, urban revitalisation based on heritage, important economic sub-sectors capable of generating employment, stimulating local development, and promoting creativity. The new generation will be trained on the potential growth in green alternative tourism, innovation in agriculture and food chains. However, there is an untapped potential to take a path that can create other green jobs. Green companies need qualified personnel in order to expand their markets who very often fail to meet their demand.Climate change is here but not everyone can feel the impact yet. Youth workers turn to digital technologies to help youth better “experience” it. With our Green Online Game, youth will feel the impact of climate change with well-explained illustrated ways in order to be mobilised to fight the climate crisis. Youth workers will be trained to empower youth with green skills, eco friendly entrepreneurship as crucial factors for the development of cohesive, healthy societies.OBJECTIVES- Define sustainable development approaches providing training panorama for green business, circularity and employment opportunities;- Develop and share tools to empower youth with key green, new media, digital skills applied in green economy and development of youth entrepreneurial spirit;- Train youth workers to develop their professional competencies and to provide youth, eco friendly start-ups with specific knowledge in fast tracking green economy, reducing environmental risks and promote social equity;- To promote European climate legislation, for a cleaner energy generation;- To create synergy among stakeholders to restore youth's financial health and build eco friendly initiatives. TARGET GROUP:The project is addressed at strengthening and validating competences of youth, future start-uppers, young entrepreneurs, NEET, youth workers, trainers, experts, educators, staff, stakeholders (policymakers, green businesses, consumers) for environmental change, support investments and related growth.Around 300 unemployed youth and 100 youth workers will benefit of the project activities. The total number of people who are indirect beneficiariesis approximately of 1000, including the local and online community.<< Implementation >>The activities of the project are multidimensional and vital for creating ""smart, sustainable and inclusive growth"". They will introduce practical innovations in the area green economy with startups in sustainable tourism, cultural and creative industries and urban revitalisation based on heritage, important economic sub-sectors capable of generating employment, stimulating local development and promoting creativity.C1 ""Green Your Future"" training:-extremely EU demonstrated network with initiative plans for forming a transnational community of youth workers as an important infrastructure;-training on how to educate youth, NEET, develop activities for key skills applied to green economy;-a unique educative experience for participants to become familiar eco youth friendly approaches;-competence in using projects’ outputs;- exchange, share valuable experiences;-certification.Green Your Future training is addressed to Youth Workers and other professionals who work with and empower young people Green entrepreneurship dealing with the youth!The training activities will be delivered primarily by the experts/youth workers of the partner organisations who are experienced in green startups in sustainable tourism, cultural and creative industries and urban revitalisation based on heritage, important economic sub-sectors capable of generating employment, stimulating local development and promoting creativity.The training will define different sustainable development approaches for youth entrepreneurship, evaluate the level of knowledge and competence in the field, develop and share tools for the implementation of sustainable business models. The training fosters the alignment of business practices to EU objectives of sustainable and smart growth, especially with the 2030 Agenda for Sustainable Development.Local Territorial Training:The local territorial training in all partner cities will be the multiplying practice to partners local communities to empower youth with sustainable development approaches through the comprehensive educational panorama of the project.To achieve project's goals and meet the project's needs the following activities are designed to:-to empower youth with