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26 Projects, page 1 of 6
assignment_turned_in ProjectPartners:Lokalna razvojna agencija Pins, FH JOANNEUM GESELLSCHAFT M.B.H., PROSPEKTIKER INSTITUTO EUROPEO DE PROSPECTIVA Y ESTRATEGIA SA, CIT, Caped Koala Studios LtdLokalna razvojna agencija Pins,FH JOANNEUM GESELLSCHAFT M.B.H.,PROSPEKTIKER INSTITUTO EUROPEO DE PROSPECTIVA Y ESTRATEGIA SA,CIT,Caped Koala Studios LtdFunder: European Commission Project Code: 2017-1-IE01-KA201-025721Funder Contribution: 267,324 EUR"As identified in the initial project proposal, the Promoting Green Games project sought to develop an educational digital game & associated resources to innovate & support improvements in the area of sustainability education in schools, along with a toolkit for teachers to aid in the integration of this game in the classroom. The project achieved this primary goal by creating a game & associated resources to support the introduction, integration & support of sustainability (&/ or climate action) education & activity within schools for both students & for teachers. The developed project outputs have been subject to testing, feedback & re-development a number of times over the course of the project to align them as closely as possible to the needs of the target audience & education sector & the main outputs (primarily the game & associated training material) are currently freely available on all major mobile formats & in public repositories such as the iOS store & Google play store. Feedback from pilot participants indicated an extremely positive opinion towards the use of the game for teaching & learning.The project has exceeded expectation in a number of key areas. In particular, the project has developed a large number of resources, beyond the initial targeted expectations identified in the project proposal. In particular, the project has developed a number of online platforms (3 in total, beyond the single platform - O5 - defined in the proposal) in order to diversify and promote the individual elements of the project - the developed project game (http://penjiithegame.com/), the teacher back-end supporting the game (https://teachers.penjiithegame.com/) and the ""official"" online platform housing all developed resources (http://greenskillsgame.eu/). The project has developed a large and varied amount of training material as part of the game development process and has made this material across multiple formats and media, ranging from the in-game learning resources to classroom-based posters, to online animations. The project has developed an innovative digital game, which not only serves as an engaging tool for supplying and raising awareness about key sustainability/ climate action areas - including climate change, plastic pollution, biodiversity, the SDGs, climate justice, household water, food and energy waste - but has, as part of this development, created an innovative approach supporting sustainability and climate action education in which Game-Based-Learning can be used as part of a flipped classroom approach to support climate action education inside of and outside of the classroom and which can ultimately support teachers and students in creating genuine impact and action. This innovative approach arises from the presence of a “Teacher Back-End”, linked to the developed digital game, through which teachers can release specific levels to students so that students can learn about one or more of the 4 key climate action areas covered by the game - either in-class or outside the classroom. Teachers can then further build on students’ in-game learning by accessing a range of curated existing climate action education resources, alongside bespoke climate action education resources developed as part of the project, through the teacher back-end website and/ or project game website in order to deepen student learning through in-class activities and supports. Teachers can also, as a fourth step, utilise a database of climate action initiatives aimed at primary and secondary schools available on the the game website and teacher back-end to identify suitable initiatives which their students and/ or schools can become involved in, in order to create genuine impact. The project results have been validated with a large audience - primarily the key target audience of teachers and students in primary and secondary schools, but also with organisations/ institutions charged with supporting sustainability/ climate action education alongside policy makers, education representatives, public representatives, etc. Feedback on the project outputs has been uniformly positive and ongoing activities look to embed the resources in the area of sustainability/ climate action education for schools across Europe. The project was widely disseminated to a large range of participants across multiple channels locally, nationally, across Europe and internationally - through face-to-face meetings, conferences, festivals and events, through piloting activities and trainings and through a wide range of online means. The developed project outputs are freely available and have been developed and provided so that they remain freely available indefinitely on open online portals such as the Google Play store and Apple iOS store, (where the digital game has currently amassed in excess of 500 downloads), maximising access and visibility not only to the target audience, but to the general public as well."
