
EUROPE 4 YOUTH
EUROPE 4 YOUTH
12 Projects, page 1 of 3
assignment_turned_in ProjectPartners:EUROPE 4 YOUTH, Fundacja Instytut Polska-Ukraina, Hästekasen Gård Förening, RED EUROPEA LOS JOVENES IMPORTAN AHORAEUROPE 4 YOUTH,Fundacja Instytut Polska-Ukraina,Hästekasen Gård Förening,RED EUROPEA LOS JOVENES IMPORTAN AHORAFunder: European Commission Project Code: 2020-2-PL01-KA205-082930Funder Contribution: 59,633 EUR"""Re-Inclusion is important"" is project which will be realized under the ERASMUS+ Program.The project fulfils needs of young people who are returning from their long-term and short-term volunteership projects within the ESC and responds to the needs of their supporting organisations so that they can better do their role.When get home, volunteers have different needs and even problems sometimes. During the project they go through change: they live in a new society, their personality changes. In fact, volunteer comes home with ""new integrity"": this means that they often have new personal values. However, they return to the family and surroundings from which they come. Often upon return, this value differs from the values of the environment and not always participants are able to tell what exactly have been changed after ESC volunteering. Sometimes they lack the courage to start change and implement dreamed projects or they lack local support. Such situations cause that some participants do not continue work on themselves and return to the same level before volunteership. Lack of understanding and support also make them even more excluded from local social and public life.We came to such conclusions after research through Polish organizations, with whom we collaborate and after few Zoom-meetings with former short-term and long-term volunteers of one of the project partner organization..Organizations confirm that not always the existing template fits to the particular volunteer needs and it is not easy to define such volunteer's needs after return. As a result personal development of those people pauses to continue. Often supporting organizations do not track the development of sent volunteers or they use standard methods in conversations ""upon return"" with each of them, thus lose volunteers individuality and unique needs. The difficulty in fulfilling the function of supporting organisations responds to a number of factors: the volunteer role in the project, the degree of partnership in the project, the residence of the volunteer upon return, nature of the relationship with him/her, etc. Above all, however, there is a lack of interesting tools for needs diagnosing of volunteers upon returning (after a series of evaluations, the use of the same methods is tedious for them). Based on those tools we can support volunteers when returned in a tailored and appropriate way with a proportionate commitment. Supporting organisation spends time with volunteer and often it is too short (both ""before"" and ""after""); relationships are different and there are needs in methods to overcome these difficulties.These are the aims of our project:1) Knowledge deepening of volunteers needs, problems and challenges after they return home/return from their projects.2) Adapting of existing and creation of new tools for Youth workers to help them identify volunteership needs upon return and support other volunteers.3) Adopting process improvement and reintegration into society of former/returning volunteers.4) Awareness raising of the partner organisation role to increase quality of ESC projects.After the project is over we expect next results:1) Prepared manual in English contains tools for evaluating and helping volunteers after returning home, which will help youth workers to understand better volunteerships, assist and support the needs of volunteers in the process of adaptation and clarify the importance of personal development continuity. 2) A website that will help volunteers to facilitate the process of adaption and reintegration into society and to understand the place of personal development process by creating a new e-learning tool.3) Cooperation between youth and non-formal education organisations and institutions.4) Youth workers knowledge increasing for young people needs (former ESC projects participants).5) Knowledge increase of youth workers participating in staff training program of the adaptation support tools which support participants of the ESC projects.6) Easier adaptation for ESC project participants when they return home.7) ESC projects quality improvement.We'll be able to achieve the results through the project's activities. It will be the blended mobility of young people and a Short-term joint staff training event on volunteer's support after returning from ESC projects. We will also prepare a guide contains tools for evaluating and helping volunteers upon their return and will create a new e-learning tool for volunteers returned from ESC projects."
