Powered by OpenAIRE graph
Found an issue? Give us feedback

STORYTELLME, UNIPESSOAL LDA

Country: Portugal

STORYTELLME, UNIPESSOAL LDA

21 Projects, page 1 of 5
  • Funder: European Commission Project Code: 2018-1-IE01-KA204-038788
    Funder Contribution: 150,010 EUR

    The GAME of PHONES project seeks to develop a compendium of educational materials and resources to support adult educators address the needs of the most difficult to access ‘Sustained’ NEETs who might be characterised as the 'don’t want to learn, unable to learn' sub-set. The GAME of PHONES consortium believes that if the most difficult to reach target groups can be re-engaged by the approach and resources developed then it is fair to assume that the ‘easier’ target groups will also be re-engaged. Partners are committed to addressing disadvantage, combating failure in education and enhancing pedagogic and didactic approaches in adult education.Digital technology enriches education and offers new learning opportunities by enabling access to additional learning environments and resources that can be used to attract and integrate reluctant learners. The primary objective of the project is to design and develop a bespoke challenge-based educational intervention aimed at re-engaging NEETs and supporting them to build skills and competences to assist their reintegration to education or employment. The proposed resources will be developed as webquests which will be designed and produced for access on smartphones. These resources will use inquiry-based and project-based learning embedding the acquisition of key competences into the individual webquests. To ensure that this approach is sustainable partners will also develop a bespoke in-service training programme to support adult educators to harness the full potential of this compendium of new mobile learning resources and integrate the new resources into their everyday activities. In-service training will place a significant emphasis on online learning and exploring the roles of educators in these dynamic environments ensuring that they are comfortable working with the new resources in these non-traditional learning environments; fully bought-in to the benefits that online learning can bring for working with marginalised target groups; and aware of the risks that pertain when working in online environments.For the partner organisations involved, namely Meath Partnership, Callidus, FFE, StorytellMe and CARDET, the intellectual outputs of the GAME of PHONES project will have a positive impact on the skill sets of adult education staff involved who will considerably improve their service offering for NEETs and enhance their awareness of the potential of dynamic online learning environments and bespoke challenge-based learning resources for re-engaging marginalised young people. The organisations involved will be afforded the opportunity to build a reputation for being at the cutting edge of analysis and understanding of the evolving digital society we live and work in. GAME of PHONES is a win: win project that will produce positive impacts for different people, for different groups of stakeholders and for partners both individually and collectively.

    more_vert
  • Funder: European Commission Project Code: 2019-1-RO01-KA204-063252
    Funder Contribution: 146,326 EUR

    Digital Story Telling for Adult Learning in the Digital Age - DIGITAL SCRIPTContext: New technologies and Internet tool fulminate development is changing fundamentally our professional lives. In this way, the lifelong learning sector is no exception, the ICT tools development having a major impact on teaching and learning methodology, one of the concerns of education being the development of new pedagogies using the ICT technology for learning.Taking into consideration that online environment represents a catalyst of social relations, education, economical activities, cultural experiences etc., it is obvious that digital noncommitment will bring social, economic and cultural marginalization. From economical point of view it also means that lack of digital competences is limiting the possibilities to find better jobs or to access vocational training; it also limiting the flexibility of working places, cultural experiences or to develop economical activities online and represents a risk factor for poverty.In order to offer a solution for digital inclusion in case of individuals with low digital competences, DIGITAL SCRIPT project has the following objectives:- developing the pedagogic competences of 20 digital learning facilitators by using new methodologies for teaching basic digital competences - improving the offer of high quality learning opportunities addressed to people with low digital competences - diminishing the risk of social, economic and cultural marginalization of the people with low digital competences, through Digital Story learning platform for 100 learners/ usersMain activities that will be implemented for achieving proposed objectives, will consist in:- project management and implementation- organizing 4 transnational meetings of partners- designing 4 intellectual outputs that will be used by the target group - digital learning facilitators and individuals with low digital competences- organizing a 70 hours training for digital learning facilitators, including 5 days mobility - dissemination activities focused on stakeholders, 4 multiplier events for promote the results - offering assistance through online digital storytelling learning platformMethodology to be used will have in view the exchange of good practices between partner organisation that have relevant expertise in digital learning, transnational perspective and use of digital tools for learning. Also, in designing the intellectual outputs there will be used didactical design methodologies, evaluation and feedback methodologies, editing, design and translation methodologies. The results expected during project implementation and on its completion:- elaboration of 4 intellectual outputs: IO1 Methodology for Digital Storytelling for teaching basic ICT competences to adults with low competences, IO2 Curriculum for Digital Storytelling Facilitators who are working with adults with low competences, IO3 Guide for Basic Digital Learning IO4 Online Digital Storytelling Learning Platform- 20 learning facilitators trained in developing new methodologies for teaching basic digital competences- 100 adults with low digital competences assisted in learning basic digital competences through online learning platform- 4 multiplier events for disseminating the intellectual outputs and best practices from project implementation, with 140 participants- 300 visits in case of online learning platformAs regarding impact and long term benefits, DIGITAL SCRIPT will:(1) provide a supportive online digital environment where learning facilitators can build key skills that will help them to fulfil their potential(2) help achieve an engaged and skilled workforce that are work-ready to help sustain local economies(3) raise awareness of the positive attributes of bespoke digital media learning environments and the potential they offer to people for people with low digital competences (4) enhance the reputation of participating adult education organisations as centres of excellence in the use of dynamic online learning environments and bespoke online educational resources that will help them to attract a higher calibre of worker and/or retain their best staff(5) help ensure that people with low digital competences from the local areas who participate in the assistance provided will be recognised as active learners keen to build skill sets that are essential for sustainable employment(6) support increased inclusion which is an important element of the EU 2020 StrategyBuilding the capacity of adult education professionals and the marginalised people with low digital competences they support as a collective group will have positive impacts in the long term as the local areas where the project is implemented become known as places where educational innovation and social inclusion thrives and where the potential of dynamic online learning platforms, environments and resources is recognised, valued and prioritised.