a spirit of green entrepreneurship from early on in life;-initiative, confidence, calculated risk-taking, creativity, organisation, tenacity;-develop youth's full potential and to successfully enter the job market;-meet the role models - entrepreneurial testimonials from young green start-uppers;Dissemination activities:Every partner will organise one national dissemination event in every project town to disseminate and exploit the IOs.Moreover, Multipliers Events in all partner countries will take place to disseminate the IOs and results on a wider scale.The main objective of the events is to spread the project results, facilitate dialogue, and create a learning experience between target groups with the support of innovative tools. Intellectual Outputs Covered:- Toolkit - Be the Climate Change Ambassador- MOOC - Build your Green FutureThe multiplier event will involve at least 30 local participants and 10 online participants.National institutions, regional and local authorities, schools, teachers, civil society organisations, media, and social networks will be invited to contribute actively to engaging them in a constructive dialogue with the partnership.Partners will make their participation in the Erasmus programme widely known within the organisation to create opportunities for participants to share their mobility experience with their peers. Partners will make their participation in the Erasmus programme known in their community and in the wider public, informing all participants about the source of the fund by creating Erasmus+ clubs, social media page, leaflets/ flyers to promote the project among youth.<< Results >>The objectives set of ""GreenEnter4Future"" we will be reached through:O1 Toolkit ""Be the Climate Change Ambassador"" addressed to young persons:-Green Online Game to mobilise youth to fight the climate crisis with impact on their daily lives;-Digital green skills for employment, start a green business ideas and anticipate changes in workplaces of the future;The toolkit will also:-provide a comprehensive educational panorama with practical digital tools for green entrepreneurship education;-introduce youth in a fun way to European policies about environmental issues;-understand climate change;-develop entrepreneurial ideas;O2 MOOC ""Build your Green Future"" addressed to youth workers/experts/educators:-increase the impact at the European level;-empower youth workers to deliver innovative training and practical education for youth's future career opportunities;-youth workers' practices how to empower youth to develop sustainable business models, use their full potential to successfully enter the job market; -key skills applied in green economy;-provide guidelines through existing assessment and certification to increase their employability via non-formal and informal learning.The MOOC is the key tool and instrument for youth workers to lead youth in green market to seize job opportunities and to create synergies and collaboration in green sector. It will facilitate knowledge and transnational cooperation to empower involved territories to learn from others, create solutions to be applied elsewhere at National, European and international level. It is the sustainable development of approaches in a training panorama for green business, circularity and employment.WEBSITE OF THE PROJECT-will serve as an open education digital space for the material developed throughout the project;-easily traced for overcoming physical and time limitations;-equal access to good quality education, everyone will have access to the training material and resources;-addressed to large audiences;-developed materials will be uploaded into different sections, according to the target group; -different levels of access and admins will be applicable;-interactive sources will be included within each module;-user-friendly, with tutoring availability, and relevant user guide;-all project outputs are flexible and easily adaptable to be transferred to other sectors and to other EU countries.Other results:1) Pilot testing of IOs, templates, guidelines and recommendations.2) Dissemination Plan, leaflet, brochure, newsletters, social media key messages; 3) Exploitation strategy at partnership level and national level;4) Evaluation/Quality control/Monitoring activities and products;5) Workplan/Handbook/reports;6) GREEN peer committees structures;7) Video testimonials and podcasts."

