
SC Ludor Engineering SRL
SC Ludor Engineering SRL
27 Projects, page 1 of 6
assignment_turned_in ProjectPartners:HEARTHANDS SOLUTIONS LIMITED, Istituto Superiore E. Mattei, SC Ludor Engineering SRL, Danmar Computers LLC, Stucom SA +3 partnersHEARTHANDS SOLUTIONS LIMITED,Istituto Superiore E. Mattei,SC Ludor Engineering SRL,Danmar Computers LLC,Stucom SA,ECAM-EPMI,MACDAC ENGINEERING CONSULTANCY BUREAU LTD - MECB,M.K. INNOVATIONS LTDFunder: European Commission Project Code: 2018-1-FR01-KA201-047889Funder Contribution: 232,915 EURThe problem Industry 4.0 was a hot topic already in 2018 when this project was at the application phase, and it is even more the case today in 2021. The need for robotics and computerization is growing. While this will reduce the number of jobs in assembly and production, a significant number of jobs particularly in IT and data science will be created. However, children have less and less interest in such engineering or technical careers as they believe these subjects are too difficult for them to succeed and not suitable for women. The target groups Main target: STEM teachers Sub target: their students (secondary level) Others: relevant stakeholders, among which career counsellors, educators, trainers, policy makers, representatives of business sector. The solution The DIRECTION 4.0 (D4.0) project has developed a set of didactic materials that will help STEM teachers to introduce and promote the concept of Industry 4.0 among students through a Compendium. A 4.0 Career Roadmap serves as a professional career roadmap, encouraging students to choose more technical fields of study. The project also facilitates the building of a network of teachers through Space 4.0 - toolbox for teachers which contains all deliverables built during the project and helps teachers to meet and share experiences. Main objectives D4.0 aims at promoting the concept of Industry 4.0 and related technologies among secondary school students and encouraging them to choose technical careers. This is achieved by providing teachers with updated didactic materials, researching the 4.0 skills profile and giving the target groups a better understanding of the concept. The partners The partnership comprises 7 partners from 7 countries: a higher education institution focused on training operational engineers, a secondary school, a higher education institution providing courses on robotics, an expert in new technologies related to Industry 4.0, a consulting bureau dedicated to promotion of cutting-edge technological solutions, a consultancy offering services ranging from business development and public funding acquisition to custom implementation, an IT training provider and e-learning solutions developer. Methodology Thorough research has been done by all partners on selected topics of Industry 4.0 in order to prepare the Compendium which gives a good idea of the state of implementation especially in Europe, the economic and social factors, expected trends and challenges. The topics were: Smart Factories, Augmented and Virtual Reality, Cloud Computing, 3D printing, Robotics, Cyber security. For each topic the subjects required for a career in the area have been added (general science, ICT, mathematics, physics, biology and chemistry). An annex was also developed with the methodology to create a workshop. A job market analysis has been conducted next with a field research to determine the Model Skills Set that would be developed. After a skills verification done with students, the 4.0 Career Roadmap report has been prepared. Meanwhile, all deliverables were uploaded in Space 4.0 - toolbox for teachers with the Compendium transformed as e-courses, the Skills verification tool set and pilot testing done to validate all developed content in the project for it to be finalised. Results The outcomes of D4.0 comprise the: - Compendium 4.0 - 4.0 Career Roadmap Report - Skills Verification Tool - Space 4.0 - toolbox for teachers Long-term benefits With the support of the Space 4.0 - toolbox for teachers, a virtual space developed for sustainability of the e-course and deliverables, teachers will be in position to present their students updated content and tools about Industry 4.0 to ensure young people are better aware of what Industry 4.0 is, what kind of skills are needed to work in the fields described, and encourage them to choose technical and engineering careers to be part of Europe’s workforce to build the future. (Even though the course of the project has been affected by the Covid-19 sanitary crisis, partners ensured the high quality of the project, as planned in the application.)
