
Horizon Lab
Horizon Lab
3 Projects, page 1 of 1
assignment_turned_in ProjectPartners:DIGIJEUNES, EDUCENTRUM ZU, Pralnia Makerspace, Horizon LabDIGIJEUNES,EDUCENTRUM ZU,Pralnia Makerspace,Horizon LabFunder: European Commission Project Code: 2018-1-FR02-KA205-014144Funder Contribution: 59,338 EURDigital Environmental Education (Deedu) is an international cooperation which run for 21 months, across 2018, 2019 and 2020. It involved 4 organizations based respectively in France, Poland, Italy and the Czech Republic. The objective of the project was to combine environmental education with digital DIY, so as to inject a new approach into environmental and sustainability education. Another objective was to sensitize young participants as well as youth workers and educators on ways to actively participate in activities on and around citizen science.Overall, the project has been an opportunity to develop cutting-edge pedagogical material, initiate educators to a learning by doing approach to scientific, technical and environmental education, to exchange with other agents of the youth sector on these topics. We believe that young people involved in this venture also developed key 21st century skills such as creativity, problem-solving and communication skills. The youth practitioners affiliated to the participating organizations who were involved in this project came from a breadth of areas, some of them were familiar with digital DIY and maker education, others discovered these practices during the implementation of the project, especially in the Czech Republic.The young people who were involved in learning activites in the framework of Deedu were affiliated to local partners in France, Czech republic, Italy and Poland, for example youth centres, primary schools, community centres, makerspaces and fablabs. Their age range: 9 to 16 years old.The main learning activities that were implemented as part of Deedu were pilot tests of the intellectual outputs, public events including hands-on workshops on and around the project deliverables. The educational kit produced in the framwork of Deedu includes 3 modules: the first on monitoring environmental parameters, the second on home automation and energy saving, the third one on automated gardening. All educational ressources include physical items and written guides/tutorials, some of them rely on ad-hoc online platforms embedding IoT technology; they are available on several online platforms and can be downloaded for free by any user. IMPACT Deedu produced an impact on the following targets: young people, staff of the participating organizations, NGOs, youth practitioners in the participating organizations countries, educational institutions, instructional environments, on-line communities, and public events organizing committees.With regards young people, Deedu produced a shift in their attitude, away from consumerism and towards environmental awareness. It also empowered them vis a vis civic engagement, notably through participating in citizen science projects. As far as participating organizations and their staff are concerned our project had a positive impact in terms of visibility (visibility at local, regional level), motivation to get involved in initaitives around sustainability and ecology, enabling staff (paid staff as well as volunteers and members) to get involved in further opprotunities for training and professional growth, and launch local intiatives at the interface between digital tech and sustainability education (ex. plastic waste management initiative).Concerning third parties and stakeholders (instructional environments, online communities etc.), the main impact of our project has been an increased awareness about maker education, digital DIY, problem-based and project-based approach to learning, an increased capacity to offer non formal activities relating to environmental and sustainability education.At National, EU and international level, the project influenced gatherings of youths and youth organiztions (ex. forum français de la jeunesse), funding bodies and other programmes (ex. WearSustain), other consortia operating on EU projects (ex. Vulca project).