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  • Funder: European Commission Project Code: 2021-1-IT03-KA220-YOU-000028747
    Funder Contribution: 228,122 EUR

    << Background >>Civil society organizations have been called in 2020 to answer the new challenges caused by the pandemic effects. This implied to design a new action plan for the upcoming years, identifying new strategies and alternative solutions to engage the target groups who are normally benefitting from the activities. In a framework where physical meetings have been drastically reduced to contain the pandemic, it became evident the need to rethink the way and methods to involve the youth groups. The digital sphere started to gain more relevance and organizations initiated a process to get equipped: both increasing the use of digital platforms and tools and also readapting the non-formal education methods previously used.Even though in the last year an enormous amount of work has been already implemented and a big variety of methods and approaches was applied, at the same time this work can be further fine-tuned. Specifically for what concerns the creation of a pedagogical approach (including different tools and methods for the digital and offline spheres) to strengthen intercultural perspectives among young people from different EU suburbs. Indeed, these spaces are still often the landmark of exclusion and the stage for racism, sexism, bullying and different displays of discrimination. Even though there is a quite strong heterogeneity at EU level, there are still common elements such as the tendency of being “ghettos” for the youth living there, with scarce possibilities of interactions with the other realities. They might become the setting for discriminative events, hate speech and harmful rhetoric. In these realities is getting more and more crucial the raising awareness action targeted to young people, to acknowledge the values of cultural differences and the importance of having open minded approaches toward what they do not necessarily know.Therefore, the consortium expressed the need to re-think some pedagogical pillars and methodological elements in their every-day work, to better meet the challenges, to strengthen the effectiveness of the action and bring innovative perspectives. For this reason the project will have a specific focus on two main axes: “smart youth work-SYW'' and “digital youth work-DYW”. SYW can be considered as the general framework of the project, offering an innovative development of traditional youth work encompassing digital practices, including research, quality and policy components and being built upon the needs of young people, youth workers, youth leaders and other stakeholders.In this perspective, youth work-YW will play a crucial key role in the learning process proposed to young people, built up on their needs and on the Project Results that will be created for this purpose. Moreover, it has been chosen to dedicate in the project a specific action to the KA1 (Youth Participation Activities-YPA) which was identified as a specific tool full of potentialities to enrich the youth work practices, both at national and international level. For this reason the P.R.2 and 3 will have a specific focus on activities that can be implemented to support the youth in the design, implementation and evaluation of this action.<< Objectives >>The main aim of Hotspots project will be to develop non formal education tools and methods, within a newly designed pedagogical approach, to enhance intercultural learning-ICL among young people, both online and offline, in general and, more specifically, in national and transnational Youth Participation Activities, within the Erasmus+ program. In order to achieve this goal, a set of specific objectives have been set:SO 1: to build up, in the suburban dimensions involved, the local diagnostic to better understand the situation, needs and profiles of the youth, the challenges they face in everyday life and with a specific focus on the subject of Intercultural LearningSO 2: to share the existing tools, approaches and the smart and digital youth work’s practices, with specific regards to the online and offline dimensions, the consortium members use to promote active participation and intercultural learningSO 3: to design a new, synthetic and innovative pedagogical perspective applicable to smart youth work in the participant countries, and including an educational package with tools and methods usable for the online and the offline sphere. These tools will be designed also for a potential use in the national and transnational Youth Participation ActivitiesSO 4: to strengthen the capacity-building of youth workers’ digital and offline practices, in order to have them ready to face the nowadays challenges and to be ready to offer a wider variety of activities to the young people they work with, motivating them for higher participation and bringing on board new onesSO 5: to connect, empower and engage young people from outskirts and isolated areas in different European outskirts, to equip them to act as agents of change and promoters of new grass-rooted actions.