
i-strategies
i-strategies
9 Projects, page 1 of 2
assignment_turned_in ProjectPartners:Fondation EFCoCert, MCAST, i-strategies, FONDAZIONE LUIGI CLERICI, MOMENTUM MARKETING SERVICESFondation EFCoCert,MCAST,i-strategies,FONDAZIONE LUIGI CLERICI,MOMENTUM MARKETING SERVICESFunder: European Commission Project Code: 2021-1-MT01-KA220-VET-000033117Funder Contribution: 213,812 EUR<< Background >>Through the project DATAVISUAL we aim to contribute to addressing some emerging needs, namely:1.NEW DIGITAL VET TRAINING FOR THE “NEW NORMAL”. As we enter the COVID-19 recovery phase (the so-called “new normal”), it will be critical to rethinki how the Vocational and Educational Training should evolve after the cultural and societal changes brought by Covid-19. More specifically, in the VET sector: a) we need to support teachers and trainers in providing digital solutions (e-learning); b) we need to produce online vocational SPECIFIC material; c) we need to overcome the extra-obstacles to internet access by some groups (e.g. immigrants and low-income families); d) we need to assess and certify new competencies digitally (Open Badges) 2.VET INNOVATION THROUGH E-LEARNING SOLUTIONSVET programmes suffered a double disadvantage because of the pandemic. The combination between social distancing requirements and the closure of enterprises have made practical and work-based learning - so crucial for the success of vocational education - difficult to be implemented. In this context, to develop digital solutions (e-learning) that are able to close the gap between VET and the workplace is necessary more than before. Nevertheless, thedigitalisation of VET training courses should not be considered just a solution to overcome the pandemic, but as an opportunity to introduce innovative learning methods in the VET training. 3.FUTURE SKILLS TO HELP EU ECONOMIC AND SOCIETAL RECOVERY One of the effects of digitalisation, through the development of freelance platforms and automated graphic design (e.g. CANVA), has been the increase of the unemployment rate in graphic designers. People who for decades spent their daily time creating visual concepts for companies or communicating ideas that inspire, inform, and captivate consumers, suddenly found themselves out of a job. In this context, Bid Data Visualisation Skills can represent a great opportunity to upskill professionals at work and unemployed graphic designers offering, at the same time, an innovative training opportunity to young people.4. TO DISSEMINATE EU BIG DATA STRATEGY. Data storytelling accomplishes a more general need from the EU Commission related to the dissemination of the EU Big Data Strategy and its distinctive element related to the fact that European values, fundamental rights and human beings should represent the core of the Big Data strategy compare to the other global players (China and US).<< Objectives >>The project addresses two general objectives and a set of correlated specific objectives:Project outcomes will be clearly related to the specific objectives of the project:General Objective: INNOVATE VET TRAINING THROUGH DIGITAL and INCREASE EMPLOYABILITYSpecific objectives:1.1DEVELOP INNOVATIVE DIGITAL SKILLSexpected outcome during the project: creation of Data visualization best case report and training material for webinars/lessons on data visualization and storytellingexpected outcome on project completion: Innovative training (IO2) and research resources (IO1) on big data visualization available to VET institutions and students(from the partnership at first and to be disseminated to larger audiences). 1.2 DEVELOP INNOVATIVE E-LEARNING COURSES FOR VET PROVIDERSexpected outcome during the project: the creation of training material for webinars/lessons on data visualization and storytelling immediately available for online teachingexpected outcome on project completion: Innovative training materials on big data visualization available to VET institutions (from the partnership at first and to be disseminated for bigger impact later) to set up online courses of data visualization.1.3 INNOVATE VET TRAINING THROUGH DIGITALISATION AND FUTURE SKILLSexpected outcome during the project: creation of Data visualization best case report(IO1) and training material for webinars/lessons(IO2) on data visualization and storytelling with Open Badge Certification.expected outcome on project completion: Immediate availability of validated training and research resources for VET organization to build up from, further contributing to innovation in the field of teaching data -visualization. Immediate availability for students of a training course with an innovative certification system. 1.4 UPSKILL PROFESSIONALS AND UNEMPLOYED IN THE GRAPHIC DESIGN SECTORexpected outcome during the project: creation of Data visualization best case report(IO1) and training material for webinars/lessons(IO2) on data visualization and storytelling with Open Badge Certification.expected outcome on project completion: Immediate availability of validated training and research resources for any individual outside the VET formal system of training. The training material(IO2) comes along with a certification system (IO3) able to confirm acquired skills so that all the products of the DATAVISUAL project will have positive outcomes on unemployed who are looking for new skills to enter the job market or professionals (I.E. data analysts looking to improve visualization skills or graphic designers looking to work with datasets) in search for a professional upgrade of their skillset.1.5INCREASE DIGITAL SKILLS CERTIFICATION AT EU LEVEL THROUGH INNOVATIVE METHODS (OPEN BADGE)expected outcome during the project: creation of an Open Badge Certification system to go with the training material.expected outcome on project completion: Immediate recognition of students' training results from the course produced in the DATAVISUAL thanks to the OPEN BADGE system. Immediate availability of the Open Badge System for all the VET partners in the consortium to be transferred to different courses and training activities.