more_vert assignment_turned_in ProjectPartners:ISTITUTO D'ISTRUZIONE SUPERIORE A CECCHI, I.I.S. A. Ferrari, CENTRO PÚBLICO INTEGRADO DE FORMACIÓN PROFESIONAL CORONA DE ARAGÓN, AeroDron S.r.l., UPT +4 partnersISTITUTO D'ISTRUZIONE SUPERIORE A CECCHI,I.I.S. A. Ferrari,CENTRO PÚBLICO INTEGRADO DE FORMACIÓN PROFESIONAL CORONA DE ARAGÓN,AeroDron S.r.l.,UPT,Cisita Parma srl,AITIIP,Liceul Teoretic de Informatica Grigore Moisil,SC Ludor Engineering SRLFunder: European Commission Project Code: 2016-1-IT01-KA202-005374Funder Contribution: 341,691 EUR"The project aims at:- socializing (with case studies reconstructed for educational purposes) pupils and teachers of VET schools with drone technology, designing its integration with curricular STEM programs as teacher-led approach- co-designing with companies innovative working environments, developing the necessary resources for an open and transferable WBL for the realization of a project work “pupil-led”, in response to the challenges of application of drone technology- promoting among students, with a logic of gamification to develop entrepreneurship, a competition of ideas for design, development and implementation of new applications / uses of dronesToday, 90% of the EU working positions require technical skills: by 2018 the demand for STEM resources will grow by 8% while the average of jobs will grow only by 3%; by 2020 there will be a deficit of 825.000 resources with technological skills; by 2025, due to turnover, 7 million jobs requiring STEM skills will be available.If the realization of the ET 2020 strategy hopes that benchmark doesn’t exceed 15% of students below the age of 15 with low achievements in math and science, data reveal 22% in 2015 (36.6% for students in unfavorable socio-economic conditions). Besides, there is a strong gender-gap: only 32.1% of EU-27 graduates in STEM disciplines is females.Drones are suitable to promote vocational learning experiences based on experiential practice, in an interdisciplinary approach, in response to the needs of vocational skills development related to key technologies of the digital era and STEM disciplinary skills: engineering for the resolution of design issues, production and maintenance of light aircraft, built with advanced materials that allow the flight in accordance with applicable regulations; mathematics (from trigonometry to set the flight plan, to 3D modeling through the cloud of points for volumetric calculations and remote sensing); the physical and natural sciences to fully understand the application fields of technology.The project involves a VET secondary school and a business / technology oriented institution in each country, considering countries with similar urgency to address a problem of under-performance and disaffection with the STEM subjects (cfr. Eurydice 2013) and with homogeneous conditions / prospects of development of drone technology (see. ""Innovation Union Scoreboard 2015"").The expected results follow, in the realization of IOs, a logical sequence of industrialization passing from the enabling conditions for the activation of the drones (1- design / assembly of the UAV, 2- study of how to use the data on the ground 3- making of the devices to be installed on board), to real activation of technology (4- study of flight plans) and, finally, to the examination of application problems (5- enhancement of marketability fields).The realization of each of the first 5 IO is divided into the following three macro activities:1) DESIGN 2) TESTING 3) RELEASEThe competition of ideas (IO 6) allows students / teachers / business experts to explore innovative fields of application, using the methodology of ""gamification"" to stimulate the engagement. The WBL methodology to be adopted for the implementation of the IO intends to be an active testing of subject content, referring to a type of ""learning by doing"" according to the model called “Ambito di attività”, whereby students are given: a labour process, tools - both materials (technology) and intangible (information, procedures), an OBJECT of application and a RESULT to get, being placed in RELATIONS specifically defined.VET secondary school will be able to expand the supply of training and increase interest between the ""digital generation"" to the STEM disciplines; the learners will be able to increase motivation for further education, particularly scientific (even overcoming the gender gap) and increase their employability; the business / technology oriented institutions can take advantage of connecting with new generations of workers and exploring the potential of the innovative application uses of drones.Impacts: increase awareness of VET teachers about the pedagogical potential of WBL; develop in VET students (especially low achievers and / or female students) motivation to study STEM disciplines and encouraging employability, even in an entrepreneurial way; seize the enormous potential of the drone market development: EU sources says of a market of about 15 billion euro within the next 10 years in our continent and, globally, of 130 billion dollars.All IO project will be released as OER."
