
SHINE 2EUROPE LDA
SHINE 2EUROPE LDA
25 Projects, page 1 of 5
assignment_turned_in ProjectPartners:Fundacja Mimo wieku, AFEDEMY, ISIS Institut für Soziale Infrastruktur gemeinnützige GmbH, SHINE 2EUROPE LDA, THUASFundacja Mimo wieku,AFEDEMY,ISIS Institut für Soziale Infrastruktur gemeinnützige GmbH,SHINE 2EUROPE LDA,THUASFunder: European Commission Project Code: 2020-1-NL01-KA204-064676Funder Contribution: 252,665 EURHard to access environments, such as neighbourhoods, public spaces and the social and commercial infrastructure, are a major risk for social exclusion. Especially persons with physical, mental or social restraints are often concerned by isolation. Healthy and age-friendly environments apt for these target groups include lviing spaces which are safe and comfortable, the possibililty to leave and return to one's building without barriers, health and social services and opportunities to actively participate in community life.The BIG game intends to raise awareness and to transfer knowledge about appropriate measures and actions to create environments that are healthy and built in an age-friendly way, also by making use of ICT solutions, e.g. by assistive or smart homes technologies. According to their professional experiences, stakeholders in this field are usually focussed on specific topics and areas. But an effective implementation of healthy and age-friendly environments need a holistic approach combining architectural, social and ICT measures. The game will offer learning experiences in applying this approach. As a contribution to closing the gap between existing devices and their application, the game will support learners to get acquainted with potential solutions and steps to be taken. Building on the current Erasmus+ project Hands-on SHAFE - Smart Healthy Age-Friendly Envrionments (2019-2022), the BIG game will be developed with the intention to make the results of the work done so far available as a playful learning experience to a broader target audience and thus spread knowledge and know-how on the creation of healthy and age-friendly environments at the greatest possible extent. The game will address diverse target groups, among others:• Professionals in municipalities and welfare organizations committed to urban development and social inclusion;• Volunteers in social associations, initiatives and Seniors Councils acting for the interests of persons in need of healthy and age-friendly environments;• Private persons like informal carers and persons in need of adequate environments themselves.Representatives of persons living in non-inclusive environments as well as of future learners will be involved in the project activities as follows: 24-32 workshop participants with first-hand experiences in inappropriate living environments hindering their soical inclusion and independent living, 12 participants in a Blended Learning Mobility and at least 100 stakeholders from associations and policy-making in national and European multiplier events.In order to achieve the project objectives, two Intellectual Outputs will be carried out. For IO1, the scenes of the BIG game will be developed in workshops with persons who have faced inapproriate conditions in their living environments and are committed to improve the situation. They will also assess the scenes which are elaborated by the responsible partners and initiate improvements, if necessary. In the second step, the scripts and scenarios will be transferred into technical qualifications. The beta version of the game will be developed and applied in a Blended Mobility of learners. Based on these results, the alpha version will be completed. In order to increase the impacts of the learning game, in IO2 a curriculum and trainer manual with instructions on how to make use of the game will be elaborated that includes, among others, a detailed section on validation and certification approaches that are apt for non-formal and informal learning experiences. Also IO2 wlll be tested during a Blended Mobility of learners and adapted where necessaryAll Intellectual Outputs will approach their topics from a person-centred perspective. The pro-active involvement of persons who are in need and committed for healthy and age-friendly environments is part of the quality management. Dissemination activities will target policy-makers and associations at all relevant levels but pay special awareness to grass-root initiatives fostering the social inclusion of persons who are in need of inclusive neighbourhoods.As a result, the project will increase knowledge on potential measures to create healthy and age-friendly environments from a holistic perspective. With its low-threshold approach it will also be attractive for learners will little interesest in formal or non-formal learning offers. The BIG game will be integrated on the Hands-on SHAFE website (https://hands-on-shafe.eu/en) where it is accompanied by a library and materials for adult educators, including a compendium of good practice, the workshop curriculum and trainer manual with learning aids.The desired impact of the game is to contribute to a fundamental change in the quality of physical and social environments and to the implementation of inclusive neighbourhoods and caring communities for all generations. However, the full impact of the project activities will only show in the long run.