<< Implementation >>Project activities related to all the project management and communication:WORK PACKAGE 1 - PROJECT MANAGEMENT (Leader MCAST) M1-M24A.1.1 REPORTING and OPERATIONAL MANAGEMENT Defining Project management handbook.A.1.2 QUALITY ASSURANCE WORK PACKAGE 2 - COMMUNICATION AND DISSEMINATION (Leader I-Strategies) M1-M24A2.1 COMMUNICATION AND DISSEMINATION PLAN A2.2 COMMUNICATION TEMPLATES AND GRAPHICSA2.3 COMMUNICATION AND DISSEMINATION ACTIVITIESA2.4 PROJECT WEBSITEProject activities related to the delivery of planned project results:Work package 3 - Design and creation of the Visual Report on Big Data Information Design (Leader Momentum - i-strategies support) M2-M9Task 3.1 Research and Collection of best cases of information design for big data from their country (at least 4 case partner)Task 3.2 Validation and verification of each example of data visualization case as valuable resources as training models and examples for students/traineesTask 3.3 Validation of each case for compliance with GDPR regulation and other privacy issuesTask 3.4 Organization of the cases according to topic and origin (public/private sector, STEAM research or Humanities, etc.)The consortium will make sure all the gathered and validated items are available to the public through the project outlets (web site, social media, etc.)Work package 4 - Design, creation and delivery of Open Webinars on Big Data Storytelling and Visualization (Leader MCAST/FLC -design and structure- I-strategies - content) M7-M23Task 4.1Content design: syllabus: production of baseline indexes of topics to be covered in the webinars (details in the specific IO section)Task 4.2 Courseware development: Production of pdf, pptx and other media content (details in the specific IO section and decisions during the project by the consortium)Task 4.3 Review of content in the pilot webinar of learning activityTask 4.4 Content publication through the website and all other possible means of disseminationWork package 5 - Design and Setup of the Open Badge Certification System(Leader EFCOCERT)Task 5.1 Definition of the recognition use casesTask 5.2 Setting-up the Open Recognition InfrastructureTask 5.3 Configuration, activation and testing the Open Recognition EcosystemTask 5.4 Final review, Adjustment & improvement of the Open Recognition Ecosystem<< Results >>Project result 1 - Visual Report on Big Data Information DesignThe Visual Report on Big Data Information Design is a written and visual account focused on Information Design best examples for Big Data Storytelling and Visualisation. Nowadays, text still prevails despite the growing popularity of data visualization, it’s clear that old habits die hard. The aim of the Visual Report is to offer a Learning Material work-based on the best practices of Big Data Storytelling. Indeed, besides the prevalence of text, another problem is that many visual displays are still so poorly designed. The Visual Report will collect outstanding examples of Big Data Information Design in order to offer VET Trainees and Trainers a concrete example of a to-do practice. Each project partner will collect at least 4 best examples of Information Design for Big Data. Project result 2 - Open Webinars on Big Data StorytellingTHE OPEN WEBINARS ON BIG DATA STORYTELLING will be the second Open Educational Resource (OED) of the DataStorytelling project that consists of an e-learning course to share knowledge about how to Storytell Big Data. The online webinars will focus, at least, on 5 topics: 1) Data Set preparation; 2) Best practices of Information Design; 3) Best practices of Big Data Storytelling; 4) Tools and Digital Platforms for Big Data Visualisation (Tableau, Infogram, etc.); 5) The EU Strategy on Big Data. The open webinars will be developed by project partners also involving external experts (e.g. Information Designers). At least 10 online webinars (1h per webinar) will be provided in a synchro (recorded) learning mode. The activity will be coordinated by MCAST and Fondazione Clerici with the contribution of all project partners. O2 is a preliminary activity for the further implementation of the project and Big Data Storytelling competence open badge certification (O3).Project result 3 - Open Badge Certification SystemOpen Badges are digital, verified by secure metadata, and a means for individuals to display, and organizations to easily verify certifications, achievements and awards online, including milestones on the way to full certification. Open Badges can be used in email signatures, personal websites, social media sites such as LinkedIn and Twitter, as well as on electronic copies of resumes. The O3 of the project DATAVISUAL will develop an OPEN BADGE CERTIFICATION SYSTEM of Big Data Storytelling competencies based on open badges. This open badges ecosystem bring flexibility, agility and timeliness within the competence certification, leading to an in-depth radical rethinking and putting into questions all paradigms on which competence certification has been based for the last 20 years, e.g.: only an examiner with a superior level of education & competence compared to the candidate is habilitated to assess the demonstrated competence level.