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For further information contact us at helpdesk@openaire.euassignment_turned_in ProjectPartners:YOUTH INCLUDED ZS, EUROPE 4 YOUTH, Asociatia URBANIAC, Europe4Youth DeutschlandYOUTH INCLUDED ZS,EUROPE 4 YOUTH,Asociatia URBANIAC,Europe4Youth DeutschlandFunder: European Commission Project Code: 2014-1-PL01-KA205-003523Funder Contribution: 57,021 EURProject “INTERNATIONAL ALLIANCE TOWARDS NON-FORMAL LEARNING RECOGNITION” aims to rise the social recognition of effects of non-formal education. Despite of existing instruments of non-formal learning outcomes validation, theirs social recognition in many countries/areas is lower than expected. Organisers of local activities don’t have access to any universal tools for recognition of learning outcomes, and preparation of own documents summarizing the learning outcomes are often underestimated. Our projects is aiming to change this situation. Together with organizations from Germany, Romania and Czech Republic we are initiating long term activities in order to establish an universal tool of validation learning outcomes of activates outside the Erasmus+ Programme. During fourteen-months-long project we are planning to implement following activities: designing and creating the universal certificate (during two interiantional sminars and local debates and social consultations), which will be used by young people for validation of learning process during activities they are joining outside the formal educational system and lunching the online platform for creation of those certificates. During the evauation of the project we will carry out a complex examination of quality of cometences mentioned by participants in order to measure the impact and quality of the project.Our target group are young people, representatives of youth NGOs, public education institutions and entrepreneurs. Together we will create a universal certificate, which will be accessible by wide group of young people. For the first six months the platform will be available for 80 selected participants, but after end of pilot period it will be open for public. As the result project will contribute to rising of social recognition of effects of non-formal education as well as positive attitudes towards its value. The certificate created during the project will be available for public also after the end of the project what will enhance the value of non-formal education and its professionalization.
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For further information contact us at helpdesk@openaire.euassignment_turned_in ProjectPartners:Kinoniki Sineteristiki Epihirisi, EUROPE 4 YOUTH, Asociacion Cultural Somos La Otra, IES MontdúverKinoniki Sineteristiki Epihirisi,EUROPE 4 YOUTH,Asociacion Cultural Somos La Otra,IES MontdúverFunder: European Commission Project Code: 2019-2-ES02-KA205-013679Funder Contribution: 28,870 EURThis project is born from the interest of five entities from Spain, Greece and Poland to explore jointly with other agents forms of cooperation and mutual support, of cross-sectorial youth work, which facilitates and enhances the work we develop and, consequently, has a positive effect on the youth population of our communities.With this in mind, we have proposed the following objectives:- Identify the agents of the area with whom efforts can be added;- Explore cross-sectorial work options that improve the final impact we produce on the youth population;- Share experiences and propose export models of cooperation between different social agents;- Train the key people involved in possible cross-sectorial actions to facilitate this cooperation.In order to meet our objectives, we will implement an analysis of reality followed by a training activity to share and discover intersectoral work options. With this we will work on experimenting new formats and analyzing their results. Finally we will draw conclusions and share results of everything learned.In this process we will involve more than 1000 young people (13 to 30 years old) of very diverse profiles from all our communities. We will also involve more than 200 people who work with young people and who play a very important role in the cross-sectorial process.All the process and the actions that are developed will be based on non-formal education, an active and participative methodology, that adapts to the concrete and real needs of the people, attractive and effective to achieve our objectives.In the end we hope to improve the cooperation between agents so that youth work is of quality and intersectoral, which will imply a greater impact on the youth population.
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For further information contact us at helpdesk@openaire.euassignment_turned_in ProjectPartners:EUROPE 4 YOUTH, BANGHERANG ASSOCIAZIONE DI PROMOZIONE SOCIALE, CENTAR ZA MLADINSKI AKTIVIZAM CMA KRIK, DYPALL NETWORK: ASSOCIACAO PARA O DESENVOLVIMENTO DA PARTICIPACAO CIDADAEUROPE 4 YOUTH,BANGHERANG ASSOCIAZIONE DI PROMOZIONE SOCIALE,CENTAR ZA MLADINSKI AKTIVIZAM CMA KRIK,DYPALL NETWORK: ASSOCIACAO PARA O DESENVOLVIMENTO DA PARTICIPACAO CIDADAFunder: European Commission Project Code: 2020-2-PL01-KA205-082502Funder Contribution: 81,245 EUR"The project Growth and Access for Millennials of Erasmus+ (GAME+) is 24 months Strategic Partnership Innovation project in the filed of youth, focusing on Youth workers' capacity building throughout involving new digital tool. The partnership operates in a European context where countries involved noticed the need of digital inclusion and involving new digital methods. This project will be focused on providing support to the youth workers and organizations when they are preparing their regular activities and to support the digital participation and online learning of young people.The transnational partnership moves from a common grass-root background and agreed on the main objective of empowering and strengthening each partner methodology and digital competences of their