All Research productsarrow_drop_down <script type="text/javascript"> <!-- document.write('<div id="oa_widget"></div>'); document.write('<script type="text/javascript" src="https://www.openaire.eu/index.php?option=com_openaire&view=widget&format=raw&projectId=erasmusplus_::c7c053772bb70aca309845e2444d1f83&type=result"></script>'); --> </script>
For further information contact us at helpdesk@openaire.eumore_vert All Research productsarrow_drop_down <script type="text/javascript"> <!-- document.write('<div id="oa_widget"></div>'); document.write('<script type="text/javascript" src="https://www.openaire.eu/index.php?option=com_openaire&view=widget&format=raw&projectId=erasmusplus_::c7c053772bb70aca309845e2444d1f83&type=result"></script>'); --> </script>
For further information contact us at helpdesk@openaire.euassignment_turned_in ProjectPartners:ISIS Institut für Soziale Infrastruktur gemeinnützige GmbH, AFEDEMY, Fundacja Laboratorium Architektury 60+, TAMPERE UNIVERSITY, SHINE 2EUROPE LDAISIS Institut für Soziale Infrastruktur gemeinnützige GmbH,AFEDEMY,Fundacja Laboratorium Architektury 60+,TAMPERE UNIVERSITY,SHINE 2EUROPE LDAFunder: European Commission Project Code: 2021-1-FI01-KA220-ADU-000033502Funder Contribution: 293,910 EUR<< Background >>DEMOGRAPHIC CHANGE IS A REALITY IN EUROPE: According to Eurostat, in 2019, people aged 55 years or older accounted for just over one third (33.6 %) of the total EU-27 population. The share of this age group (55+) will increase in each of the 27 EU Member States and is projected to reach 40.6 % by 2050. For example, by 2050, those aged 55 years or more are predicted to account for 45.9 % of the population in Italy, and for more than 45.0 % in Lithuania, Portugal, Greece and Latvia [14]. Moreover, between 2019 and 2050, the number of very old people in the EU-27 is projected to more than double, up 113.9 %. To give some idea of the magnitude of this change, the number of people aged 85 years or more is projected to increase from 12.5 million in 2019 to 26.8 million by 2050, while the number of centenarians (people aged 100 years or more) is projected to grow from 96 600 in 2019 to close to half a million (484 000) by 2050. At the same time, ENVIRONMENT AND CLIMATE CHANGE are key priorities globally, and in Europe. Without action on climate change, in the next decades we will face a potential 5°C temperature increase and experience thousands of premature deaths due to air pollution and heatwaves [1]. As such, the EU is committed to A GREEN TRANSITION TOWARDS A CARBON NEUTRAL SOCIETY by 2050 that must also be an INCLUSIVE AND JUST TRANSITION. Durable changes in citizens’ behaviours towards more sustainable and healthier habits are needed to achieve this. A fundamental cultural shift and EDUCATION IS CRUCIAL TO ENSURE THE EFFECTIVENESS OF POLICIES TO CREATE CARBON NEUTRAL SOCIETIES. While youngsters are possibly the most well positioned to create such transformation due to the extended adoption of internet and social media, adults 55+ are harder to reach as they tend to have less internet access [3] and fewer digital skills, knowledge and confidence [6]. Moreover, MOST CLIMATE-RELATED ISSUES ARE FAR FROM MANY OLDER ADULTS’ AWARENESS. Yet, many older adults are open to learn more and change their behaviour towards more environment-friendly patterns. Given that OLDER ADULTS MAKE UP A LARGE PROPORTION OF THE EU POPULATION (33.6% are 55+ and 20% older than 65) [5] their participation in sustainable behaviours is crucial to ACHIEVE A GREEN TRANSITION. Hence, the GreenerAge project will CO-CREATE TARGETED INTERVENTIONS that tackle CLIMATE CHANGE LITERACY AND ENVIRONMENTAL TRAINING and awareness while also INCREASING DIGITAL LITERACY SKILLS AND CONFIDENCE through a GAMIFIED DIGITAL PLATFORM. The use of playful digital tools can be an effective means to address societal challenges and provoke change in the target group, aiming to provoke improvements in lifestyles and consumption decisions that secure a higher quality of life and protect the environment. Older adults will for example learn to lower their carbon footprint, opt for sustainable food and mobility choices, reduce energy use and waste. Overall, the project will meet the NEED FOR INFORMATION ABOUT EVERYDAY ENVIRONMENT-AND CLIMATE-FRIENDLY ACTIONS, through accessible and inclusive digital communication and technology tools that ALSO MEETS THE NEED TO INCREASE DIGITAL LITERACY OF OLDER ADULTS through unique and especially developed virtual activities in learning and cooperation. This way older adults’ are included in both the digitisation shift as well as being part of the necessary green transition towards carbon neutral societies. At the heart of the GreenerAge platform are the Erasmus+ HORIZONTAL PRIORITIES OF ENVIRONMENT AND FIGHTING AGAINST CLIMATE CHANGE and INCLUSION AND DIVERSITY. THE LEARNERS WILL ALSO DEVELOP MORE ADVANCED DIGITAL SKILLS and the project PROMOTES ERASMUS+ among EU citizens and stakeholders in five EU countries (Finland, Germany, The Netherlands, Poland and Portugal).