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For further information contact us at helpdesk@openaire.euassignment_turned_in ProjectPartners:Horizon Lab, TRANSIT PROJECTES, Timelab, DIGIJEUNES, NOD MAKERSPACE SRLHorizon Lab,TRANSIT PROJECTES,Timelab,DIGIJEUNES,NOD MAKERSPACE SRLFunder: European Commission Project Code: 2018-1-BE05-KA205-002425Funder Contribution: 108,349 EURBACKGROUNDThe maker movement is an emerging trend with the potential to have an impact on a number of different areas. Educational institutions have started to appreciate the potential educational benefits of engaging young people with the maker movement. We believe the movement can also play an important role in fostering inclusion of disadvantaged youth. Through making and tinkering, as well as engaging with communities of makers, young people may in fact be able to develop the resources necessary to tackle their disadvantage.OBJECTIVES The operational objectives of this partnership consisted in producing a set of resources to assist and encourage the implementation of educational maker activities for youth: - A methodology to run practical maker activities with young people at risk of social exclusion- Video tutorials to encourage actors from the youth sector to set up makerspace-like environments with the ultimate aim of running educational and inclusive maker activities- A guide and a set of tools to recognize and validate learning outcomes of youth engaging in maker activities- A guide on open source tools and equipment for running maker activitiesThe partnership gave the consortium the opportunity to share knowledge and expertise with each other. This allowed us to gain a greater understanding of the benefits of makerspaces in different settings and contexts, especially vis a vis inclusion of disadvantaged youth. The project also allowed us to forge strong connections and inspiration for follow-up collaborations and projects. The methodology for educational maker activities made by the consortium and the developed maker activities are clear and hands-on examples of how makerspaces and youth workers can improve the quality of their activities, with a focus on targeting disadvantaged youth. UNDERTAKEN ACTIVITIES Each partner took the lead in one the IO's. Trànsit Projectes took the lead in the development of the methodology for educational maker activities; NOD Makerspace planned and filmed the video tutorials on how to set up a makerspace-like environment; Digijeunes used their experience to develop the guide and the set of tools to recognize and validate learning outcomes, and Horizon Lab used their knowledge to create a hands-on manual on the use of open source tools and equipment. Timelab took the lead in the project management and the evaluation of the different outputs. To ensure the quality of the IO's, they were pilot tested with young people. The COVID-19 pandemic made this process more difficult than anticipated, but every organization succeeded in piloting both their own and outputs of the other partners. Digijeunes and Trànsit Projectes joined forces to organize digital piloting workshops. NOD Makerspace provided know-how and support to other national organizations setting up makerspaces around the country. An evaluation form was used to collect feedback from the participants and the other organizations.PARTICIPANTS The project focuses on the potential of makerspaces to be an educational and inclusive space for socially disadvantaged children. The idea was to look for those common elements in maker education that would help us to define the parameters that a makerspace needs to have to be inclusive. How to create attractive activities for young people.IMPACT The promotion of the project outcomes and results has an impact on the development of educational making workshops targeting youth in a situation (or at risk) of exclusion, across Europe. Youth that participated in activities organized by the partner organizations developed a set of skills related to their social and psychological reactivation, to employment and education. The impact of the project on stakeholders include the strengthening of relationships between organizations active in youth work and non formal education and places for the promotion of digital and maker culture (makerspace-like environments).DISSEMINATIONThe consortium used several channels to disseminate the results of the project: online and offline press, websites and online communities, social networks and public events. Activities undertaken are:- Publication of the IO's on the project website and the websites of the partnering organizations and their SNS- Publication of the IO's on online platforms for digital DIY, such as Tinkercad.com, Thingiverse.com and Instructables.com- Leaflets with information on the projects for online and offline dissemination- Informative posts on social media- Digital Multiplier Event to share the outputs with representatives of educational institutions, youth centers, instructional environments, NGOs, youth - practitioners, local policy makers,... - Offline meetings and tours of the makerspaces with local, national and international stakeholders demonstrating the opportunities and challenges of managing makerspace environments and delivering educational workshops for youth at risk of exclusion
