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DIGIJEUNES

Country: France
16 Projects, page 1 of 4
  • Funder: European Commission Project Code: 2018-1-FR02-KA205-014144
    Funder Contribution: 59,338 EUR

    Digital 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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  • Funder: European Commission Project Code: 2017-1-FR02-KA205-012764
    Funder Contribution: 55,426 EUR

    iTech is a european cooperation project that aims to bring innovation in the field of youth work. The initiative is lead by Digijeunes, in partnership with Burgas Free University (Bulgaria), Fablab Pau (France), Asociatia Young Initiative (Romania), and Combustible Numérique (France). OBJECTIVESOver a period of 18 months the project cosortium produced a set of open educational resources on the topic of media and digital science. The project’s deliverables are expected to facilitate the implementation of educational digital science workshops across Europe, thus contributing to improving digital literacy among youth and challenging the digital divide. RESULTSWe have produced a number of tutorials and physical objects to enable youth workers across Europe to launch their own hands-on workshops on media and digital science.Our educational resources rely exclusively on free and open source hardware/software, and are dvided into 4 modules :- Coding and electronic prototyping- Connected objects- Social networking- Extra ressources for youth practitionersThe complete set of outputs is available on :http://www.digijeunes.com/projets/itech/as well as on Instructables.com : just type « Digijeunes » in the search barCOMMUNICATIONOur communication campaign covered all participating organizations’ countries, thus reacing several hundreds youth practictioners and young people across France, Romania and Bulgaria.The iTech team was notably involved in a number of public events on maker and digital culture such as the Toulouse Mini Maker Faire, the Bucharest Bookfest or the NASA international Space Apps in Burgas. Our disemination efforts culminated with a multiplier event, which took place in Burgas on 25/02/2019, and which gathered over 80 people from local educational institutions, instructional environments, and NGOs.If you’d like to comment on our work or get in touch with the iTech team don’t hesitate to contact us at : info@digijeunes.comYou can also gain further insights into our communicatio efforts by searching for #iTech on social networks, or by visiting the project’s facebook page : https://www.facebook.com/ITechproject2017/

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  • Funder: European Commission Project Code: 2021-1-SE02-KA220-YOU-000028971
    Funder 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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  • Funder: European Commission Project Code: 2019-1-RO01-KA205-062434
    Funder Contribution: 160,596 EUR