<< Objectives >>The GreenerAge Project plans for significant contributions to the mission of the Green Deal call to “USE RESEARCH AND INNOVATION TO KICK-START THE ENVIRONMENTAL, SOCIAL AND ECONOMIC TRANSFORMATIONS REQUIRED TO TACKLE THE CLIMATE CHALLENGE”. However, we cannot achieve a green transition in European societies when excluding adults 55+ given that they constitute over one third of the European population and may be the hardest to reach. Hence, the GreenerAge project will CO-CREATE TARGETED INTERVENTIONS that tackle CLIMATE CHANGE LITERACY AND ENVIRONMENTAL TRAINING and awareness while also INCREASING DIGITAL LITERACY SKILLS AND CONFIDENCE through a GAMIFIED DIGITAL PLATFORM for older adults. THE OVERALL GREENERAGE PROJECT OBJECTIVES ARE: (1)ENVIRONMENT AND CLIMATE CHANGE: #INCREASING ENVIRONMENTAL SKILLS OF CITIZENS 55+ through informal gamified learning strategies and tools, co-developing a compendium of knowledge and practices that promote changing behaviour and values necessary to achieve a carbon-neutral society. #PROMOTE FUTURE SUSTAINABILITY AND UPTAKE OF GREENERAGE TOOLS AND MATERIALS, by developing a set of recommendations for adult trainers, policy makers and relevant organisations. (2)DIGITAL SKILLS AND COMPETENCES: #BROADENING ACCESS TO KNOWLEDGE AND USER-FRIENDLY TOOLS, co-developed with the target groups to create a step-change in environmental literacy via the usage of a new inclusive digital gamification platform. (3)BRIDGING INTERCULTURAL, INTERGENERATIONAL DIVIDE:#INCREASING CAPACITY AND INCLUSIVITY OF ADULT EDUCATORS to provide low-threshold and highly adaptable training of environmentally-friendly practices through the development of an inclusive gamified training toolkit adjustable to online, face to face and blended training, bridging the intergenerational digital and climate literacy divide. (4)EXPECTED IMPACT: ENVIRONMENTAL LITERACY is an individual’s understanding, skills and motivation to make responsible decisions that consider his/her relationships to natural systems, communities and future generations here and abroad. Increased climate and environmental literacy. COMBINED WITH IMPROVED DIGITAL SKILLS, the GreenerAge project will empower older citizens to adopt healthier behaviours for themselves and the planet, promote a more active citizenship with other citizens in other EU countries and their intergenerational cooperation, influencing their family members, neighbours and friends. This will support the HORIZONTAL PRIORITY OF ‘ENVIRONMENT AND FIGHTING AGAINST CLIMATE CHANGE’ and ‘INCLUSION AND DIVERSITY’ by enhancing older citizens’ DIGITAL SKILLS. ERASMUS+ will also be PROMOTED among EU citizens and stakeholders. (5)UNIQUELY, THE PARTNER’S PREVIOUSLY GAINED EXPERTISE WILL BE BROUGHT TOGETHER AND EXPANDED WITH THE GREENERAGE PROJECT, providing some partners with important insights on the lives of 55+ citizens and how to best approach them, and others will expand their knowledge of climate change and environmental issues and of gamified approaches. Through their experiences from past projects synergy effects can be achieved while learning from colleagues. THE COMBINATION OF THE PROJECT'S KEY FOCUS AREAS– EDUCATION THROUGH THE DIGITAL GAMING APPROACH, AND CO-PRODUCTION AND EMPOWERMENT OF ADULTS IN CLIMATE CHANGE ISSUES – IS INNOVATIVE FOR ALL PARTNERS and allows existing educational approaches to be expanded.<< Implementation >>THE GREENERAGE PROJECT IS RELIANT ON A TRANSNATIONAL APPROACH as we all COMBINE OUR KNOWLEDGE AND EXPERIENCE to make the difference needed TO OFFER GENUINE EUROPEAN ADDED VALUE. Cooperation with transnational partners in the GreenerAge Project bring benefits to organisations, cities, regions, and ultimately citizens all across Europe, through the impact of its outputs that will span across FIVE COUNTRIES AND CULTURES and in SIX LANGUAGES, with different CITIZEN TESTIMONIALS AND PERSPECTIVES. GreenerAge transnational cooperation relies on BUILDING TRUST ACROSS BORDERS AND FOSTERING European integration for a more inclusive Europe by sharing similar cross-cultural challenges such as climate change and environmental issues, while facing different local implementations and structures. THE GREENERAGE PROJECT EMPLOYS THE PRINCIPLES OF CO-CREATION AND CO-PRODUCTION as a way of working whereby citizens and decision makers work together to create a COMMON solution or service. The APPROACH IS VALUE DRIVEN and built on the principle that THOSE WHO USE A SERVICE ARE THE BEST PLACED TO HELP DESIGN IT. A LIVING LABORATORY will be created for developing and testing new ways of addressing major challenges together with local citizens in each partner country. The transnational aspect of the project will allow us to develop TAILOR-MADE SOLUTIONS which require strategic international partnerships and it will PROMOTE ERASMUS+ AMONG ALL CITIZENS AND GENERATIONS (ADULT PRIORITY). THESE PRINCIPLES ARE AT THE HEART OF THE FOUR MAIN PROJECT RESULTS (PR) THAT WILL BE DEVELOPED: #PR1: 55+ENVIRONMENT AND CLIMATE LITERACY COMPENDIUM#PR2: 55+DIGITAL GAMIFICATION LEARNING PLATFORM ‘GREENERAGE’#PR3: 55+ENVIRONMENT AND CLIMATE LITERACY TRAINER MANUAL#PR4: GREENERAGE POLICY RECOMMENDATIONS #SUMMARY OF OTHER ACTIVITIES: (1)The project contributes to the EMPOWERMENT OF CITIZENS 55+ towards the adoption of more environmentally-friendly habits and behaviours by means of gaining new knowledge and motivation to make change through a learning platform. At the end of the project, 75 to 100 REPRESENTATIVES OF THE TARGET GROUP in five countries will have been involved in the development of the platform through interviews or workshop attendance. (2)THERE