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SMEBOX AB

Country: Sweden
8 Projects, page 1 of 2
  • Funder: European Commission Project Code: 2017-1-ES01-KA202-038673
    Funder Contribution: 211,343 EUR

    NEEDS Recent approval in October 2016 of the new digital accessibility directive represent an opportunity for people with special needs, not only in term of disability, which represents an important percentage of European population. Beyond the implication of specialized ICT technicians in web design and mobile apps, any ICT can be conscious of thier contribution to generate and manage accessible digital information only needing to be aware of this fact and to be trained in complementary skills to the basic digital ones. No web design could be valid if the document or media files ar enot adapted to special (permanent or temporary) needs of users. It will be necessary that any non ICT professional can efficiently contribute and at the same time it will be an additional asset ti the popular implementation of the EU directive in the different countries of Europe and to progress towards a more inclusive digital society. TARGET GROUPS - VET non-ICT teachers, managers and students - Publics employees - Managers and employees of SME GENERAL OBJECTIVE Boosting accessibility of digital society from the field of the ICT users and as a way for promoting inclusion in digital society and to faciliate the implementation of the EU directive on accesibility. SPECIFIC OBJECTIVE Awareness on the possibility of contributing to accesibility of digital information for any ICT user and training them to effectively practice in daily life. EXPECTED RESULTS - Development, validation and adoption of innovative practice for awareness and training in digital information accessibility to effectively contribute to digital inclusion and a practical and popular implementation of digital accessibility for ICT users. - Training of 112 people of target groups (16 in short-term training and 96 in local pilot courses) with knowledge and skills on digitall accesibility for ICT users in any sector or discipline of VET - Strengthen lcooperation, sinergy and networking between partners and stakeholders and target groups in digital accessibility and training of ICT users. OUTPUTS O1. Study on digital accessibility and VET in each country O2. Design of curriculum and awareness strategy in digital accesibility O3. Resources for awareness and training in digital accessibility SHORT-TERM JOINT STAFF TRAINING EVENT Venue: Alcalá de Henares Duration: 3 Days + travel days Participants: 16 staff from all participating organizations. MULTIPLIER EVENTS Local multiplier events in all partnership countries to promote awareness on digital accessibility and project results to reach a wider audience of 200 participants from non-ICT VET teachers and students, public employees and authorities, stakeholders in training of ICT users, manager and employees from SME, etc.

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  • Funder: European Commission Project Code: 2017-1-CZ01-KA202-035560
    Funder Contribution: 257,751 EUR

    "The AROMA project was motivated by the EU’s Entrepreneurship 2020 Action Plan and in particular by the need to amplify Europe's entrepreneurial potential. A survey, which was one of the project outcomes and served as a base for the design and the development of the project materials, confirmed several motivating expectations. Though the augmented reality (AR) technology gradually finds its way into business, education and common life, it can be still considered like relatively unknown and there is a gap and need to promote the awareness about the technology. Generally, many experts expects the technology can help to rise the efficiency, could accelerate training, make learning and training more dynamic and could also enable to solve problems faster. Moreover, digital skills and ICT competencies are generally considered as key and crucial to develop in today's education and training. This situation supports the need of providing training in augmented reality to relevant audience using a practical and hands-on approach. The overall objective of the AROMA project was to develop an on-line course ""Augmented reality and Business Skills"" and supporting materials (the course curriculum, supporting train the trainer course, case-studies, live-demos) that altogether form a digital training toolbox through which the project’s target audience, especially those entering the topics, can be provided with training in augmented reality technology, can learn about its principles, possibilities and get some practical experience with it. A special feature of the course is a connection with training in business skills and competencies, for which the technology may serve as an important tool. The aim was to motivate a novel breed of entrepreneurs that should able to exploit the technology in different business scenarios and hopefully find the way how to use it for their activities. All the materials as a comprehensive digital toolbox should facilitate vocational education (VET) trainers in their creation of their modular training, compiling other relevant case-studies etc. Designed innovative educational curriculum integrating training in augmented reality and multilingual training in business skills can be flexibly applicable in various contexts. An integral part of the toolbox is the created AROMA e-Learning Management System maintained also after the project completion.The project brought together 8 European partners with a specific mix of profiles, backgrounds and expertise relevant for various aspects of the project including vocational education provision, augmented reality technology expertise, pan -European entrepreneurship association, small and medium-sized enterprises (SMEs) supporting organisation, higher education and adult learning as well as the world of work.The pedagogic methodology of the AROMA project is based on the ‘train the trainers’ and modular approach and all the outcomes are freely available from the project website sites.google.com/view/ka2project/. The project targeted primarily on vocational education trainers with the expectation that though this community the AROMA results might reach out to the end target audience all those interested augmented reality technology in context with setting-up business or specialized training and skills development e.g. existing entrepreneurs, start-up entrepreneurs, social enterprises, stakeholders, business incubators and centres, and secondary to any adult learners, and higher education students."