    more_vert
  • Funder: European Commission Project Code: 2020-1-LT01-KA204-077959
    Funder Contribution: 265,397 EUR

    Creative businesses, which have shown strong resistance to the crisis, represent around 3.5% of all products and services made in the EU each year and employ 6.7 million people, i.e. 3% of the European workforce. Creative businesses have demonstrated to have an important role to play in generating growth and occupation and fighting unemployment while strengthening social cohesion, particularly for young people, but also for those adults who come from disadvantaged backgrounds, who can transform their creative skills into their own business. In order to help the creative sector unlock their potential for growth and the transnational circulation of creative works and their ability to operate transnationally and reach new audiences in Europe and beyond, the EU responded with the Programme “Creative Europe”, considering the lack of efforts in providing aspiring and practicing creative people with knowledge and skills that increase their capacity to create and lead their creative entrepreneurial ventures. The general aim of the “Creative Talent factory” - CTF project is to promote self-employment and entrepreneurship in the creative sector. To achieve this goal, the CTF project has defined four objectives:•to provide digital learning opportunities for adults, including with disadvantaged background, supporting their motivation and empowering them towards access to upskilling pathways for creative entrepreneurship;•to assess and monitor learners’ achievements in order to ensure the transparency and recognition of their creative entrepreneurial competences and skills;•to provide the innovative easy-to-learn pathway for upskilling the creative entrepreneurial competences and skills needed to set up or improve the creative business;•to extend and develop educators’ competences needed for effective running the training of adult learners, including with the disadvantaged background, to become the successful creative entrepreneurs.The components of the creative sector included in the CTF project are visual and performing arts; craftsmanship; art and antiques market; fashion; music and dancing. 90 adults - learners seeking to set their own businesses or improve it in the creative sector, including adult from disadvantaged background and 30 adult educators-facilitators will participate directly in the projects piloting activities. 135 representatives of associated partners and other the stakeholders will participate in six multiplying events. In order to achieve the defined objectives, four intellectual outputs will be produced: For adult learners: •Set of OERs “Creative Entrepreneurial motivation and empowerment”;•Self-assessment Tool to assess the competences and skills of the creative entrepreneur;•E-training programme “Creative Talent Factory“;For adult educators: •E-toolkit for Adult educators “How to run “Creative Talent Factory“”.The general methodology to all four intellectual outputs is based on Open Educational Resources in order to promote the open access to developed educational tools. However, each outcome is based on the specific to this outcome methodology, including reversed training methodology with the flipped classroom learning approach; innovative concept for the training course based on easy-to-learn Bite-size Learning methodology, assessing of the competencies and skills method with providing learners with the digital badge “Creative entrepreneur”. The attractive and learner-friendly methodical approach, based on Creative Entrepreneurial Local Workshop as an innovative upskilling pathway, includes organic using of all three intellectual outputs, developed for adult learners for motivating, empowering, training and assessing their creative entrepreneurial competences and skills. The positive impact of this new upskilling pathway is expected on the participatory approach by increasing learners’ involvement to the training on creative entrepreneurship. Thus, the project contributes to achieve benchmark of 15% of learners’ participation in lifelong learning as defined in European agenda for adult learning. The impact is expected on development of competences and skills on creative entrepreneurship: 85% of learners will increase their creative entrepreneurial competencies and skills for at least 40% after the finalising the training course, and the measure of this impact will be ensured by the assessment tool. It is also expected that at least 60% of learners will show their immediate interest to develop the Action plans for establishing the creative business. The general impact is foreseen on better integration of this target group to the labour market and society, and it will contribute to the achievement of ET 2020 benchmark of increasing employment rate by 75%.