WILL BE FIVE TRANSNATIONAL MEETINGS and FIVE MULTIPLIER EVENTS in each country. AT LEAST 200 STAKEHOLDERS (policy makers, national and European representatives from environmental, digital or ageing related initiatives) will be directly targeted and involved in MULTIPLIER EVENTS and workshops. As a result of the efforts to raise awareness about the learning platform, it is expected that AT LEAST 200 LEARNERS will have used it during the two months between the MULTIPLIER EVENTS and the completion of the project. (3)AS PART OF PROJECT MANAGEMENT AND IMPLEMENTATION, a QUALITY ASSURANCE (QA) GROUP will be established and a QA PLAN, a RISK MANAGEMENT PLAN, SHARING AND PROMOTION PLAN and LONGER-TERM SUSTAINABILITY PLAN will be developed from the early stages of the project and dynamically updated. During the lifetime of the project, the public and other stakeholders at local, regional, national and European level will have been regularly informed in a targeted way by NEWSLETTERS, LEAFLETS, PERSONAL CONSULTATIONS, SOCIAL MEDIA AND PRESS RELEASES etc. (4)REGULAR COMMUNICATION among partners and an open, outcome-oriented working atmosphere. (5)WE WILL ALSO ESTABLISH A LOCAL ASSOCIATED PARTNERS GROUP in each country, who will consist of key stakeholders taking part in project activities, co-development of Project Results and take part in MULTIPLIER EVENTS. (See Support letters and Associated Partners Section). Associated Partners will also support SHARING AND PROMOTION ACTIVITIES and the long-term SUSTAINABILITY of the GreenerAge project through dissemination of results in their organisations and networks, as well as uptake of the Project Results in their daily activities after project ending.<< Results >>The GreenerAge project aims to INCREASE GREATER ENVIRONMENTAL AND CLIMATE AWARENESS, including leveraging existing validated tools and methods (e.g. air pollution exposure, mobility decision support, more sustainable consumption patterns, personal environmental footprint calculations etc.) by DESIGNING A DIGITAL PLATFORM targeted at older adults’ environmental and digital literacy. THE CITIZENS OVER 55 YEARS OF AGE ARE THE CORNERSTONE OF THE ACTIVITIES: they will play a major role in the development of all of the Project Results (PR), alongside other stakeholders (e.g. trainers, associations, policy-makers). These older adults will be invited to participate in the interviews and the co-design workshops. In this respect, THE PROJECT WILL DELIVER FOUR MAIN PROJECT RESULTS (PR): #PR1: 55+ENVIRONMENT AND CLIMATE LITERACY COMPENDIUM: in PR1 (led by TAU), we will co-develop an environment and climate change compendium and tools with experts and citizens, including interviews and testimonials from them across the five partner countries to create a concerted approach of environmental and digital literacy needs and gaps in the partner countries for adults 55+. This will be based on evidence-based knowledge. #PR2: 55+DIGITAL GAMIFICATION LEARNING PLATFORM ‘GREENERAGE’: PR2 (led by SHINE) will develop an INCLUSIVE AND INTERACTIVE (gamified) LEARNING PLATFORM to enhance digital and environmental literacy. It will co-create a simple and attractive interface that combines all of the compendium content, tools and training contents and PROVEN GAMIFICATION STRATEGIES TO INFLUENCE BEHAVIOURS. These interfaces will be developed jointly with citizens from the target group, to gain access to the experiences and views of the people concerned and experience and test options for successful low threshold and inclusive learning in each partner country. #PR3: 55+ENVIRONMENT AND CLIMATE LITERACY TRAINER MANUAL: With the compendium and digital gaming platform being established, PR3 (led by ISIS) will develop a TRAINER MANUAL to accompany the learning platform and compendium, WITH BACKGROUND KNOWLEDGE AND WORKSHOP CONCEPTS for the materials and a guide FOR ADULT EDUCATORS. #PR4: GREENERAGE POLICY RECOMMENDATIONS: in PR4 (led by AFE) a set of policy recommendations will be addressed to the EU, relevant organisations and local policy makers, WITH GUIDELINES FOR ACTION, background knowledge and further data for using the full training and learning toolkit at scale. #OTHER OUTCOMES include INTANGIBLE RESULTS and include: (1)KNOWLEDGE AND EXPERIENCE GAINED by the project team, participants, or other stakeholders. (2)EXPERIENCE AND NETWORKS GAINED in the MULTIPLIER EVENTS, consultation activities, etc (3)INCREASED SKILLS OR ACHIEVEMENTS in environmental issues, climate-change and digital skills. (4)LONG-TERM SUSTAINABILITY AND REAL-LIFE IMPACT is another desired outcome of the project. This is supported by the successful SHARING AND PROMOTION of the results and uptake of the PRs by different stakeholders in their everyday practices after project ending. IN SUMMARY, the GreenerAge project AIMS TO CREATE A LOW-THRESHOLD AND PLAYFUL ACCESS TO AN ENVIRONMENTAL AND DIGITAL LITERACY ENVIRONMENT, PROMOTING A SELF-REFLECTIVE, POSITIVE AND EMPOWERING EXAMINATION OF ENVIRONMENTAL AND CLIMATIC ISSUES. Ensuring inclusive participation it meets essential needs of the target groups, the HORIZONTAL priorities and the project partners’ needs and missions. Its Project Results will be of high value for their work and future exploitation as well as further collaboration, supporting the LONG-TERM SUSTAINABILITY of the GreenerAge project.
