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T.R.I Technologos Research and Innovation Services LTD

Country: Cyprus

T.R.I Technologos Research and Innovation Services LTD

7 Projects, page 1 of 2
  • Funder: European Commission Project Code: 2022-1-CY01-KA210-SCH-000084047
    Funder Contribution: 30,000 EUR

    << Objectives >>The DataShelter intervention will use innovative methods of teaching, such as serious games and simulations.Education on GDPR will result in the increment of youth's employability, digital transformation and data protection skills, as well as raise GDPR awareness in organisations like schools. Young people will comprehend that even as students they are subject to GDPR and they should be educated on their rights and choices in digital spaces, enhancing their digital readiness and resilience.<< Implementation >>The following activities will be implemented during the project:1. Surveys on GDPR and User Requirements Design (for school organisation, students, teachers) (Leader: GEL)2. Syllabus for the DataShelter Intervention (Leader: Technologos)3. Serious games and simulation components for the DataShelter intervention (Leader: Technologos)4. Launch and User-based evaluation of the intervention (Leader: GEL)<< Results >>The main expected result of the DataShelter project is the development of an engaging, immersive, inclusive serious game intervention for GDPR training.More specifically, the project results will be:1: Survey results on current GDPR awareness in youth, teachers, school2: User Requirements and needs analysis for DataShelter (youth, organisations)3: Syllabus for the DataShelter intervention (material, game and simulation concepts)4: Serious games and simulation components, DataShelter pilot

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  • Funder: European Commission Project Code: 2021-1-EL01-KA210-ADU-000034904
    Funder Contribution: 60,000 EUR

    << Objectives >>We want to enrich older people’s ability for individual self-management, by developing their basic digital skills and competences required to access health information and services. As the use of digital technology is rapidly increased in all areas of society, digital literacy should not be a discriminating factor for access to health services. Therefore DigiCare will aim to cultivate resilience and inclusion of older people, through concurrent development of their digital and health literacy.<< Implementation >>Intellectual Output 1 (O1). Curriculum of Education Intervention (Leader: 50plus Hellas)Intellectual Output 2 (O2). Platform development and Evaluation for Education Intervention (Leader: Telesto)<< Results >>Comfortable use of digital health tools and self-reliance that will be cultivated in older people through the following results:1.Development of tutorials for using specific digital health services and completing important processes2.Health literacy development (personalised modules for well-being, disease prevention, monitoring, and treatment)3.Digital literacy development (decrease of anxiety around using digital tools, mindset cultivation, resolving issues)

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  • Funder: European Commission Project Code: 2021-1-CY01-KA210-ADU-000033993
    Funder Contribution: 30,000 EUR

    << Objectives >>Due to the rapid technological innovations in IT, the skills of IT graduates do not match market needs. There is also an alarming shortage of data experts in the EU, having created a chasm between e-infrastructure providers and scientific domain specialists. Abacus responds to the necessity of re-skilling and up-skilling people at any stage of their lives in order to fill the gap of data scientists and provide each individual with the opportunity to aim for more rewarding jobs.<< Implementation >>The following list presents the main activities of Abacus:Intellectual Output 1 (O1). User needs and curriculum development for Abacus (Leader: AUCY)Intellectual Output 2 (O2). Abacus Interactive Technologies (Leader: FourTheDesign)Intellectual Output 3 (O3). Abacus e-learning platform integration and evaluation (Leader: Technologos)<< Results >>With the introduction of Abacus, Data Science will not be for the well-trained data scientists only, as people will better communicate with experts and will better understand data. The Abacus project will stimulate the creation of high added-value technology jobs in data science and in all the market sectors the novel interactive technologies will apply to, as the majority of sectors are now using big volumes of data.