more_vert assignment_turned_in ProjectPartners:CIT, IMT, University of Alcalá, UNIBO, MOMENTUM MARKETING SERVICES +4 partnersCIT,IMT,University of Alcalá,UNIBO,MOMENTUM MARKETING SERVICES,ITU,UMA,UIIN,CRAZY TOWN OYFunder: European Commission Project Code: 621648-EPP-1-2020-1-ES-EPPKA2-KAFunder Contribution: 999,977 EURThe SME Cluster Growth project aims at empowering SMEs in the engineering sector to ensure their maturation and stable growth by equipping them with horizontal skills and knowledge. This will be achieved via a collaborative effort of higher education institutions (HEIs), future skills and business growth professionals and university-industry relationship experts that will respectively contribute to the advancement of SMEs’ operational, attitudinal and adaptive capacities. The project will do this via (i) SME cluster growth training (ii) student business consulting, and (iii) a launch of cross-border facility sharing schemes. More particularly, the consortium will:1. Identify cluster growth needs of SMEs in 6 project regions and 65 (6x10 + 1x5) good practices on successful SME growth strategies (Mapping);2. Develop and implement SME growth mobility and training programmes for a group of 60 (6x10) SMEs including workshops, peer learning and cross-border hot desk schemes (Learning); 3. Launch cross-border network support structures in science parks and business organisations in the form of hot desks, university access points, and facility sharing for SMEs to explore growth opportunities (Facility sharing);4. Match 24+ (6x4) MA & PhD students with SMEs to conduct in-house research and 24 (6x4) BA students to take up business challenge projects in the areas facilitating cluster growth (Consultancy & practice-based learning);5. Develop and pilot test the ‘Change of Perspective Programme’ where 6+ academics and 6+ business professionals exchange their workplaces for a day to experience a different environment (Learning);6. Build 6 cluster growth networks through forming stakeholder councils and community and capacity building events in the partner regions and linking the project cluster SMEs to the European Cluster Collaboration Platform (ECCP) for visibility, network and future collaboration opportunities (Growth).
more_vert assignment_turned_in ProjectPartners:DIMITRA Ekpaideutiki Symvouleutiki AE, NORTH EAST REGIONAL DEVELOPMENT AGENCY, BEST INSTITUT FUR BERUFSBEZOGENE WEITERBILDUNG UND PERSONALTRAINING GMBH, Fias-acfi, INFODEF +1 partnersDIMITRA Ekpaideutiki Symvouleutiki AE,NORTH EAST REGIONAL DEVELOPMENT AGENCY,BEST INSTITUT FUR BERUFSBEZOGENE WEITERBILDUNG UND PERSONALTRAINING GMBH,Fias-acfi,INFODEF,CITFunder: European Commission Project Code: 2014-1-RO01-KA204-002700Funder Contribution: 155,916 EURThere is not the case, the whole document is written in English.
more_vert assignment_turned_in Project2015 - 2018Partners:University of Surrey, CIT, FAU, BBC, Friedrich-Alexander University +9 partnersUniversity of Surrey,CIT,FAU,BBC,Friedrich-Alexander University,Inria,Northwestern University,INRIA,NEU,University of Surrey,CIT,Telecom ParisTech,British Broadcasting Corporation - BBC,Telecom ParisTechFunder: UK Research and Innovation Project Code: EP/L027119/2Funder Contribution: 856,793 GBPDelivery of audio has become increasingly complex: originally in single channel (mono) or 2-channel stereo format, now surround sound in "5.1" format (5 main speakers plus one low frequency effects channel) is available in many home cinema systems, and many other multichannel audio formats are available (e.g. 6.1, 7.1, 10.2 and 22.2). In addition, new interactive apps allow users to remix musical audio, changing instrument volumes, and music games allow players to control individual instruments. Content creators therefore have to develop new ways to create and distribute their audio content to allow their content to be played back on these multichannel systems, or remixed by users to suit their own tastes. However, much audio content is still in legacy formats, mainly 2-channel stereo. We therefore need ways to "repurpose" this legacy audio content, converting these into surround sound or to the separate "stems" needed for remixable audio. The aim of this project is to develop a new approach to high quality audio repurposing, based on high quality musical audio source separation. To achieve this we will combine new high resolution separation techniques with information such as musical scores, instrument recognition, onset detection, and pitch tracking. Instead of aiming at generic source separation, we will develop algorithms designed to match the separation performance to the final target (upmixing or remixing). In parallel, we will investigate perceptual evaluation measures for source separation, remixing and upmixing, and develop new diagnostic evaluation techniques tailored to measure different aspects of the repurposed outcome. The outcomes of this project will allow music consumers to enjoy their favourite songs in interactive remixing apps and games, even where the original separate "stems" are not available. It will also allow music companies, broadcasters and sound archive holders to provide high quality upmixed versions of their large archive content, for an increasing generation of listeners with surround sound systems in the home.