All Research productsarrow_drop_down <script type="text/javascript"> <!-- document.write('<div id="oa_widget"></div>'); document.write('<script type="text/javascript" src="https://www.openaire.eu/index.php?option=com_openaire&view=widget&format=raw&projectId=erasmusplus_::844e09281f508e176490d095f2b28fd3&type=result"></script>'); --> </script>
For further information contact us at helpdesk@openaire.eumore_vert All Research productsarrow_drop_down <script type="text/javascript"> <!-- document.write('<div id="oa_widget"></div>'); document.write('<script type="text/javascript" src="https://www.openaire.eu/index.php?option=com_openaire&view=widget&format=raw&projectId=erasmusplus_::844e09281f508e176490d095f2b28fd3&type=result"></script>'); --> </script>
For further information contact us at helpdesk@openaire.euassignment_turned_in ProjectPartners:CENTRO INTERNAZIONALE PER LA PROMOZIONE DELL'EDUCAZIONE E LO SVILUPPO ASSOCIAZIONE, LJUDSKA UNIVERZA, ZAVOD ZA IZOBRAZEVANJE IN KULTURO, ROGASKA SLATINA, SHINE 2EUROPE LDA, INSTITUTE OF ENTREPRENEURSHIP DEVELOPMENT, CETEMCENTRO INTERNAZIONALE PER LA PROMOZIONE DELL'EDUCAZIONE E LO SVILUPPO ASSOCIAZIONE,LJUDSKA UNIVERZA, ZAVOD ZA IZOBRAZEVANJE IN KULTURO, ROGASKA SLATINA,SHINE 2EUROPE LDA,INSTITUTE OF ENTREPRENEURSHIP DEVELOPMENT,CETEMFunder: European Commission Project Code: 2022-1-PT01-KA220-ADU-000087183Funder Contribution: 250,000 EUR<< Objectives >>The project main aim is the re/upskilling of 45+ adults to achieve a complete and resilient workforce that, through innovation, creativity and cooperation, can survive in today's globalised and volatile world. It will also promote among companies and other institutions the importance of establishing training plans for 45+ adults to avoid discrimination.This objective is linked to adults’ priorities apart from being aligned with 2030 SDG 4 (Quality Education); 8 (Decent work) and 9 (Industry).<< Implementation >>The implementation of PRIORITY 45 project will be carried out through 5WPs:-Project management, with 3 activities to monitor, promote and evaluate the project.-Joint Curriculum, with 7 activities to design the Joint Curriculum of the project.-Virtual course, with 8 activities to develop and validate the project virtual course.-Digital Discovery Tour, with 5 activities to digital tool for spreading 45+ adult education.-Blueprint, with 7 activities for making 45+ adults learning a reality.<< Results >>The expected results of PRIORITY 45 are:1. A Joint Curriculum for 45+ adults’ readiness on creativity and innovation.2. PRIORITY 45 training course adapted to EQF and deployed in an e-learning platform.3. Digital Discovery Tour to spread 45+ adults’ education, current and future.4. PRIORITY 45 Blueprint and Sustainability Plan.Other intangible results such as the improvement of the Adult Education system or the contribution to the digital learning transformation are expected.