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  • Funder: European Commission Project Code: 2015-1-TR01-KA204-022101
    Funder Contribution: 234,425 EUR

    The goal of the REAL project is to contribute to the integration of unemployed graduates into the labor market by enhancing their entrepreneurship skills and competencies. The project focused on the needs of those who wants to start their own business but did not have necessary skills and know-how. The fear of unemployment and changes in today's labor market inspired people to look for new paths to find a new work place and/or to create their own. The project's main objective is to transfer and develop of the innovative e-learning platform and blended course contents and activities focused upon entrepreneurship enhancement. The project is aiming to implement a realistic, competitive and sustainable Virtual Learning Community, which promoted a specific entrepreneurial training/mentoring program offering an integrated guidance to entrepreneurs from the early stage of motivation and idea generation through a personalized support in implementing business projects.The project partnership- 10 partners from 8 European countries - the selection is based on the geographical status, expertises and capacity of the partners. We intended to form the partnership especially from the Mediterranean countries considering that the economic chaos is affecting that part much more.The objectives of the project: The main goal of the REAL project is to help unemployed people to integrate into the labor market by becoming entrepreneurs and creating their own work place. 1- to identify the needs of the unemployed youth and labor market2- improving the level of key competences and skills, with particular regard to the young peoples' relevance for the labor market3-supporting participants in training and further training activities in the acquisition and the use of knowledge, skills and qualifications to facilitate personal development, employability and participation in the European labor market 4- fostering quality improvements, innovation excellence and internationalization at the level of participating education and training institutions, in particular through enhanced transnational cooperation 5- promoting entrepreneurship education to develop active citizenship, employability and new-business creation6-increasing participation in learning and employability between education and training providers and other stakeholders7- developing the basic competencies of target group8- developing the university - industry and labor market relations9- developing inter-disciplinary and international cooperation of the organizations from different sectorsOur results and outcomes :1- The target group needs identified;There was surveys conducted to the unemployed graduates to analyze the needs of the target group and also another survey was conducted to the industry representatives to identify the needs of the labor market 2- Entrepreneurial course materials, tools and activities transferred, translated and adapted in each piloting country; The participating institutions created on-line courses with new 6 educational modules, animation videos and e-marketing platform for new international marketing strategies. 8 power-point presentations per each module were created and they were supported by voice texts in English. The tools were translated into English, Turkish, German, Spanish, Italian, Greek, Bulgarian and Swedish.3- E-learning platform developed with simulations, case studies and activities focused upon entrepreneurship enhancement; The entrepreneurial tools were published on the e-learning platform. The target group can register on the website to join the Online courses and use the educational Online materials4- Blended learning course organized and piloted in 3 countries for enrolling 75 participants (the participants were selected by various sectors in order to create interdisciplinary synergy.5- Training and tutoring provided to the learners’ groups; 6- 12 trainers trained in short term joint staff transnational courses/ 4 trainer per pilot groupThe trainers of the pilot groups went to the module holder institution for shot term courses, to see the best practices and share experiences for 5 days7- Booklet & Guide: participating institutions created a booklet for target group in order to show pathways to entrepreneurs. And also the activities and the outcomes of the projects were presented in this booklet8- DVD Online course and animation videos were installed on a DVD for disseminating the project to the relevant stakeholders. Additionally this DVD was provided available for those who want to take the courses after registering on the web portal9- University - industry relationships developed10- partnership culture was developed and this enhanced and promoted international and inter institutional cooperation and coordination.