    more_vert
  • Funder: European Commission Project Code: 2018-1-CY01-KA204-046915
    Funder Contribution: 202,962 EUR

    Context/background of the project: The INSPIREUS! project, offers an ambitious and forward-looking outlook on strengthening female entrepreneurship. Supporting female entrepreneurs, especially at the start of their entrepreneurial paths, is crucial in realising the creation of more companies led by women on an EU level, whereas, at the same time helping more women in the EU join the active workforces. Across the globe, women participate in paid economic activities less than men. When women do participate, they often work in lower-paying jobs and sectors and have less access to social safety nets. At the same time, it is estimated that closing the gender gap in the workforce would add 28 trillion USD to the global GDP, and that’s only counting the monetary gains, not the human rights and other benefits. For these reasons, we all need to work together to support and remove barriers to women’s economic recovery and empowerment, and entrepreneurship in its various forms is a powerful catalyst to make this a reality. Entrepreneurship can generate jobs for women and their peers and help them tackle EU & worldwide challenges faced. Objectives: The project overall scope is to transform young female entrepreneurs in terms of realizing the connection between internal motivation & business creation. The specific objectives of the project are: a) Develop an inspiring and motivational programme which will offer hands-on experiences to women; b) Investigate the psychological factors of female entrepreneurship, with particular focus on personality and motivational factors; c) Create tools helping future women entrepreneurs to achieve self-awareness; d) Create a community of women entrepreneurs from all over EU. The collaborative environment creates a new “culture” and a network of women entrepreneurs. Women are important agents of change, and harnessing the potential of women entrepreneurs will be crucial for the sustainable and inclusive recovery of economies and societies, especially useful in challenging periods, such as the era of Covid-19. Number, type & profile of participants: The direct target group of the project were future women entrepreneurs (25-40 years) who have developed some skills and professional expertise taking into account their professional experience, but they find themselves without motivation to start a business. These women could be also employed young women who want to improve their soft skills, competencies, entrepreneurial skills, communication skills, etc. The main target group of the project was involved to the project activities from the very early stage: starting with a survey and analysis for the development of a competencies matrix and policy recommendations report (IO1), testing the self-assessment tool & pilot phase of the educational programme (IO2 & IO3), best-testing the training platform (IO5) and providing useful recommendations for improvement. The pilot participants representing the project's direct target group, have also participated to the various multiplier events, helping to spread awareness of the project (89 participants in total). Activities: The project partners have delivered 5 IOs, a very successful C1 training activity, and other project related activities falling under general project management actions. Results & impact: The final evaluation report of the project, proves that the quality of the products delivered in INSPIREUS! is high, whereas the relevance of the topic and the high responsiveness of the target group, were amongst the biggest strengths of the project. In particular, the participation in pilot training as well as registered interest, the high level of partner collaboration in developing all project IOs in full quality, prove the success of the project consistently. Activities such as the C1 hosted in Portugal, have proven to be very useful to consolidate the in depth discussion of the respective topics, to meet stakeholders, to form transnational teams and professional communities, get insight to relevant European environments, as in this case the start-up ecosystem in Lisbon, and therefore strengthen the European dimension of the project. Longer-term benefits: Partners should extend their focus on elaborating the women-specific aspects of the programme, such as specific business and networking culture and mutual encouragement. The project can serve as a useful basis platform, under which sustainable utilisation of the products to further design the material in a concise and easy to understand manner. Moreover, the partners can continue to consider on a deeper level the cultural and economic differences in the partner countries, where in some cases discrimination of women is implicit but significant, while in others the good career opportunities in employment slow down the entrepreneurial aspirations of women; thus it is interesting to expand INSPIREUS! to a larger-scale project.