youth workers for tackling common vulnerable target groups with effective reach-out activities based on creative approaches based on NFE: learning by doing. Specific objectives: -To offer new, innovative digital tool-educational game based on gamification method; -Improve the digital participation and digital inclusion of young people;-To encourage and motivate young people to use the educational games as a tool for online learning; -To straight the capacities of the youth workers, young people and youth organizations on European level. The target group that will be involved in the planned project activities project are: -Youth organizations which are providing grass root youth work activities on local level. -Youth workers which are working with young people on a daily basis.The youth workers that will be involved in the project activities are the staff from the participating organizations and experienced in delivering activities on national and international level. -Young people, coming from the project countries, involved on local activities for testing the digital tool, Learnus+Identified needs: -Continuous professional update for higher quality of youth work, for more effective reach out activities in emergency and development situations; -Filling the digital gap in professionals within organizations exploiting the big positive potential of digital Intellectual Outputs on youth participation;-Raising awareness in public opinion and policy makers about social issues affecting marginalized people, Quality of Youth Work and sustainable development goals as stated in Agenda 2030 related to Human rights and rights for education for all.Innovation: Learning by doing: ""PLAY TO LEARN, LEARN TO PLAY!""Aim of the project is to improve with an innovative ICT tool, namely an interactive and supportive digital tool/educational game for youngsters, the quality and effectiveness of reach out activities for young people. Learnus+ will be a portable and free downloadable educational game based on the gamification method which will support the youth workers while they are preparing their regular activities. The project will be include: -Transnational meetings in Poland, Portugal and Italy;-Guidelines for using gamification tools in youth work; -Creating digital tool-educational game, Learnus+, innovative digital tool that will support youth workers while they will prepare their regular activities and supporting the learning process of young people by using serious games;-Training activity for testing the digital tool; -Local activities for testing the digital tool in each country; -Multiplier events in each country.Expected results:-IO1, Guidelines for using gamification tools in youth work ; -IO2, Digital tool/educational game - Learnus+, that will aim to improve the knowledge and digital inclusion and digital participation of young people with typical development and young people with disabilities;-Youth workers build and strengthen their capacities by using digital tools in their activities at the local, national, and international level.The methodology chosen by the partnership embraces digital innovation for social purposes including digital and gamification approaches seen as new frontiers for learning purposes, active engagement of youth workers and young people.Serious games are a subgenre of serious storytelling, where storytelling is applied outside the context of entertainment, where the narration progresses as a sequence of patterns impressive in quality.The idea shares aspects with simulation generally, but explicitly emphasizes the added pedagogical value of fun and competition. Conceptual learning in immersive virtual environments is a relatively young field but with an immense potential. Serious gaming can contribute to raise interest and motivation in students with a high potential to enhance the learning experience and families as well."
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For further information contact us at helpdesk@openaire.euassignment_turned_in ProjectPartners:EUROPE 4 YOUTH, Åtvidabergs Kommun, Vértices e Labirintos - Associação, Associazione Agenzia per la Promozione dei Giovani, Fundacja Rozwoju Miedzykulturowego EBUEUROPE 4 YOUTH,Åtvidabergs Kommun,Vértices e Labirintos - Associação,Associazione Agenzia per la Promozione dei Giovani,Fundacja Rozwoju Miedzykulturowego EBUFunder: European Commission Project Code: 2022-1-PL01-KA220-YOU-000088952Funder Contribution: 400,000 EUR<< Objectives >>The main aim of the project is to support establishments and reinvention of youth centres (YC) in various cities in our countries and beyond through:-research on existing models and developing new, innovative models - supporting practice of YCs-developing advocacy tools for youth sector - supporting establishing YC-developing a tool to measure effectiveness and impact of YCs - collecting evidences for policy making,-raising awareness of importance of youth-spaces and their recognition<< Implementation >>We plan to: 1) research on various models (learn extensively about them, experience their functioning)2) reinvent, reshape them (innovate to develop own models)3) apply their various elements in our countries (tests)4) formulate a manual describing amended models, as well as a set of tools helping to advocate for youth centres, manage them, support their rebranding or reformation, as well as measuring its effectiveness (IOs)5) and propose them to the youth sector and decision makers.<< Results >>We plan to develop:-a guidebook showcasing various youth centres models and their variations,-advocacy manual, helping youth sector to establish new youth centres,-card game for youth sector to practice and gasify advocacy,-a tool to measure and evaluate the efficiency, effectiveness and impact of youth centres.We expect to achieve also:-recognition of the value, standards and essence of youth centres as youth policy instruments,-political will and youth centres on agenda.
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