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For further information contact us at helpdesk@openaire.euassignment_turned_in ProjectPartners:Kodcentrum, Horizon Lab, ASSOCIACIO CULTURAL TABALA, TRANSIT PROJECTES, DIGIJEUNESKodcentrum,Horizon Lab,ASSOCIACIO CULTURAL TABALA,TRANSIT PROJECTES,DIGIJEUNESFunder: European Commission Project Code: 2021-1-SE02-KA220-YOU-000028971Funder Contribution: 153,893 EUR"<< Background >>There will be 41 billion IoT (Internet of Things) devices by 2027. To put this on a scale, one million seconds is almost 12 days, while one billion seconds is almost 32 years.A former Cisco researcher said ""things are no longer just computers and phones. Today, literally anything can be connected, including tennis rackets, diapers, clothing, vehicles, and, of course, homes"". The network is starting to include biological things like pets, crops, livestock and clothing. Another 127 new devices are connecting to the Internet every second, each device representing a potential attack vector for hackers.Our project, Internet of Tricks, enhances young people’s understanding of connected objects in different aspects of our lives, from human interaction to consumer habits and learning. For 2 years, the consortium will work to sensitize youth about IoT, more specifically about the risks related to connected objects and the potential of such devices to revolutionize our lives and routines. Through our activities and educational support, we will boost technical competences of youth involved in the project. This target public will develop knowledge and skills in IoT. Moreover, the project will improve youth’s professional and educational prospects, as IoT skills are highly demanded by employers all over Europe.Besides young people, we are targeting youth practitioners, to help them educate their audience on IoT, as well as youth organizations, NGOs and instructional environments who will be encouraged to open up to educational programs related to the risks, opportunities and working principles of connected objects.<< Objectives >>The main objective of our project is to empower youth to pursue their own professional and educational goals in the tech field, especially with regards to IoT.Other strategic objectives include:- sensitize youth with respect to risks and potential of IoT - boost technical competences of youth in the field of tech, notably IOT- expand professional and educational prospects of youth involved in the project<< Implementation >>The main activities we will be implementing are the following:- Pilot tests of the intellectual outputs. We chose to apply different pilot testing strategies in each country. Thus, in Italy HorizonLab will run limited testing focusing on selected parts of the intellectual outputs. In zll other participating countries, organizations will run extended pilot tests covering the full package of deliverables and involving a considerable amount of contact hours with young people. - A reward action. All youth involved in the project activities will also participate in a follow-up operation which consists in producing a collective participative video depicting their experience in this project, as well as interfacing with local IoT professionals based in Romania, Spain, Sweden and France.- Communication about the project. We will be communicating about our activities and results to individuals and groups of people outside of the consortium. Our communication campaign targets young people, who shall be encouraged to use our educational tools and question their attitudes with regards to connected devices; local maker communities, instructional environments and youth organizations, who are encouraged to deploy workshops on IoT and exploit the project results. At Regional and National level we are targeting groupings of maker communities, groupings of youth organizations, to disseminate our results and forward our educational supports across their networks.<< Results >>The results we expect to produce over the lifetime of the partnership are:- Educational resources relating to IoT and digital science. Our outputs will contain a mix of physical supports and activities ideas on a number of selected topics relating to connected devices. For example, we will be developing pedagogical resources on how to secure personal connected devices, how to crack connected objects, or how to protect communications that occur via the internet.- Learning outcomes for young participants. They will notably develop technical skills relating to IoT as well as an understanding of ICT more generally and an appreciation for learning by doing approach to non formal education. - Learning outcomes for participating organizations and their staff. These agents will learn from international colleagues by exchanging good practices relating to learning by doing approach to education and digital youth work.The project is expected to have an impact on young people involved in our activities. They shall change their attitude and behaviors in relation to connected devices and start acting as ambassadors of good practices in this field with their families, friends, peers.Participating organizations are expected to enhance their capacity to offer meaningful educational activities on topics such as IoT, digital science. Their staff as well as youth practitioners involved in this project are expected to boost their sense of initiative at work and their competency with regards non formal education on technology or managing an international partnership and communicating with foreign colleagues.Stakeholders, instructional environments,local partners as well as a number of agents active in the youth work sector are expected to increase their motivation to tackle IoT and related topics in their professional setting. They shall be motivated to initiate cross-sectoral cooperations with maker communities and professionals from the IoT domain."
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