more_vert assignment_turned_in ProjectPartners:wisamar Bildungsgesellschaft gemeinnuetzige GmbH, Foqus Fondazione Quartieri Spagnoli ONLUS, A & A Emphasys Interactive Solutions Ltd, i-strategies, DOMSPAIN SLU +2 partnerswisamar Bildungsgesellschaft gemeinnuetzige GmbH,Foqus Fondazione Quartieri Spagnoli ONLUS,A & A Emphasys Interactive Solutions Ltd,i-strategies,DOMSPAIN SLU,COOPERATION BANCAIRE POUR L'EUROPE,Italienska handelskammaren Service ABFunder: European Commission Project Code: 2021-1-SE01-KA220-VET-000028120Funder Contribution: 259,261 EUR<< Background >>In Europe, the importance of the third sector is increasingly being acknowledged, from various points of view. The third sector has gained economic significance in terms of employment and production, especially in services provision. Public authorities have paid greater attention, in recent decades, to third sector organizations, recognizing them as partners for the implementation of public policies. Despite those trends, such an acknowledgement seems to remain purely instrumental or focused only on specific fields, and the image of the third sector in public opinion generally remains unclear. Even within the third sector itself, the degree of consciousness of belonging to a wide and distinct sector varies significantly across organizations and often remains low. In such a contrasting context, the major objective of FIRST project is to overcome these limitations by intervening on the criticalities of one of the third sector representatives, Foundations. This intervention will be used as a base of evidence to open a reflection on the effectiveness, at national and international level, of all nonprofit organizations and boost their roles of promoter of common values, civic engagement and participation.Foundations contribute to the achievement of the fundamental values and objectives of the EU, such as the respect for human rights, the protection of minorities, employment and social progress, the conservation of the environment or the dissemination of scientific and technological progress. In this context, they are key to achieve the ambitious objectives of smart, sustainable and inclusive growth. Moreover, Foundations promote a more active involvement of citizens and civil society in the European context. With FIRST, we want to support and train people who wish to work with and for that entities who have made it their mission the promotion of cultural identities, shared interests, and common values that embody the principle of solidarity and civic engagement.This project is needed to promote and expand the reach of the third sector so as to amplify the social growth it brings about. This project is needed to support Foundations, in facing the numerous obstacles emerged at EU level, increasing their international visibility, facilitating their interaction and collaboration, and improving the achievement of new resources.This project is needed to increase and diversify the professional offer in the job market.This partnership is necessary not only for their expertise but, mainly, for their interest in making a real difference by giving a concrete help. This partnership decided to apply to give a concrete support to Foundations, and the third sector, in backing the principle of solidarity, not just in a broad sense, but to keep fostering the biggest coordinated solidarity project of our recent history, the European Union.<< Objectives >>There are many obstacles that foundations face in carrying out their activities at EU level (differences between national legal systems, language and competencies barriers) that often make cross-border activities costly and inefficient. Mainly, there is a lack of communication and collaboration due to a missing common awareness of being part of a mechanism that shares common attributes, values and objectives. The project wants to overcome these obstacles in two ways. First, with the creation of a new professional figure, able to use fundraising, networking and communication techniques such as storytelling, and put at the service of Foundations to redefine their identity, promote their activities at the international level and boost their collaborative capacities. Second, thanks to the implementation of a database of best practices and contact, in the form of a mapping tool, the target groups will be able to interact among them, sharing information, knowledge and starting collaborative projects. Even though the project focuses on Foundations, potentially it can be applied to other non-profits, increasing its impact and transferability.The project aims also at meeting the needs of the training providers since it will give them the opportunity to develop and test an innovative training methodology, learner-centered and very practical, in which the contents will be built with a bottom-up approach, that can be replicated and reapplied also in other trainings.In practice the project will produce the following results:Project Result 1 - Foundations' Promoter 4.0 roadmap: definition of a new professional figure, the Foundations’ Storyteller and Fundraiser.Project Result 2 – Interactive-Networking tool: creation of a state-of-the-art mapping tool to gather all the relevant information at EU level; to improve the Foundations’ international collaborative capacity; to increase their impact and promote their identity.Project Result 3 – FIRST Online Training Platform: development of an innovative learning module hosted on an online platform (i.e. MOODLE)<< Implementation >>Besides the regular activities of Project Management and Communication, necessary for the implementation, sharing and promotion of the project results (as explained in detail in the related sections), partners will carry on the following specific activities: PR1: the definition of a new