    more_vert
  • Funder: European Commission Project Code: 2017-1-RO01-KA202-037219
    Funder Contribution: 166,744 EUR

    Fostering entrepreneurship can be a main means to mitigate societal problems and economic growth and the capacity to cope with change in societies. Current practices of support for business development have failed by being too oriented to academic's. Even here current practices do not overcome the theory-practice gap. A more practical and pragmatic approach is needed, including face to face support and coaching. All partners have developed critical components for such a concept, but lack the resources and knowledge of other current good practices on an international level, to develop and test an innovative concept. Therefore they proposed the project. The objective of the project was to create a sustainable structure for developing entrepreneurial competences for SME with less than 5 years seniority, in production, crafts, services or ICT and for continuing support through trained coaches. To this end the project researched the best practices and innovative methods regarding business development support structures and applied the best practices identified, partner´s own knowledge and experiences in synthesizing a transferable model of such structures. MultiEntCoach proved to be innovative: IO1- the new methodologies for training entrepreneurs that were promoted and will be used by coaches in a sustainable way; IO2- the exercises and case studies that are presented, gathering European experience (PT, RO, SI, DE), with different level of development of entrepreneurial competence; IO3- a) a modern, innovative, accessible online learning resource tool was created; it motivates managers to create content, to communicate and to network in Europe; C1- the exchange of good practices in teaching entrepreneurial competences; C2 and C3 that combined the practical experience at transnat. level with opportunity for trainees to see new models of business. Participants and profile: 20 coaches selected by the partners for experience in consulting SME; 37 start-up managers with less than 5 years seniority from production, services, crafts and IT; 200 entrepreneurs with less than 5 year seniority assisted; 3480 visits of such entrepreneurs for online resources; 214 participants to multiplier events: stakeholders of SME support, potential multipliers, potential entrepren. Activities carried on in order to achieve the proposed objectives: Elaboration of 3 Intellectual Outputs: MultiENTCoach- Handbook for Coaches of Entrepreneurs (and Training Curriculum) MultiENTCoach- Handbook for Entrepreneurs (with Training Curriculum) MultiENTCoach- Online learning resources System (https://multient.erasmus-projects.eu/) 5 days of training for 20 consultants in coaching entrepreneurial competences and facilitation techniques 5 days of training for 37 entrepreneurs for developing soft entrepreneurial competences 6 multiplier events including the final conference Wide dissemination to target groups and stakeholders. Results and impact: 20 coaches trained by introducing systematic approaches for continuous professional development; 37 start-up managers trained in order to develop their soft entrepreneurial skills; opening up new learning opportunities through the practical application of entrepreneurial skills; 200 entrepreneurs assisted in order to foster their entrepreneurial spirit; Support and stimulate the flow and exchange of knowledge and best practices between coaches/ consultants and entrepren. 3480 visits for online resources 214 participants in the multiplier events Improvement of the quality and quantity of consultancy and support offers to entrepreneurs; Closer cooperation between all relevant actors, more competent entrepren. with a higher chance of surviving and thus a positive contribution to the economic development of the region. Potential business founders make up their mind to develop a business and are more qualified to do so. Methodology: Business founders with less than 5 years seniority have the possibility to profit from a sustainable support network based on the 20 trained coaches, training materials and online learning resources. Face to face training of a core group of users as well as online support contributed to start a wider community of users of relevant knowledge for junior business founders. Interactive techniques used for training the adults. Project management tools, constant monitoring of the implementation (financial and technical using working plan and risk management tools) and quality assurance for a successful project. Longer term benefits: Networked approach in community with peer entrepreneurs and supporting organizations increases the mid and long term sustainability of the businesses. Contributing to the dissemin. and mainstreaming of key concepts of European Economic Policy, as fostering entrepreneurship, particularly among young people as well as promotion of a more entrepreneurial mindset in general is one pillar of this policy.

    more_vert
  • chevron_left
  • 1
  • 2
  • 3
  • 4
  • 5
  • chevron_right

Do the share buttons not appear? Please make sure, any blocking addon is disabled, and then reload the page.

Content report
No reports available
Funder report
No option selected
arrow_drop_down

Do you wish to download a CSV file? Note that this process may take a while.

There was an error in csv downloading. Please try again later.