more_vert assignment_turned_in ProjectPartners:Public institution Information Technologies Institute, GODESK S.R.L., Centro de Formación Somorrostro, Danmar Computers LLC, SC Ludor Engineering SRL +4 partnersPublic institution Information Technologies Institute,GODESK S.R.L.,Centro de Formación Somorrostro,Danmar Computers LLC,SC Ludor Engineering SRL,University of Bucharest,MACDAC ENGINEERING CONSULTANCY BUREAU LTD - MECB,SLK,Liceul Teoretic de Informatica Grigore MoisilFunder: European Commission Project Code: 2016-1-RO01-KA202-024578Funder Contribution: 224,052 EUR3D printing (3D-P) has a large effect on creativity and innovation and it has been identified by EU as one of the technologies that will boost the development of future products and services. The use of 3D-P in the European industry is growing rapidly, creating new jobs that requires new skills and qualifications. As the development of these skills is not commonly supported by VET programs, there is an urgent need to strengthen the VET curricula content in order to provide the students, youths and adults with the necessary key competencies. The main objective of 3DP project was to address the need of European industry for workforce with 3D-P skills by developing a specialized VET course and e-learning platform. Several specific objectives are defined from the main objective:1. Promote active cooperation between HEI, VET providers, SMEs and a certification body in order to obtain a significant impact on the modernization of VET education in the 3D-P sector;2. Create a flexible learning pathways able to provide VET graduates with important competences and skills, including growing use of digital learning, and aiming to improve the level of both sector specific and transversal competences and skills, with particular regard to those relevant for the 3D-P labour market;3. Prepare guidelines and case-studies on the use of 3D-P in VET education to define the most suitable training paths; 4. Generate a VET 3D-P curricula embedding the most relevant topics for the 3D-P labour market;5. Create a VET course focused on developing skills in 3D-P and the related fields;6. Develop a multilingual learning management system (LMS) to make the course content free and easily accessible; 7. Prepare a guideline for the trainers using the developed materials.The consortium was made up of 9 partners from 6 countries.The main activities undertaken by partnership are: • Developed 5 Intellectual Outputs (IO)• Created a Pan-European certification system and tool, including self-assessment tests and a 3DP knowledge certification test that was sent to ECDL Foundation for approval. • Run one learning, teaching and training activity for trainers in 3D-P• Run a series of pilot test on IOs• Evaluated and revised the IOs• Translated the 3DP courseware and LMS in English, Romanian, Italian, Spanish, Polish and Lithuanian• Produced/ translated/distributed 4 newsletters and one leaflet• Created and continuously updated the project website and social media channels• Held 7 multiplier events in Romania, Italy, Spain, Poland, Malta and Lithuania• Disseminated the project and its results to the target groups• Organized 4 transnational project meetingsThe main project’s results are the 5 IOs developed:•Guidelines and case-studies on the use of 3D-P in VET education•Curricula of 3DP course•3DP courseware•3DP trainer guidelines•3DP learning management system (e-learning)The 3DP project supported the improvement of participating organizations’ capabilities in 3D-P and related fields, allowing for development of their activities. The staff of partner organisations gained more knowledge on 3D-P, VET education, e-learning, etc. and expanded their expertise in project management.The main attained impact is the modernization of VET curricula by adding features relevant to 3D-P sector. The 3DP outcomes are equipping VET students with new key competencies specific for 3D-P, competencies that are not available in the existing VET curricula. Consequently, the partners as well as the external experts consulted, are considering that the impact of the 3DP project on the VET curricula is a significant one. Already, VET providers from Romania, Spain, Italy and Lithuania are including 3DP courseware in their curricula. The potential is huge and we expect more and more organisations to use the 3DP teaching material.The project had an impact on all the target groups. It helped VET and other students, post-tertiary graduates and key personnel of various organizations to gain 3D-P competences and, consequently, to increase their chances to find a good job or to open a successful business, to support their organizations in improving the operational capabilities and/or extending the activities range.The companies using 3D-P benefit from the availability of skilled work force, thus being able to develop, expand their activities field, innovate their processes, etc.The individuals graduating the 3DP course also enhanced their creativity, innovation and entrepreneurial spirit, as they become able to benefit from the formidable opportunities offered by 3D-P.On longer term, we anticipate that the 3DP project will provide significant beneficial impacts on VET providers, regional development agencies, political decision makers, chambers of commerce and industry, industrial associations, foundations relating to design and 3D-P, capital investors, patent attorneys etc. and on the people interested in developing their 3D-P skills.