professional figure will have 4 main phases: during the first phase, a research paper will be carried on to state how Storytelling can concretely improve the promotion of Foundations’ identity and activities. In the second phase, the results of the research will be used to create guidelines that will outline a transferable skill-set of competences for the new profile, a sort of promoter 4.0. The third phase will consist of the creation of a training course, focused on Fundraising, Communication and Storytelling, and targeting Foundations’ staff, young professionals and recently graduated, who want to operate in the nonprofit sector. In the final phase, the guidelines will be completed with a practical roadmap for trainers, that will walk them through the implementation of the FIRST training course for the new promoter for Foundations. PR2: The creation of the interactive map of Europe will show users where Foundations are located, which fields of action they are interested in, best case activities and ongoing initiatives and, ultimately, provide a channel for collaboration.Information will be gathered by partners through existing international networks (to be involved during the project implementation), a desk research and further actions (e-meetings or interviews), if needed. To collect information and gather new potential collaborators, partners partners will agree on a methodology to select best practices. An online template will be created according to these criteria. The most important feature of PR2 is the database of contacts (under GDPR), which will allow Foundations and other nonprofit entities, to find a match in this new network and start collaborating. All the organizations selected during the implementation of this phase, will also be involved in project events for sharing purposes. The main aim is to get a clear picture of which are the best cases in EU in order to use them as show-cases of storytelling and fundraising at national and international level.PR3: The training course content, developed in the first project result, will be included in a learning module hosted on an online platform. In the initialization work on the Online Platform, all partners will participate in the drafting of supplementary specifications that will guide the design of the learning module in each phase. The partnership will then select the most appropriate platform to facilitate the spread of the information and the participation to the courses (most probably MOODLE). Finally, partners will participate with hints and suggestions, reshaping the PR1 content in consideration of platform features, help testing the learning module.The partnership will follow the development and design of the learning module by technical partners. During this phase, it will be designed the class calendar, the assignments, quizzes, interactive videos, a library and discussion forums, and others. In the last phase, partners will finalize and test the module. An internal release of the module will allow partners to test it, assess content, the communication system, the task tracking, anduser-friendliness of the general features. The second release will be the pilot one and it will be used for the validation. A final release may emerge at the end of the project life driven bythe conclusions of the validation activities. To properly test, share and promote the project results, partners will organize a dedicated Learning, Teaching, Training Activity (Jul2023) and 6 Multiplier Events, one per each participating Country (Sep2023).<< Results >>Project Result 1 – Foundations' Promoter 4.0 roadmap: definition of a new professional figure, the Foundations’ Storyteller and Fundraiser.DURING PROJECT IMPLEMENTATIONResult 1.1 Research Paper on Foundations’ state of the art, needs, and possible solutions provided by Storytelling to promote their identity and activitiesR1.2 Guidelines for the definition of skills-set framework of the new professional figureR1.3 Innovative and practical training course that combine Fundraising and Communication (Storytelling) competencies.R1.4 Guide for VET trainers and teachers, including the definition of the competencies frameworkON ITS COMPLETIONR1.5 increased and diversified job market’s professional offer.R1.6 Increased Foundations’ staff knowledge and ability to create and run their own new promotional campaign.R1.7 Increased awareness among VET providers, educators, policymakers and the general public about the potential economic growth laying on Foundations at local and European levels.Specific Objective 2 – Interactive-Networking tool:DURING PROJECT IMPLEMENTATIONR2.1 Collection of all relevant information about European Foundation (location, contact and field of interest, activities/promotional campaign best cases, legal information sorted per country, etc.) R2.2 Database of contacts starting a pilot network R2.3 Interactive mapON ITS COMPLETIONR2.4 Increased number of Foundations joining the networkR2.5 Increased number of international collaborationsR2.6 Increased awareness about Foundations’ activities (directly participating in FIRST) through the implementation of best cases selected in the platform.Specific Objective 3 – FIRST Online Training Platform: development of an innovative learning module hosted on an online platform (i.e. MOODLE)DURING PROJECT IMPLEMENTATIONR3.1 Innovative e-learning modules including the contents of FIRST training course (and other PRs where possible) developed during the PR1.ON ITS COMPLETIONR3.2 Increased awareness among Foundations’ staff of Fundraising and Storytelling opportunity.R3.3 Increased awareness among the target group about the new profession of Fundraiser and Storyteller for Foundations.R3.4 Increased promotion and competitiveness of the possible new activities run by the new professional profile.