All Research productsarrow_drop_down <script type="text/javascript"> <!-- document.write('<div id="oa_widget"></div>'); document.write('<script type="text/javascript" src="https://www.openaire.eu/index.php?option=com_openaire&view=widget&format=raw&projectId=erasmusplus_::7d21c3e18fa9939c03d67232119fa96a&type=result"></script>'); --> </script>
For further information contact us at helpdesk@openaire.eumore_vert All Research productsarrow_drop_down <script type="text/javascript"> <!-- document.write('<div id="oa_widget"></div>'); document.write('<script type="text/javascript" src="https://www.openaire.eu/index.php?option=com_openaire&view=widget&format=raw&projectId=erasmusplus_::7d21c3e18fa9939c03d67232119fa96a&type=result"></script>'); --> </script>
For further information contact us at helpdesk@openaire.euassignment_turned_in ProjectPartners:Eurokreator T&C sp. z o.o., AFEDEMY, Stowarzyszenie MANKO, Zena, SHINE 2EUROPE LDAEurokreator T&C sp. z o.o.,AFEDEMY,Stowarzyszenie MANKO,Zena,SHINE 2EUROPE LDAFunder: European Commission Project Code: 2021-1-PL01-KA220-ADU-000035250Funder Contribution: 182,520 EUR"<< Background >>In Europe, 18% of the population is over 65 (Population Reference and Bureau, 2020). At 65, European citizens can expect to live around 20 more years, and the number of centenarians is expected to exceed half a million by 2050 (Eurostat, 2019). According to OECD forecasts, in 2050 the elderly population will constitute 30% of the total population. Due to the stereotype of a fully dependent elderly person, WHO introduced the concept of active aging into the sphere of politics and economy. It is an attempt at a new approach to the aging and old age process. It shapes a new image of an elderly person. Active aging ""is the process of optimizing health, participation and safety opportunities to improve quality of life as people age.""Despite the extensive pro-development activities, we can still notice:- increasing generational differences resulting from technological and civilization progress, changes in values and lifestyle,- still low level of participation of older people in social and cultural life in a larger area, often limited to participation only in activities in the local community,- spending time in a closed group of people, an increasing sense of loneliness as a result of the inability to present your passions to a wider group of people, the inability to acquire knowledge and implement new ideas for the activation of seniors, loss of the feeling of being able to live in society,- fear of active participation in cultural life, resulting from constant changes in the market and information chaos,- duplicating habits resulting from the assigned role of ""a person incapable of creative activities""Seniors, locked in four walls during the lockdown, most often felt loneliness. Deprived of physical contact with another human being, without digital skills, they were more prone to malaise and depressive states.The project will support the implementation of the strategic priorities set out in the Digital Education Action Plan, which are: 1. Supporting the development of a highly efficient digital education ecosystem. 2. Strengthening digital skills and competences for the digital transformation by building all types of education and training institutions and the necessary understanding of how to take advantage of the opportunities offered by digital technologies.The project is to be in line with inclusion and diversity in the context of eliminating barriers related to access to education for older people, including social, geographic and economic barriers. The development of the education of the elderly is part of the concept of life long learning - learning throughout life. Older people much less often than younger people participate in educational programs and undertakings. The European Union has clearly set out the main lines of action for the elderly, including:- raising the level of social awareness of the importance of the participation of older people in social and economic life,- combating age discrimination (ageism), especially in the field of employment- participation in society - the contributions of older people to society should be more appreciated.The assumption of the project is to include older people in social activity by enabling them to master tools to facilitate inclusion. We also want to eliminate the negative effects of lockdown-related isolation and enable the elderly to continue to develop their passions, interests and social contacts.We want to implement the above priorities by creating educational materials, initiatives for joint activities of seniors, including sharing the results of these activities, workshops and dissemination activities.<< Objectives >>The aim of the project is to create conditions for increasing the activity of seniors through art, creativity, culture and to provide inspiration to people involved in the activation of seniors by providing adequate tools. The project is created together with the seniors community and results from the extensive experience of the applicant and Partners. We want to expand and develop the digital competences of seniors by using IT tools and using them to create specific work products such as photos, texts, videos. Older people who declare active use of the Internet, faced with the need to transfer their practical activities to the online world, realize that they are not fully coping with it. Older people, often rich in life experience and knowledge, feel fear and aversion towards modern devices that have dominated the world today. We want to encourage older people to pursue their passions using digital tools. The means of activating seniors is to be creative work, use of art and awakening their artistic abilities. We assume (after Nęcka, 1998, 2001; Szmidt, 2003) that introducing creativity for didactic purposes will result in setting didactic goals by teachers not only in the case of creative workshops (creativity as a subject), but also other activities. As a result, teachers should see the possibility of stimulating creativity in a variety of educational situations. At the same time, we emphasize that creative lessons should, in addition to goals in the creative field, also pursue goals in the cognitive, emotional, motivational and action areas. The immediate theoretical basis of this assumption was Robert Sternberg's concept of succesful intelligence and the educational conclusions he derived from this concept. The tools to help us achieve our goals are digital educational materials, online resources, materials