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  • Funder: European Commission Project Code: 2016-1-UK01-KA202-024437
    Funder Contribution: 132,362 EUR

    "The overall aim of the Project was to use the motivational effects of robotics (including AI (Artificial Intelligence)) and 3D printing to excite students (particularly young people) about science and to develop programmes enable them to engage in the ""New Age Technology” revolution.The specific aim of the Project was to develop an introductory training programme, incorporating a combination of robotics competition activities and curriculum, designed to help teachers to teach programming skills to young people to enable them to gain knowledge and experience of these new technologies, including the use and application of 3D printing.The Project Partners together developed a general robotics/3D printing curriculum that integrated the emerging computer science principles and concepts into the course. The focus being on developing entry-level curriculum (particularly for young people) to enable them to develop their skills and competencies to understand the principles of robotics and 3D printing and their widespread application in industry in order for them to access jobs in these new-age industrial sectors. Robotics is a fast developing market increasingly driven by the development of novel and improved products in areas as diverse as manufacturing, search and rescue and retrieval, inspection and monitoring, surgery and healthcare, homes and cars, transport and logistics, agriculture, and many more.Verbal reports from industry, as well as the presence of constant job openings, indicate industry is having difficulty finding software engineering talent to develop and maintain their software systems. This project promoted best training practice and developed appropriate Training Modules that are required, as identified by the Mapping Exercise. To ensure that the project outputs were received by the required target groups a wide-ranging set of dissemination activities took place – a total of 34,000 individuals/organisations were reached. Altogether, 209 different dissemination activities spread throughout Europe were named by the Partners for the two project years.The general results of this project have been: •Benchmarking: The Project needed to include some desk based work initially to cover the field i.e. the literature of what basic robotics/3D printing training is available, what is known and researched i.e. benchmark work; (a) identify the current techniques/training programmes and (b) understand their value and usage.•Analytical activities: The Partners undertook a European survey and data collection on the use and value of robotic and 3D printing training and identifying good practice. •Training activities: The Partners developed appropriate training modules for use by individuals and training institutions with the expectation that the institutions would adapt/modify the modules to their required needs and add to existing training programme already available.•Mutual learning, exchange of good practices, cooperation: The promotion and dissemination of good practices of training at a European level as determined by the “Analytical Activities”. The overall impact of the Project has been the direct promotion of appropriate ""New Age Training"" Courses on robotics/3D printing - as a viable way of managing the growing needs of employers in the area of new age technologies.Considering short, medium and long term impacts, the Project has provided the opportunity to develop and foster the interest (particularly by young people) in “New Age Technologies” and offer the opportunity to training institutions to undertake appropriate introductory training with a view to assisting young people to secure employment in this fast developing highly skilled sector of the European economy."

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  • Funder: European Commission Project Code: 2019-1-IT02-KA204-062101
    Funder Contribution: 36,856 EUR

    The project aim to develop initiatives addressing adult education and promote innovation, exchange of experience and know-how between different types of organisations involved in education, training and youth or in other relevant fields.The primary goal is to allow organisations involved to develop and reinforce networks, increase their capacity to operate at transnational level, share and confront ideas, practices and methods in ICT FieldTo be specific object Exchange of Best practices are:- the use of participatory approaches and ICT based methodologies- a more modern, dynamic, committed and professional environment inside the organisation: ready to integrategood practices and new methods into daily activitiesSpecific Objective is to Promote strategic and integrated use of ICTs and open educational resources (OER) in adult education; Results expected- increased level of digital competence;- better understanding of practices, policies and systems in education, training or youth across countriesPriority addressed:Open and innovative practices, in a digital era: priority will be given to actions that promote innovative methods andpedagogies, participatory governance where appropriate, develop learning materials and tools as well as actions thatsupport the effective use of Information and Communication Technologies (ICTs) in education, training and youth. Thisincludes supporting synergies with research and innovation activities and promoting new technologies as drivers of improvementsin education, training and youth policies.Extending and developing educators' competences, particularly in the effective teaching of literacy, numeracy and digitalskills to low-skilled or low-qualified adults, including through the effective use of ICT.Target: Teachers and educators operating in adult education, especially with adult with fewer opportunities, unemployed, migrants. Adult education institutions that work with adultPartner Countries: Italy, Turkish, Czech Republic, Bulgaria, Sweden

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