more_vert assignment_turned_in ProjectPartners:FVB S.R.L, Vytautas Magnus University (VMU), Det dansk-italienske Handelskammer i Danmark, i-strategies, SDU +1 partnersFVB S.R.L,Vytautas Magnus University (VMU),Det dansk-italienske Handelskammer i Danmark,i-strategies,SDU,COOPERATION BANCAIRE POUR L'EUROPEFunder: European Commission Project Code: 2019-1-DK01-KA202-060273Funder Contribution: 223,705 EUR"General OverviewMARHER's objective is to identify key competences of a new professional, innovative and creative figure, able to make the most out of values and stories: the Heritage Marketer Heritage Marketing can take a fundamental role, connecting our past to the future. Valorising Corporate Heritage does not mean simply telling stories but ""communicating through stories"", that is, creating narrative universes through which a company enters into an emphatic relationship with people, managing to arouse emotions in public. Markets are increasingly becoming narrative arenas where, alongside the intrinsic quality of products, the ability of brands and companies to know how to evoke a universe of stories, traditions and values (cultural and ethical) is fundamental to stand out among the competitors. Therefore, being able to craft stories and portraying company values is becoming a crucial skill to master to exert an attractive value towards increasingly attentive and aware customers. Project Objectives1) Definition of a NEW PROFESSIONAL FIGURE: the Heritage Marketer2) Creative and INNOVATIVE TRAINING, able to support SMEs to promote, in terms of marketing and brand reputation, their own history and their brands and products- Enhancing competences in order to develop the Heritage Marketer figure;- Creating a training course on strategies and tools for Heritage Marketing, problems and solutions linked to heritage marketing and corporate storytelling- Creating training focused on narratology and corporate reputation, corporate traditions, heritage valorisation. 3) IMPROVE EMPLOYABILITY of low-skilled and unemployed and recently graduated who, in the periodic employment rankings of recent graduates, are systematically in the last positions. Improve unemployed people's chance to compete in the job market.4)IMPROVE THE COMPETITIVENESS OF EU COMPANIES by enhancing what characterizes and differentiates Europe from other continents and markets: its secular history.Interested Target GroupsThe project wants to elaborate on new teaching materials aimed at three crucial components of the entrepreneurial ecosystem: young potential entrepreneurs, professionals within business support organizations (accelerators, incubators, development agencies) and current entrepreneurs. Intellectual Outputs OverviewIO1 includes a GEOGRAPHICAL MAP of Europe to show users simple sheet describing best cases of Marketing valorisation, the storytelling of corporate stories and tradition applied to enterprises in EU in order to use them as show-cases of heritage marketing potential at local/national and international level. It will aim at showing different practices and supporting potential participants in advancing their professional development. Moreover, the consortium will gather open access information on which of the existing models have been implemented in order to successfully apply storytelling in SMEs. IO2 is the definition of the guidelines for a skill-set of fundamental competences for the new figure of the Heritage Marketer’s CV. Skills-set means here a combination of hard and soft skills that are necessary to build a series of competences, knowledge and skills useful for the Heritage Marketer to work properly on content to boost brands, products and services. The guidelines for the skills-set will have as a basis the competences identified by the most recent studies on heritage storytelling, heritage valorisation for content production.IO3 will consist of the creation of a module learning for the definition of hard and soft skills that are fundamental for the new Heritage Marketing figure.From the point of view of the learning activities, the module will be based on case studies of Heritage valorisation analysis of European firms collected during the project (IO1). The final assessment at the end of the module will consist of the evaluation of a heritage content produced by the students, replacing more traditional methods of assessment (questionnaires, essays etc.)"