more_vert assignment_turned_in ProjectPartners:LABC S.R.L., Ministry of Education General Directorate of Special Education and Guidance Services, Szkola Podstawowa im. gen. Wl. Sikorskiego w Nowej Wsi, UNIVERSITY OF THESSALY - UTH, SC Ludor Engineering SRL +3 partnersLABC S.R.L.,Ministry of Education General Directorate of Special Education and Guidance Services,Szkola Podstawowa im. gen. Wl. Sikorskiego w Nowej Wsi,UNIVERSITY OF THESSALY - UTH,SC Ludor Engineering SRL,Agrupamento de Escolas de Moure e Ribeira do Neiva,FYG CONSULTORES,STOWARZYSZENIE CENTRUM WSPIERANIA EDUKACJI I PRZEDSIĘBIORCZOŚCIFunder: European Commission Project Code: 2019-1-PT01-KA201-060833Funder Contribution: 225,698 EURAll organisations that agreed to take part in 3DP TEACHER project, recognize the meaning and significance of the impact that 3D printing may have on many aspects of our lives and work in near future. 3DP market is developing fast, with its applications found in more and more different areas like architecture, medicine, and industry. Increasing number of businesses are interested in making use of its potential, hence it is reasonable to assume that also the number of jobs in this sector will be on the rise. The Industry 4.0, and particularly technology of 3D printing (3DP) is entering schools curricula all over the world, and its potential is becoming widely recognized. Many teachers consider this innovation in the sector welcome and necessary, but they very often lack proper technical and methodological knowledge to embrace this new technology. In order to change this situation, the aim of the project is to improve the digital competences of teachers in relation to implementing of 3D printing in education. This aim will be achieved through:- developing 3DP Teachers' Guidebook (covering case studies, lesson plans with 3DP, recommendations on possible implementation)- developing 3D modelling course for Teachers- developing of online environment for teachers interested in applying 3DP solutions - initiating the network of 3DP teacher expertsProject’s objective is also to facilitate cooperation between schools, policy makers in the field of educations and business sector. This cooperation is crucial from the point of view of future implementation of 3DP. Target groups: - teachers from secondary schools interested in innovations and development of their digital skills in teaching- students interested in new technologies and pursuing career in rapidly developing technology market- school managers/directors, officials responsible for education.To encourage teachers’ involvement and contribution, AEMRN, GD and SP interested in 3D printing became partners in this project. To ensure the effective transfer of technology and proper management of tasks and activities the schools will cooperate with business partners. As a result, an effective and mutually supportive partnership was established.The activities planned within 3DP TEACHER project lead to the formation of two intellectual outputs: “3DP Teachers’ Guidebook” and “Innovative Teachers Environment (ITE)”. The first one is to show teachers possibilities of 3DP implementation, examples of good practices, recommendations on methodology, hardware and software tips, as well as safety issues. The second will serve the creation of international teachers’ experts’ community, sharing their experiences and ideas on how to enhance the teaching process with 3D printing and create relevant 3D models. Their active involvement in the community will contribute to the creation of database of 3D models to use on lessons, lesson plans involving the 3D printing, methodological and technical aspects of using 3D printing for educational purposes.The expected impact is that the 3DP TEACHER project will significantly and in sustainable way influence participants, participating organisations, target groups and other relevant stakeholders. The desired impact is that teachers will improve their digital competences in relation to implementing of 3D printing and also that decision makers and teachers will understand and incorporate 3D printing in the process of teaching young people and that in effect, prepare them for the needs of labour market. The impact will be significant at all levels but especially on local and regional levels in which partners have access to schools and decision makers.