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  • Funder: European Commission Project Code: 2021-2-CY02-KA210-YOU-000049829
    Funder Contribution: 60,000 EUR

    << Objectives >>The MindLand intervention will use serious games and mindfulness activities to help youth cultivate self awareness, specifically by:- Becoming more mindful of the beliefs that influence them and their automatic patterns of behaviour- Building self-esteem and confidence to make important decisions that honour who they are- Choosing what influences them- Working with difficult emotions<< Implementation >>The following activities will be implemented during the project:1: Curriculum on mindfulness training focused on self awareness (Leader: MFL)2: Development and Integration of serious games and activities (Leader: TRI)3: Localisation and translation of intervention's content (Leader: WHI)4: Launch and Evaluation of intervention (Leader: ASSOCIAÇÃO MY MADEIRA ISLAND)<< Results >>The outcome will be a Mindfulness Training intervention for youth that will be accessible, interactive, engaging, inclusive and self-paced. As a digital intervention it will make mindfulness accessible to all individuals that have access to a computer or smart device regardless of socio-economic status and geographical location, religion, abilities or gender. It will be available in 4 languages (English, Greek, French, Arabic).

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  • Funder: European Commission Project Code: 2020-1-PL01-KA226-SCH-096462
    Funder Contribution: 189,470 EUR

    CONTEXTIn May 2012 there was set out a European Strategy for a Better Internet for Children to give children the digital skills and tools they need to fully and safely benefit from being online. It also aims to unlock the potential of the market for interactive, creative and educational online content. The strategy proposes a series of actions grouped around the following main goals:-Stimulate the production of creative and educational online content for children as well as promoting positive online experiences for young children;-Scaling up awareness and empowerment including teaching of digital literacy and online safety in all EU schools;-Create a safe environment for children through age-appropriate privacy settings, wider use of parental controls and age rating and content classification;-Combat child sexual abuse material online and child sexual exploitation.The strategy brings together the European Commission and Member States with mobile phone operators, handset manufacturers and providers of social networking services to deliver concrete solutions for a better internet for children.PROJECT OBJECTIVESThe goal of the project ISafetyApp is to spread the learning of Internet Safety Skills. Specifically the project has three aims:a) A State of the Art on Serious Gaming & Internet Safetyb) The Design, Implementation and Evaluation of a Mobile Serious Game in Internet Safety (ISafetyApp) based on Artificial Intelligencec) Teacher Training Courses & Materials development on using the ISafetyApp mobile game (e.g. handbooks & insturctive videos) TRAINING TEACHERSWe will train teachers & students through an LTT event in Athens with teachers from 3 project countries (PL,CY & GR) and students from 2 project countries (Poland & Greece) into teaching Internet Safety skills with the ISafetyApp mobile serious game. Trained teachers from each country will serve as multipliers and will train teachers in their own countries through training sessions all partners will organize.SERIOUS GAME EVALUATIONOnce the software development is finished we will run a large scale trial in which we will involve at least 200 students and observe their learning success with our mobile game. We will then finilize our mobile game and share it on an EU-wide scale. Scientific publications will be published to renowned international scientific journals & conferences with the results of the evaluation.The OPEN SOURCE ACCESS to all project outputs will be guaranteed for at least 5 years after project end.A TRANSFERABILITY of the results is guaranteed since all information gathered and developed can be transferred to primary and secondary schools as well as to Universities.PARTNER ORGANISATIONSThis initiative gathers 4 partners from Poland, Cyprus and Greece.IX Liceum Ogolnoksztalcace im. Kazimierza Jagiellonczyka w Toruniu (Poland): A experienced School from Poland open to Innovation.WYZSZA SZKOLA EKONOMII I INNOWACJI W LUBLINIE (Poland): A non-state higher education institution offering full university degree programmes in a range of academic disciplines with over 6 000 students.T.R.I Technologos Research and Innovation Services LTD(Cyprus): A research and development center with global expertise in project design and implementation, capacity building, and e-learning being independently affiliated with universities and institutions from around the world.INNOVATION FRONTIERS (Greece): An educational technology & research company expert in the design, implementation and evaluation of educational software.

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