more_vert assignment_turned_in ProjectPartners:VGTU, European E-learning Institute, Outside Media & Knowledge UG (haftungsbechrankt), i-strategies, le LABA +1 partnersVGTU,European E-learning Institute,Outside Media & Knowledge UG (haftungsbechrankt),i-strategies,le LABA,MOMENTUM MARKETING SERVICESFunder: European Commission Project Code: 2021-2-LT02-KA220-YOU-000050424Funder Contribution: 197,020 EUR<< Background >>Young Storytellers for Social Change (YES 4 CHANGE) will upskill youth leaders empowering them with new knowledge and practical training resources to help young people put technology and digital stories to good use. Our ultimate goal is to empower young people (15-24 years) to become active, empowered digital citizens capable of advancing strong social change missions online. The project addresses the needs of young people and the issues they face with regard to digital skills attainment, access to quality non-formal learning opportunities, active citizenship and employability. YES 4 CHANGE uses the term “youth leaders” to encompass youth workers, educators, organizations and institutions who care about the quality of their work with and for young people. The project partners are all engaged in informal and non-formal youth work and reflect the broad range and scope of youth sector supports. Technology was a saving grace for young people during the COVID19 lockdowns in Europe offering them an opportunity to escape, learn, socialise and connect. While technology is a great enabler, the current over and quite often misuse of technology by young people has been proven to be detrimental to their emotional wellbeing, mental and physical health, and many other areas of life. Despite increasing efforts and many projects to warn young people of the potential damaging effect of technology and social media, we have yet to see the issue systemically improve. Despite their prolific use of technology and social media, the EU Digital Education Action Plan tells us that in 2019, a fifth of young persons in Europe reported not to have basic digital skills. The Plan highlights digital literacy as an essential for everyday life but it also reports that more than 40% of young people consider that critical thinking, media and democracy are not ‘taught sufficiently’ in school. It is clear therefore, that more needs to be done in this space and that highlighting the negative effects is not enough. YES 4 CHANGE seeks to change the dynamic by engaging young people in the non-formal learning opportunities which build on their existing interest in social media platforms like Snapchat, Tik Tok.Across Europe, youth unemployment and disengagement is on the rise. In 2020 the share of young people not in employment, education or training (NEETs) across Europe returned to the 2017 level (13.7%). In a short space of time, the global pandemic resulted in the gains from 3 years being wiped out. The situation is worrying for the youth leaders working for and with young people particularly in Lithuania. Last year, the number of young people under the age of 29 registered with the Employment Service increased 2.7 times, and the number of young people aged 16–24 - as much as 3.8 times. In addition, as much as 56% of young jobseekers under the age of 29 did not have professional training. Relative and worse statistics can be seen in partner countries. In Italy, youth-unemployment rate is at 32.2%. As of July 2021, 2,854 million people under 25 years of age were unemployed across the EU, of which a total of 2,339 million come from inside the eurozone, according to Eurostat. This issue is now of crucial importance to the European Commission. It has launched a series of strategies and initiatives such as the EU Youth Strategy which seeks to ENGAGE, CONNECT and EMPOWER young people. It has also designated next year as the European Year of Youth 2022. All of this comes at a time when social change has never been more urgent in Europe. Every day, we face new and increasing challenges concerned with the pandemic, poverty, financial crisis and security challenges to name a few. YES 4 CHANGE recognises the key role that young people can play as active citizens and actors of positive change in constructing a better and more sustainable future for Europe.<< Objectives >>Our ambitious project seeks to address digital transformation through development of digital readiness, resilience and capacity, promote active citizenship/young people’s sense of initiative and strengthen the employability of young people. Our main objective is to upskill project partners/associated partners/youth leaders empowering them with new knowledge and practical training resources to help young people put technology and digital stories to good use. Our ultimate goal is to empower young people (15-24 years) to become active, empowered digital citizens capable of advancing strong social change missions online. We want to improve the quality and relevance of non-formal youth education to the issues facing young people today. YES 4 CHANGE recognises the potential of non-formal youth education settings (such as the clubs, societies, non-formal youth programmes, creative hubs, out-of-class activities etc. run by the YES 4 CHANGE project partners) to provide enjoyable and fun settings to awaken young people’s creativity, self-expression, storytelling skills and ultimately a desire to improve/change the world. Via a tailored non-formal learning programme delivered by youth leaders, YES 4 CHANGE will develop a young people’s communication and digital skills related to storytelling, advocacy, communication strategies and social media campaigns. YES 4 CHANGE will teach young people that in the face of the great issues (e.g climate crisis) we need young digital storytellers around the world to communicate their realities, their victories, and