<< Implementation >>HOTSPOTS is structured on logically connected actions to involve different beneficiaries and achieve the project’ outcomes through the implementation of the Project Results.A1. TRANSNATIONAL PROJECT MEETING: aimed to ensure a smooth and efficient cooperation and set the ground for the research criteria and implementationA2. PROJECT RESULTS 1-Toolkit for diagnostic and tools sharing: aimed to share the analysis on the YW’s role, practices, needs in the participating suburbs and to upscale different activities used to work with marginalized young people promoting ICL. The P.R.1 will include:* A2.1. COUNTRY FIELD RESEARCH: diagnostic run by the researchers’ team, covering the participating urban dimensions and showing the YW practices * A2.2. TOOLS AND ACTIVITIES GATHERING: run by the trainers team to gather the different YW tools currently used in the online and offline perspectiveA3. TRANSNATIONAL PROJECT MEETING: to define, with the trainers' support, the main outcomes for the P.R.2 and design its structure A4. PROJECT RESULTS 2-Handbook for a smart youth work: aimed to offer a variety of tools on ICL, within a newly designed pedagogical perspective for SYW, applicable for the online and offline versions. The P.R.2 will include:* A4.1. SUBURBAN HOTSPOTS-DESIGN: run by the trainers team to design the new pedagogical perspective and create the tools combining the offline and online spheres* A4.2. SUBURBAN HOTSPOTS-LOCAL TESTING: local workshops run by youth workers, targeted to young people, for sensitization on ICL and tools testingA5. TRAINING ACTIVITY-TOOLS TESTING (part of PR2): EU training course to run the first tools testing and train participants for the local testingA6. PROJECT RESULTS 3-Blended Learning Board Game: BLBG, combining physical and digital elements, to allow the facilitation of learning events both online but also onsite.A7. MULTIPLIERS EVENTS: opened to different stakeholders to present the main outcomes and P.R.s and further promote the use of these tools in new YPAsA8. TRANSNATIONAL PROJECT MEETING: targeted to PCs to run the overall evaluation of the project and set the ground for the follow up activities (including the new YPAs design)FOLLOW UP: after the formal end to further wide-spread the outcomes creating new synergies to implement the YPAs in suburbs, revitalizing these areas.<< Results >>The project structure is conceived to achieve the following outcomes and results:BETTER YOUTH INCLUSION IN SUBURBS: at least 900 young people from more diverse backgrounds, in particular those with fewer opportunities facing obstacles to participate in EU projects, will be reached out. It will be increased accessibility and the possibilities for participation. Better opportunities for exchange and for interaction among peers from the outskirts of different EU countries will be offered, being the project aligned with the EC Inclusion and Diversity Strategy aimed to enhance the involvement of young people facing barriers.CREATION OF NEW ACTIONS IN FEWER OPPORTUNITIES BACKGROUNDS: the innovative pedagogical perspective designed and including the educational package with tools and methods for the online and the offline sphere, will contribute to bring new actions and workshops in the suburban isolated dimensions of the participating countries‘ main cities. It will be used to design, in a bottom up perspective, new national and transnational Youth Participation Activities, within the E+ program, leading to a stronger impact of the action and a better knowledge of the program in the realities normally more left out. STRENGTHENING OF THE YW QUALITY AND IMPACT: the capacity-building of youth workers’ competences and skills in the use of digital and offline practices, will be enhanced, in order to better meet the current challenges. A bigger variety of activities will be offered to local young people coming from fewer opportunities backgrounds, with the purpose of further encouraging the development of new activities and interactions with peers from other suburbs of the same city and of other EU cities. Local organizations, youth centers and CSOs will also benefit, in terms of YW quality increase and better capacity to apply SYW practices to respond to the causes of exclusion, consequentially involving a higher number of young people and local communitiesSTRENGTHENING OF NETWORKING: both at local level as well as at EU one. The different local associations, youth centers, CAG and youth groups settled in the different suburbs of the participant cities will develop new chances to cooperate and interact, benefitting from tools and methods developed for a better involvement of their target groups. This will reduce youth isolation and contribute to overcoming some of the factors leading to the exclusion of young people. Moreover the EU, transnational dimension of the consortium will contribute to enhance the interactions among international organizations and local one, favoring the virtual interaction and the physical mobility of young people and setting the ground for the creation of an informal network of actors active in suburban dimensions.The Project Results have been also conceived to lead to the achievement of the project specific objective and the expected outcomes and, specifically:P.R.1: omni-comprehensive diagnostic including the analysis of the urban and suburban dimensions’ needs and methods actually in use. It will contribute to better understand the challenges faced by youth workers and young people and strengthen the incisiveness of the upcoming YW actions.P.R.2: educational package to better equip youth workers, peer educators and young facilitators with tools and interactive methods for ICL, where the digital and the offline spheres are combined. The manual and its newly designed pedagogical perspective will be a useful resource to promote meaningful ICL processes among young peopleP.R.3: the Blended Learning Board Game - BLBG, combining physical and digital elements, will allow for the facilitation of learning events both online but also onsite. The aim is to create an intrinsically motivating gaming layer between learners and the learning material as well as provide a hybrid representation and access to the learning content through both physical and digital means.