created on the basis of e-learning and micro-learning, guides, and good practices. The connecting element of these tools is that they require learning and developing digital competences related to the operation of devices and interfaces, searching for resources on the Web, analyzing online resources, applying appropriate data formats, and using ICT communication tools.Detailed objectives:- support and activation of seniors (at least 200 people in the questionnaires) by providing educational materials and good practices- increasing the knowledge and skills of educators (at least 50 people in the questionnaires) dealing with seniors by participating in workshops- increasing knowledge and awareness about the possibilities of activation and stimulating activity through inspiring materials presenting good practices- increasing the awareness of social and educational circles through the organization of conferences and specialist dissemination seminars<< Implementation >>To achieve results, project partners will apply the methodology of activities used in other projects. The main assumption of such a methodology is the involvement of all partners in the implementation of results, as well as verification and development of products. At each stage, verification activities and quality monitoring (substantive corrections, discussions, information exchange) are planned.Project objectives and results will be achieved through:1. Intellectual work of experts (results of intellectual work)2. Meetings and workshops (project meetings combined with workshops and tests of solutions proposed in the project)3. Dissemination eventsThe activities under the project will be directly related to the achievement of the project objectives and the implementation of the planned results. For each result, a sequence of actions is planned with the provision of feedback and control mechanismsMonitoring activities are to ensure high quality of products and their timely implementation.A typical sequence that leads to an intellectual result is:1. Establishing a starting point (based on a needs analysis, previous work done, etc.)2. Establishing a work plan and division of tasks (taking into account possible changes occurring after the submission of the project)3. Working on results4. Re-checking and quality control5. Testing6. Modification7. Implementation8. Dissemination, Use and DevelopmentIt should be noted that the project activities will be directly related to the regular activities of the project partners and the results will be directly applicable inpartner institutions.The applicant plans to carry out the following promotional and Public Relations activities leading to the achievement of the project objectives and planned results?1. Sharing the results of intellectual work on the websites of the consortium members, on the partners' social profiles, on the Erasmus + results sharing platform2. Online information about the project on websites and social media3. Active contacts with the partners' environment4. Using the potential of other projects for information and dissemination activities<< Results >>Results expected during the project duration for all Partners:Hard results- number of participants in international meetings - 20- number of training participants - 40- number of organizations participating in the project - 5- the number of results of intellectual work - 3- number of people covered by disseminating events - 300 (including 230 stationary, 70 online)Soft results:- support provided and activation of at least 200 seniors (respondents in the survey will say whether they feel supported - Likert scale survey)- increasing the knowledge of educators (at least 50 people) of the elderly in the field of innovative forms and good activation practices- increase in knowledge about the use of art and creativity as the basis for activation, assessed by respondents as 4 on the 5-point Likert scale (surveys during the project)- increase in knowledge about IT tools supporting activation and artistic activities rated by respondents at 4 on the 5-point Likert scale (surveys duringproject duration)Added value: increased knowledge of partner project management among participating organizations rated 4 by respondents on a 5-point Likert scale(surveys during the project)At the end of the project:(a) the temporary alleviation of the effects of restrictions on mobility and activityb) educators trained to activate seniorsc) a developed new approach to the future (potential of IT technologies)d) developed models of technological solutions that optimize work with the elderlyFrom a teaching practice perspective, a competency framework for educators will be developed to identify the knowledge, skills and requirements needed for training work.The project also provides for the development of tools for self-assessment of skills. From the perspective of education research, the project will develop an update and supplement to the knowledge abovethe mentioned topic.The following areas can be considered important for the future development of institutions participating in the project:- creative and critical thinking- project management skills (including writing grants / applications, budgeting etc.)- risk management- quality management- networking skills- creative approach to product / service development- intellectual property managementThe following educational results are to be developed under the projectO1 - MOOC - tools and methods for creative workO2 - Good practices for seniorsO3 - Seniors for seniors - international Senior VoiceOutcomes related to reaching:1. Number of people who will take part in the e-learning course - minimum 1002. Number of people who will reach the good practices and the senior newspaper - minimum 50003. Number of people to whom the mailing with information about the results will be sent - minimum 5000We want to show that the elderly are creative and full of vitality. We intend to connect (under the artistic / creative aspect) elderly people from different countries, because old age has no borders, it is present in all countries, including our partner countries. We want to show that thanks to art and joint activities, linguistic boundaries are also lost.One of the elements of the project are joint workshops for seniors. The result of this cooperation will be motivation, inspiration and a group of leaders who will transfer their passion to the localenvironments. We care about the development of knowledge and communication skills in people aged 60+, especially the ability to work in a diverse (linguistically) group."