their hopes for a better future. In this way, YES 4 CHANGE works towards the Erasmus+ PROMOTING ACTIVE CITIZENSHIP, YOUNG PEOPLE’S SENSE OF INITIATIVE. The project will contribute to the European Year of Youth 2022 which seeks to empower young people to become active citizens and actors of positive change.We want to improve young peoples digital skills and employability and increase their active citizenship. YES 4 CHANGE will result in an increase of young people competencies across the 5 key DIGICOMP competence areas 1: information and data literacy, 2: communication and collaboration, 3: digital content creation Competence area 4: safety and area 5: problem solving. For many youth, particularly those who have left school early, YES 4 CHANGE will be an accessible, new/second chance learning opportunity to acquire basic and key competences and develop their DIGITAL READINESS, RESILIENCE AND CAPACITY. Today’s young people are less interested in traditional forms of participation, but they are active in standing up for what they believe in and they NEED new ways of engaging in learning and development. YES 4 CHANGE will develop the digital skills and competences of Europe’s youth via an innovative digital storytelling programme designed to engage young people’s existing interest in social media platforms like Tik Tok. Storytelling is the quintessential 21st Century skill. Learning how to tell stories effectively, especially through the use of digital technology, will teach young people to become producers of digital content instead of just consumers. Storytelling is an important soft skill when used in tandem with communication, collaboration and critical thinking. In terms of employability storytelling and digital storytelling can be key interview and career skills. In this way, YES 4 CHANGE also addresses the employability skills of young people.The YES 4 CHANGE project partners seek to respond to EU Policy calls to :• boost digital skills at all levels, increase growth and innovation and build a fairer, more cohesive, sustainable and inclusive society (EU Digital Education Action Plan)• ENGAGE, CONNECT and EMPOWER young people (EU Youth Strategy)• advance the EU Youth Goals #1 Connecting EU with Youth, #3 Inclusive Societies, #4 Information & Constructive Dialogue, #5 Mental Health & Wellbeing, #8 Quality Learning, #9 Space and Participation for All, #10 Sustainable Green Europe<< Implementation >>The project involves the production of three project results (PRs) and a set of transversal activities required for successful project execution: management, impact evaluation, share/promote and sustainability. In order to ensure our project is capable of generating our intended results and overall impact, partners designed the pre-defined objectives in logical sequence to reach our final overall results. In the proposed development of the project results, we have included aspects which we know to be vital to ensure their longevity and effectiveness:- We have increased the quantity and quality of target group participation through associate partner involvement and robust user testing.- Project Results are mostly digital given the project topic but also to ensure widespread reach, use and impact across European youth sectorVILNIUS TECH will be responsible for project management, co-leading PR3 and co-leading the technical development pf PR1 and PR2. We have a strong track record in project management and as the instigator and as the originator of the YES 4 CHANGE project have a vested interest in creating relevant, exemplary youth work learning resources that match our needs and the needs of our diverse associated youth partner network. LE LABA is very active in the development of non-formal education for youth and youth workers. They design youth focused creative, digitally, inclusive programmes and deliver them in challenged communities. Le Laba have strong experience in Strategic Partnerships for youth. They have led 4 projects and have been a partner in 2 others. They will provide strategic direction and assistance to Vilnius Tech on the delivery of best practice youth projects. They will co-lead PR2 and will lead the Sustainability/Transferability Strategy for the project.ISTRATEGIES is a small but specialist company with a strong focus on the power and potential of storytelling. They are currently involved in youth orientated progammes on the topics of youth active citizenship, strengthening the employability of young people and promoting youth entrepreneurship. They will co-lead PR1 YES 4 CHANGE Non-formal Learning Resource Pack. They will also lead the Progress, Monitoring and Quality Management Strategy. MOMENTUM is a specialist youth training organisation with a special interest in inciting social change and impact as a result of their SICAP work in Ireland. They have strong digital storytelling expertise garnered from EU Stories an Erasmus+ project using storytelling to enhance the cultural diversity of European regions. Given this experience, MMS will co-lead PR2 Technology Toolkit. They will also contribute graphic design and branding expertise to the projects share/promote campaign.OUTSIDE is a newly founded inclusion specialist but staff have extensive experience in youth work. Outside bring expertise in video and multimedia production which makes them a natural co-lead for PR1. Given their expertise in developing content - websites, platforms, videos, blogs and case studies and their impressive reach (youth platform of 1300 members) OUTSIDE will co-lead the projects share and promote strategy/campaign.EUEI staff have over 30 years experience in EU projects and bring best practices with regard to the creation of online platforms for youth. Given their specialist technological expertise, EUEI will co-lead the development of PR3 YES 4 CHANGE Story exchange app. They will also co-lead the technical development and digital publication of PR1 and PR2 which will be published on the project website and Erasmus+/Youth platforms Each project result is designed to be used as an independent resource, but collectively, they are a 360-degree non-formal applied youth learning initiative which youth leaders can use to empower young people to become active citizens and actors of positive change. The multiplier events held in months 21 -23 will officially launch our project results and ensure their wide use.