more_vert assignment_turned_in ProjectPartners:G.G. EUROSUCCESS CONSULTING LIMITED, INSTITUTE OF ENTREPRENEURSHIP DEVELOPMENT, Petit Pas aps, SC Ludor Engineering SRL, DRAMBLYS +1 partnersG.G. EUROSUCCESS CONSULTING LIMITED,INSTITUTE OF ENTREPRENEURSHIP DEVELOPMENT,Petit Pas aps,SC Ludor Engineering SRL,DRAMBLYS,Liceul Teoretic de Informatica Grigore MoisilFunder: European Commission Project Code: 2019-1-IT01-KA202-007430Funder Contribution: 223,495 EUR"CONTEXT The labor market is constantly evolving. The skills and qualifications required change over time. In order to face change, you need to be equipped with different skills.Europe's digital transformation will see an acceleration with the rapid development of new technologies, such as artificial intelligence, robotics, cloud computing and blockchain (""chain of blocks""). Digitization affects the way people live, interact, study and work. Although from the digital transformation many opportunities are emerging, currently the greater risk is given by a poorly prepared society to face the future. OBJECTIVES- promote a high level of employment through the creation of a competent, qualified and adaptable work force for economic change;- support and strengthen the development of key competences for all, starting from a young age and throughout life;- promote the acquisition of skills in science, technology, engineering and mathematics (STEM), taking into account links with economic sustainability and the environment;- facilitate the acquisition of skills by promoting multiple learning approaches and contexts, also with the appropriate use of digital technologies in education, training and learning;- provide support to all learners, including those in disadvantaged conditions or with specific needs, so that they express their full potential;- Provide innovative tools and skills to trainersTARGET GROUP - Trainers/Staff of the participating organizations- people who have lost their jobs and need to update their skills- recent graduates in scientific and technological field- students- long-term unemployed- Trainers- VET organizations, local authorities, companies, employment centers, policy makers, professionals and researchersACTIVITIESIn line with the most advanced processes in the world of makers, Arduino, 3D printers, digital manufacturing, and 4.0 industry, the project aims to provide high-quality digital skills, and to encourage entry or return to the world of work.To achieve these goals and focus on innovation, the partnership has identified a specific field of intervention: the recovery of obsolete machinery through Arduino.This will happen thanks to the development of 3 main IO:O1 Experts Program Toolkit.The objective of this IO is to create a training material that provides the project’s target groups with high quality knowledge and skills needed to modernize existing machineries in order to make them “smart” and more adapted to the nowadays requirements of the manufacturing industry.O2 ICT Tool for Competence Assessment (incl. User’s guide of the ICT tool).The main aim of the ICT tool for Competence Assessment will be to evaluate the knowledge and starting skills of the target group, identification of the needs of the specific target groups that need to be addressed in order to provide them with useful skills so that they can enter the world of work O3: Gamified e-learning PlatformThe ""Gamified e-learning Platform"" will serve as an open education digital platform for the provision of the training material developed throughout the project.In this way the target group formed will be able to exploit the knowledge acquired to modernize the machinery present in various production sectors and no longer used. Will be able to enter / return to the labor market, thanks to new innovative skills that will acquire in the field of electronics, computer science, interaction design, ect.IMPACTThe project aims to increase of the capacity and competency level of the target groups; increase in specialized professionals in the sector and improvement of working conditions; change of mentality towards social, ethnic, linguistic and cultural diversity; increase of competencies linked to the professional profile; development of relevant digital competences and skills for needed to modernize existing machineries in order to make them ""smart""; improvement of recognition processes and validation of skills acquired by non-formal and informal learning activities with the use of European reference tools; greater exchange of innovative practices in the field of vocational training and labor policies; increased mobility in the workplace and sharing of the underlying principles of circular economy"
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