    "Through this project we want to engage youth in a maker, hands-on, learning-by-doing education. The challenges we identified are:- Humanity is facing major challenges: from health issues, to food insecurity, habitat and biodiversity loss, water scarcity. - The tech industry is growing and evolving at a rapid pace. Unfortunately, it is given insufficient attention to technical education, therefore we do not have enough people skilled in science, technology, engineering and math.There's a technological and creative revolution underway. Technology is shaping how our world is changing and how we educate young generations nowadays. Amazing new tools, materials and skills turn us all into makers. Using technology to make, repair or customize the things we need brings engineering, design and computer science to the masses. This maker movement overlaps with the natural inclinations of youth and the power of learning by doing. The active learner is at the center of the learning process, amplifying the best traditions of progressive education. Children are natural tinkerers. Their seminal learning experiences come through direct experience with materials. Digital fabrication, such as 3D printing and physical computing, including Arduino, Makey Makey and Raspberry Pi, expands a child's toy and toolboxes with new ways to make things and new things to make. For the first time ever, childhood inventions may be printed, programmed or imbued with interactivity. Recycled materials can be brought back to life. While school traditionally separates art and science, theory and practice, such divisions are artificial. The real world just doesn't work that way Architects are artists. Craftsmen deal in aesthetics, tradition and mathematical precision. Video game developers rely on computer science. Engineering and industrial design are inseparable. The finest scientists are often accomplished musicians. The maker movement blurs the artificial boundaries between subject areas, it erases distinctions between art and science. Given all mentioned, the solution we propose through this project is to use all this technology and the maker movement itself to create solutions for the challenges we face, a STEAM, maker oriented approach, that will inspire and engage young people into design thinking, critical thinking, collaboration. Prototypes examples we aim to inspire youth to create during the 2020 and 2021 mobility programs: Monitor Air Pollution, Water Pollution Monitor, Heart Rate Monitor.Mobility program duration: 8 weeks in 2020 and 8 weeks in 2021, 16 participants/ week (targeting youth from 14 to 25 years old), in July – August 2020 and 2021. Each group of students will attend the program for 2 consecutive weeks, so they engage in plenty of tech related activities and deepen their skills. After the 2 weeks, each group will enroll in a mentorship program with the objective of improving, scaling and marketing their prototype.Prior of the mobility programs in 2020 and 2021, the consortium will work intensively on a maker curriculum targeting youth aged 14 to 25. We believe maker education should move into the mainstream. We will outline how making is a rigorous process that leads to valuable new technologies, products and experiences. Specifically, we will show clearly the kinds of knowledge, skills and practices students learn as part of making. The shift to ""making"" represents the perfect storm of new technological materials, expanded opportunities, learning through firsthand experience, and the basic human impulse to create. It offers the potential to make the educational experience more learner-centered: relevant and more sensitive to each learner's remarkable capacity for intensity. The project objectives:- Introduce youth and young students to maker education- Help youth develop digital literacy and other useful skills (e.g. 21st century skills) to tackle challenges stemming from professional sector, but also environmental issues and challenges our society is facing- Improve the digital skills of youth so that they can play an active role in our modern society- Inspire youth to become ambassador of modern pedagogies and constructivist teaching methods among individuals of the same ageThe main activities:- Infrastructural preparation: arrangements for the two mobility activities, setting up the project’s communication- Preparation of the first mobility for young people: the visit to Bucharest, at Small Academy hub- Preparation of the intellectual outputs: delivering 3 intellectual outputs, used in class with the youth attending the program:- Preparation of the mentorship program- Launching a communication campaign about the second mobility activity - Preparation of the second mobility for young people"

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  • Funder: European Commission Project Code: 2017-1-FR02-KA205-012767
    Funder Contribution: 47,382 EUR

    FabEdu is a european cooperation project that aims to bring innovation in the field of youth work. The initiative is lead by Digijeunes, in partnership with Vectorealism (Italy), Fablab Pau (France), the municipality of Alba Iulia (Romania), and Combustible Numérique (France). OBJECTIVESOver a period of 18 months the project cosortium produced a set of open educational resources on the topic of digital fabrication. The project’s deliverables are expected to facilitate the implementation of educational digital science workshops across Europe, thus contributing to improving digital literacy among youth, and challenging the digital divide. RESULTSWe have produced a number of tutorials and physical objects to enable youth workers across Europe to launch their own hands-on workshops on digital fabrication.Our educational resources rely exclusively on free and open source hardware/software, and are dvided into 3 modules :- Introductory activites on digital fabrication- Hands-on activities on 3D modeling, 3D printing, laser cutting, 3D scanning, and traditional DIY- Tutorials on how to build and use mini diy cnc machinesThe complete set of outputs is available on : www.fabeduproject.e, as well as on Instructables.com : just type « Digijeunes » in the search barCOMMUNICATIONOur communication campaign covered all participating organizations’ countries, thus reacing several hundreds youth practictioners and young people across France, Romania and Italy.The FabEdu team was notably involved in a number of public events on maker and digital culture such as the Toulouse Mini Maker Faire, or the Manifattura Milano.If you’d like to comment on our work or get in touch with the FabEdu team don’t hesitate to contact us at : info@digijeunes.comYou can also gain further insights into our communicatio efforts by searching for #FabEdu on social networks, or by visiting the project’s facebook page : https://www.facebook.com/fabeduproject/LASERCUT STACKED EINSTEINTo get a taste of the educational ressources we’ve developed, you can check out the lasercut stacked object tutorial. This activity is about assembling a 3D item made of cardboard or MDF, to understand how 3D printing works.https://www.instructables.com/id/Laser-Cut-Stacked-Einstein/

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