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  • Funder: European Commission Project Code: 101055916

    Plastics are an essential part of our daily lives and they are everywhere, being an important enabler of humanity's progress. On the other hand, in the way they're manufactured and used nowadays they're also responsible for 80% of marine litter and suppose 26mT/year of waste. Moreover, if we could recirculate these materials, manufacture them more efficiently and apply circular business models there will be a reduction of CO2 emissions of 50%. All of these are just some of the reasons why the EU have made the transition to a Circular Economy (CE) in the plastics sector a centrepiece of their action plan.Companies manufacturing plastics face a series of barriers to be a part of this transition, being key to the lack of knowledge and awareness. According to the them, there is still not enough training that goes from general concepts of CE to the specific aspects (i.e. which recycled material can use for my products?). CircVET project aims at developing the most extensive, free and tailor-made (according to companies needs and problems) training in CE for plastics at the European level. We believe that companies are one of the most relevant stakeholders needed for the transition and we expect to help them to play their role through knowledge. Plastics employs in the EU more than 1.56 million professionals directly demanding and in need of upgrading their skills.For achieving this objective, we have gathered a consortium representing more than XXX companies of the sector, academia and VET centres, that will:- Develop training materials according to companies needs, covering all the value chain of plastics in 6 EU languages- Adapt them to be used in I-VET and C-VET- Produce 9 MOOCs/NOOCs available accredited through micro-credentials- Develop a platform for learning and connecting- Build strong links between academia/VET centres/companies (through exchanges, challenges,...)- Pilot and validate them with around 80 companies and 200 students of the sector

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  • Funder: European Commission Project Code: 101214389
    Overall Budget: 7,499,750 EURFunder Contribution: 7,499,750 EUR

    The AIXPERT project proposes a novel, comprehensive approach to developing explainable, accountable, and transparent AI systems. At its core, the project introduces an adaptable, situation-aware AI-agentic platform capable of encapsulating various AI models, regardless of their underlying architecture. This architecture-agnostic approach significantly enhances the trustworthiness of AI systems by providing a consistent framework for explainability and accountability across different model types. The project aims to address challenges in AI explainability, transparency, accountability, autonomy, and robustness by integrating multi-agent systems with multimodal foundation models and leveraging real-time human feedback. This integration enhances AI system trustworthiness and user-friendliness while maintaining flexibility in the choice of underlying AI models. The project will be implemented in a multi-layered architecture, with each layer focusing on specific aspects of AI interpretability and explainability: the Agent-World Interface Layer will define and coordinate AI agents, their situational awareness, and their interactions with real-world knowledge sources; the Dialogue Mediation Layer will control user-agent and agent-agent communications; and the Cognitive Foundation Layer will provide the base capabilities for the system based on explainable multimodal foundation models. The project will also focus on developing a framework for assessing AI trustworthiness, demonstrating the value of explainable AI through pilot demonstrations in healthcare, recruitment services, manufacturing, educational robotics, and creative industries, and ensuring the sustainability of its results. AIXPERT envisions delivering AI solutions that are not only transparent and ethical but also sustainable and adaptable to diverse user needs, ultimately fostering greater trust in AI across multiple industries and societal sectors.

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  • Funder: European Commission Project Code: 2022-1-IT02-KA220-SCH-000089576
    Funder Contribution: 400,000 EUR

    << Objectives >>- To promote the professional development of High School teachers strengthening their competencies to introduce in High School curricula- To reinforce the awareness of High School students through high-quality internationalexperience - To strengthen the acquisition of digital competencies in High School studies- To integrate short events with innovative learning and training in an international context. - To foster Active Citizenship and collaboration among different actors<< Implementation >>MANAGEMENT - Monitoring reports- Invoices, tickets and proof of the payments done during the project life cycle, such as the transferences to the partners. MULTIPLIER EVENTS - Presentations of the deliverables- Evaluation questionnaires LTTA ACTIVITIES - Public call to select the participants of the activities, indicating clearly the criteria and the scale. - List of selected, in reserve and excluded participants.<< Results >>Work Package 1: Project Management - AdministrationWork Package 2: Learning Materials and Toolkit Creation D2.1 (Project Results 1): PodcastsD.2.2 (Project Results 2): Manual: How to create a map and an infographicD.2.3 (Project Results 3): Animated learning contentWork Package 3: Digitalization & GamificationD3.1 (Project Results 4): BoardGameD3.2 (Project Result 5) Community App Work Package 4: Community Building & ImpactD4.1 (Project Result 6) Community Mapping

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