All Research productsarrow_drop_down <script type="text/javascript"> <!-- document.write('<div id="oa_widget"></div>'); document.write('<script type="text/javascript" src="https://www.openaire.eu/index.php?option=com_openaire&view=widget&format=raw&projectId=erasmusplus_::1cf7b3f60ee29be5c405fbd5adafdfe0&type=result"></script>'); --> </script>
For further information contact us at helpdesk@openaire.eumore_vert All Research productsarrow_drop_down <script type="text/javascript"> <!-- document.write('<div id="oa_widget"></div>'); document.write('<script type="text/javascript" src="https://www.openaire.eu/index.php?option=com_openaire&view=widget&format=raw&projectId=erasmusplus_::1cf7b3f60ee29be5c405fbd5adafdfe0&type=result"></script>'); --> </script>
For further information contact us at helpdesk@openaire.euassignment_turned_in ProjectPartners:CETEM, INNORENEW COE RENEWABLE MATERIALS AND HEALTHY ENVIRONMENTS RESEARCH AND INNOVATION CENTRE OF EXCELLE, STU, SHINE 2EUROPE LDA, Ústav etnológie a sociálnej antropológie SAVCETEM,INNORENEW COE RENEWABLE MATERIALS AND HEALTHY ENVIRONMENTS RESEARCH AND INNOVATION CENTRE OF EXCELLE,STU,SHINE 2EUROPE LDA,Ústav etnológie a sociálnej antropológie SAVFunder: European Commission Project Code: 2020-1-SK01-KA202-078245Funder Contribution: 210,885 EUR-CONTEXT/BACKGROUND-Europe is ageing. Eurostat population projections foresee that the number of people over 65 is expected to grow up to 28.50% by 2050. According to the World Health Organisation (WHO), the physical and social environment are key determinants of whether people can remain healthy, independent and autonomous long into their old age. Therefore, housing is an important determinant for active and healthy ageing. However, a large part of the housing stock in the EU has not been designed to accommodate the needs of older people. That said, a great opportunity for the building and home furnishings sectors remains open. What is needed is to enforce innovative actions at training level to overcome skills mismatches and promote new design guidelines focused on older adults' needs. This disruptive change will require a rethinking approach at VET level, as well as a revolution in the minds of professionals and consumers due to lack of awareness and information. D4All has been recognised as a tool to ensure accessibility, wellbeing, physical and mental health for older adults and enable a conscious use of the analysis of the needs as requires the involvement of end-users (Human-Centred Design). In addition, DESIRE will be based on a restorative and ergonomic environmental design in order to detect the interactions between humans and the built environment. This will ensure that, firstly, older adults and, secondly, future generations can remain longer at home while ageing with equal opportunities without facing physical and social barriers in age-friendly housing. -OBJECTIVES-DESIRE aims to provide professionals in the building industry and home furnishings sector with the tools and skills to apply D4All methods as an integral part of the design process to create or adapt age-friendly housing as a solution for the well-being, comfort and autonomy of the older adults or dependents at home.Several specific objectives stem from this main one:SO1. Define the conceptual framework of the DESIRE training course and overcome skills mismatches on D4All at VET and labour market level.SO2. Develop an innovative training course on D4All to meet the emotional, cognitive and social needs of older adults while driving new opportunities in the habitat sector.SO3. Raise awareness about D4All and age-friendly housing in habitat professionals and general society as a key determinant of active and healthy ageing.SO4. Foster interactions and knowledge exchange in the design process between cross-cutting links such as Science (Architecture, Ergonomics), Social Sciences (Anthropology, Physiology) and Arts (Design, Habitat) to develop competitive and innovative products and services.-Nº & PROFILE OF PARTICIPANTS-To achieve this, the project has a strong, multidisciplinary and geographically balanced partnership of five partners from Slovakia, Spain, Portugal and Slovenia representing different fields: architects (STU), ethnologists and social anthropologists (IESA), Habitat VET providers (CETEM), ageing (SHINE) and human and mental health consultants in the built environment (IR).The main TARGET GROUPS are: I-VET and C-VET students; VET providers; older adults along with their families or caregivers; industry, SMEs, clusters, development agencies, sector experts’ associations or chambers of commerce; stakeholders, policy formulators and decision-makers; and society in general.-DESCRIPTION OF ACTIVITIES & MAIN RESULTS-Under the framework of DESIRE, the following results will be expected: IO1. A comprehensive guide of the training and employment skill gaps in D4All and the needs of older adults that must be addressed. IO2. The creation of an innovative curriculum and the development of the DESIRE training content focused on D4All methods and tools. IO3. The setting up of the DESIRE Content Repository Platform based on Opigno. -METHODOLOGY-The partners will implement a methodology for adequate time and budget control, risk management, effective communication and coordination. Different analyses will be used together with training methodology and networking tools for the design and implementation of project activities. An exhaustive monitoring and evaluation methodology will ensure the quality and achievement of objectives.-RESULTS & IMPACT-To boost the creation or adaptation of age-friendly housing in human-centred design projects that apply D4All methods to respond to older adults' needs at home. By doing so, the project will foster active and healthy ageing, drive new market opportunities for the habitat sector, and promote sustainable development to face the European demographic change with competitive and innovative solutions.-LONGER-TERM BENEFITS-The innovative curriculum and developed training content will drive age-friendly initiatives and policies at different levels. Moreover, DESIRE will promote cost savings in health, care, design processes, which will affect the clients as well.
All Research productsarrow_drop_down <script type="text/javascript"> <!-- document.write('<div id="oa_widget"></div>'); document.write('<script type="text/javascript" src="https://www.openaire.eu/index.php?option=com_openaire&view=widget&format=raw&projectId=erasmusplus_::04e0e6ae7584b7fb5611aa85cd095d1b&type=result"></script>'); --> </script>
For further information contact us at helpdesk@openaire.eumore_vert All Research productsarrow_drop_down <script type="text/javascript"> <!-- document.write('<div id="oa_widget"></div>'); document.write('<script type="text/javascript" src="https://www.openaire.eu/index.php?option=com_openaire&view=widget&format=raw&projectId=erasmusplus_::04e0e6ae7584b7fb5611aa85cd095d1b&type=result"></script>'); --> </script>
For further information contact us at helpdesk@openaire.eu
chevron_left - 1
- 2
- 3
- 4
- 5
chevron_right