<< Results >>The main arc of the project methodology can be understood through the development of the PRs, user participation and multiplier events as follows:PR1 YES 4 CHANGE Non-formal Learning Resource Pack is a video-based set of training resources which youth leaders can use/deliver in informal youth learning settings. Essential training, activities and lessons on storytelling for social change will be scripted, shot, edited and published in video format to make the learning light, accessible and fun to consume and engage with. The resources which will be peer led, will explore topics and techniques connecting to creating digital storied for social change.PR2 YES 4 CHANGE Technology Toolkit will investigate, trial and test 20 of the best low cost or no cost tools and platforms for storytelling for social change. The toolkit will be a go practical resource for youth leaders across Europe. It will build young peoples digital and analytical skills and their knowledge of the tech for good movement. PR3 YES 4 CHANGE Story Exchange App will facilitate a transfer of knowledge into action. It will provide a story exchange space for young people across Europe to engage, connect, learn from, create and share inspirational youth led social change stories and projects. As well are as featuring the story exchange space, the app will feature cultivated and curated informal and bite-sized learning content for young people which will inspire and motivate them to create and share further social impact projects and stories in the future. The app will have a social element, making it fun and interesting for young people to engage with.PROJECT OUTCOMES - During the timeline of the project, 30 youth leaders, 5 from each of these partner organisations will pilot the YES 4 CHANGE resources with 120 young people. The results of the pilot will be shared and promoted leading to 200 youth leader organisations and 400 youth downloading and using the resources during the timeline of the project. Our main learning outcomes are linked to our project results and have designed according to Bloom’s Taxonomy. Youth leaders who engage with our suite of YES 4 CHANGE learning resources will be able to:• Define, explain and teach how storytelling can be used for social change and why young people should get involved in it? (PR1)• List, appraise, demonstrate and use 20 of the best low cost or no cost tools and platforms for storytelling for social change in their non-formal youth learning settings (PR2)• Connect, support and frame learning in a social digital space with allows young people to connect with their peers across Europe (PR3)Key learning outcomes for our young people will include:• Outline, recognise, compose and share digital stories which promote social change and initiate their active citizenship (PR1, PR2)• Identify, collaborate and connect with other Young European Storytellers for Social Change with similar or shared beliefs or missions across Europe (PR3)• Develop and explain their digital storytelling skills and their use for social change and in various employment settings (PR1)YES 4 CHANGE will upskill youth leaders empowering them with new knowledge and practical training resources to help young people put technology and digital stories to good use. On completion the project will result in an increase in youth led social impact projects and stories being created and consumed. On completion, our project will have made a concrete contribution to EU Youth Strategy, European Year of Youth 2022, Digital Education Action Plan and the roll out of the DIGICOMP framework.
more_vert assignment_turned_in ProjectPartners:GLOBAZ, S.A., EUFIC, AU, i-strategies, UCDGLOBAZ, S.A.,EUFIC,AU,i-strategies,UCDFunder: European Commission Project Code: 2022-1-DK01-KA220-HED-000087680Funder Contribution: 400,000 EUR<< Objectives >>General ObjImproving capabilities of graduate, PhD, Researchers, professors to communicate their research activities in food science.Specific Obj1 Increase the ability of target groups to communicate on the environmental sustainability of food systems2 Improve the ability to engage general audiences using storytelling3 Improving capabilities of professors and universities to create/innovate curricula4 Improving the ability to develop a wider public understanding of scientific activity<< Implementation >>FOODSTORIES core activities:3.1Research and collection of best practices on storytelling for science communication 3.4Interactive platform: flashcard visualization for selected best practices4.2Hands-on practical sessions with small groups of researchers5.1 Syllabus drafting: Webinar on Food Science Storytelling and sustainability 5.2 Script elaboration for the Webinar5.5 Results upload on the project websiteAdditional activities will validate and test all project results<< Results >>FOODSTORIES core Results1) Digital Handbook: Good Practices in Food Science Communication2) Actionable Knowledge Content: Practical prompts and exercises for food science communication3) Open Educational Resource: ‘Masterclass in Food Science Storytelling’Additional intermediate products (Syllabus, methodologies) will also be published as accessible content to promote the replicability of products.
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