more_vert assignment_turned_in ProjectPartners:Cyprus Police, FREDERIKSBORG BRAND OG REDNING, ASOCIACION EUROBOMBEROS, UAB LearnKey, NEPTELIA SOCIEDAD LIMITADA +4 partnersCyprus Police,FREDERIKSBORG BRAND OG REDNING,ASOCIACION EUROBOMBEROS,UAB LearnKey,NEPTELIA SOCIEDAD LIMITADA,DTU,CIT,Cork City Council,NATIONAL FIRE OFFICERS ALLIANCEFunder: European Commission Project Code: 2020-1-DK01-KA202-075055Funder Contribution: 384,543 EURClimate change and environmental degradation are an existential threat to Europe and the world. The European Green Deal is a response to these challenges and it aims to make Europe the first climate-neutral continent by 2050. The European Green Deal covers all sectors of the economy so WE ALL HAVE AN IMPORTANT PART TO PLAY, INCLUDING FIREFIGHTERS. Firefighters are omnipresent in every community across the EU. Between school visits to fire stations, talks given by the fire service to community groups and the lifesaving work, firefighters are very much in the public eye. At a time when there is such scrutiny on all aspects of climate change, firefighters can act as important public advocates in terms of environmental actions. This covers fire stations, which have an environmental impact all day, every day, the transportation involved and the fire fighting work which can be extremely polluting and damaging. Improving the green skills of firefighters will have a positive influence on the day to day environmental impacts that the fire service has in terms of pollution, waste, water and energy consumption. In this context, the objective of the project is to respond to the identified training needs of firefighters by developing the first open and multilingual e-learning platform for firefighters on green skills. The e-learning platform will be accessible from computers, tablets and smartphones. The platform will be available in 5 languages (English, Danish, Lithuanian, Greek and Spanish) and it will contain six e-learning modules:MODULE 1: OPERATIONS. How firefighters can carry out their daily operations out of the fire station (e.g. fire fighting, activities related to SEVESO/COMAH installations and dangerous substances, etc.) in a greener way.MODULE 2: ENERGY. How to reduce electricity consumption in the fire station.MODULE 3: WATER. How to reduce water consumption in the fire station.MODULE 4: WASTE. How to increase the percentage of the station waste that is recycled.MODULE 5: TRANSPORT. How to reduce CO2 emissions. MODULE 6: SOCIETY. How to promote sustainable behaviours in the local community. Each e-learning module will include: an online course on the topic; an online tool to assess the learning outcomes from the online course and to produce a certificate; an online toolkit (set of tools, procedures, and supporting materials) to facilitate to firefighters the effective implementation of the sustainability measures described in the online course. In order to assess how effective the e-learning platform is in improving firefighters’ competences, the e-learning platform will be tested with firefighters from five EU countries. The firefighters will first complete the e-learning and afterwards, they will put in practice what they have learnt by implementing some measures of environmental sustainability in their fire stations. Using the feedback from the testers, the project partners will define the necessary improvements to ensure that the e-learning platform responds to the needs of firefighters.The project will be implemented by a transnational and transectoral partnership involving universities, research centres, experts on e-learning and quality management, and fire and rescue services from five EU countries. Beyond the partners, the e-learning platform has the potential to be exploited by a wide range of organisations and individuals. Thanks to its publication as an OER under the Creative Commons license 'Attribution-ShareAlike 4.0 International (CC BY-SA 4.0)', anyone will be allowed to freely use all the content as well as to modify it and build upon. Therefore, the e-learning platform will serve as the impulsion for future innovations and developments in the European education sector.
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