
Ticket2Europe
Ticket2Europe
6 Projects, page 1 of 2
assignment_turned_in ProjectPartners:Ticket2Europe, MITTETULUNDUSUHING SHOKKIN GROUP, BE INTERNATIONALTicket2Europe,MITTETULUNDUSUHING SHOKKIN GROUP,BE INTERNATIONALFunder: European Commission Project Code: 2020-1-EE01-KA205-077580Funder Contribution: 59,693 EURThe ability of a student to recall the skills they’ve been taught is essential to their future success in whatever role they fill. Unfortunately, traditional learning methods have low retention rates, while games on the other hand increase the retention. There are many studies conducted on the topic of incorporating games in a classroom/work space, one of them showed, students who played learning games ended up with 11 percent higher factual knowledge, 14 percent higher skill-based knowledge, and 9 percent higher retention rates than those who used other approaches. Employers also see an increase in non-required activities since games raise the level of social engagement in learning processes. Another trend in global education is the use of educational escape rooms and discovering its potential to be one of the most engaging ways for learning. Escape room mechanics provide the most immersive experiences to learners. Organizations involved in this consortium have experiences in working with educational games as well as educational escape rooms and would like to discover the possibility of creating scalable educational escape boxes that can be used in both youth work settings as well as in classroom settings. This innovative approach would like to discover engagement mechanisms of escape rooms and by adding a substantial educational value to them create new forms of activity for youth organizations cooperating with educational institutions and youth centers.Aim: Strategic partnership aims to explore the use of educational escape boxes in youth work and design innovative educational methods that develop competencies of young people connected to socially relevant topics. Objectives:•To explore game-based learning and the use of escape game mechanics applicable to social education of young people; •To develop a comprehensive manual on the use of educational escape rooms in youth work; •To design, test and promote 4 educational escape box formats based on social topics; •To promote game-based learning and the use of escape game mechanics among educators through training them in using innovative methodology;•To strengthen cooperation between youth organizations and educational institutions for joint development of social and civic education; •To increase operational capacity of partner organizations in delivering quality educational services to young people and educators;•To develop young people’s social and civic competencies by the means of using educational escape boxes;The project foresees the involvement of educators & youth workers, young people, policy-makers and decision-makers of education & youth work field and will produce several tangible results such as: The Breakout Box Manual & Breakout Box KitsTarget Groups for projects outputs:Breakout Manual is aimed at youth workers, voluntary youth leaders and educators who are interested to incorporate an innovative approach in their youth work activities and services of their organizations. The training activity as well as the toolkit will allow this target group to engage in developing their own educational escape boxes. Breakout Kits are educational escape boxes developed on specific relevant topics and target young people aged 16+ who are engaged as players (learners) in the final products. This target group will also be part of testing and further implementation of the escape boxes.With this project we seek to bring innovative methods into youth work & education practices allowing for more practitioners to provide young people with high quality engaging methods for civic and social engagement.
more_vert assignment_turned_in ProjectPartners:Asociatia Puzzle OptimEast Tg. Neamt, MITTETULUNDUSUHING SHOKKIN GROUP, Ticket2Europe, BE INTERNATIONALAsociatia Puzzle OptimEast Tg. Neamt,MITTETULUNDUSUHING SHOKKIN GROUP,Ticket2Europe,BE INTERNATIONALFunder: European Commission Project Code: 2019-3-CZ01-KA205-076962Funder Contribution: 59,560 EURThe strategic partnership is aimed at youth workers, voluntary youth leaders and educators who are interested to incorporate an innovative approach of game-based learning in their youth work activities and services of their organizations/institutions and further promote it to other stakeholders. The results of the strategic partnership are further aimed at two main target groups: young people aged 16+ who are engaged as learners in the final game-based learning activities and educators trained in game-based learning.The strategic partnership aims to further develop, share and promote game-based learning practices as an efficient and innovative approach to learning and to make game-based learning more present in formal and non-formal education institutions.The objectives:- To further develop and use game-based learning methods applicable to social education of young people;- To promote best approaches to game-based learning among educators through training them in using innovative methodology;- To strengthen cooperation between youth organizations and educational institutions for joint development of game-based learning;- To increase operational capacity of partner organizations in delivering quality educational services;- To develop young people’s social and civic competences by using gamified educational activities;- To create, publish and spread 3 manuals on different approaches to game-based learning with detailed outlines of at least 15 diverse game-based learning activities;Altogether, the strategic partnership involves at least 300 participants on several levelsDuring three training activities delivered as part of the strategic partnership, altogether 54 youth workers, educators and teachers will be trained in use of game-based learning activities.These participants will then run game-based learning sessions using the activities with their own target groups – youth center clients, youngsters and students. We envision at least one local activity per country after each of the training activities, targeting minimum 240 youngsters.Furthermore, the members of the consortium will be affected by increase of opportunities provided by the strategic partnership and participation in meetings and workshops done locally. We also expect the participants of the training activities to share their learning with their colleagues. This means that the minimum number of affected people will reach well over 300.The kick-off meeting will prepare the consortium members for the following activities. This is followed by three training activities for youth workers, teachers and educators, each aimed to train them in different approach to game-based learning (educational role plays/simulations, escape rooms and board games). The activities are concluded by an evaluation meeting.The training activities and dissemination activities will be carried out using non-formal education methodology and game-based learning.During the partnership, we will publish three game-based learning publications and toolkits: open educational publications with emphasis on educational role plays, educational escape rooms and educational board games respectively. The publications will include game-based learning theory and detailed outlines of examples of activities with printable materials for organizations and educators to replicate. We will develop a website with information of the project and project outputs, photographs, visual reports and three training course concepts.We divided impact based on various target groups that we will be working with during the strategic partnership period. People who will be involved during the whole process of the project will become more competent in the field of civic/social education and game-based learning activities. young people will have a chance to test games, be part of workshops, cooperate with the partner organizations therefore they will firstly develop own social/civic competence set and soft skills, have a better image of social/civic education, active citizenship and attitude towards being active in society or sensitive to specific topics relevant to the field. Participants of the training activities will gain basis for game development and educational game design, they will have grasp of non-formal learning methodology and ideas as well as be able to facilitate non-formal learning sessions using educational board games available. Through dissemination events locally and online, the project has the potential to influence youth workers/educators and organizations broadly as they can take contact and work with this project consortium.By continual use of game-based learning methods that will be selected in the manual, the results have chance to spread to hundreds of new youth workers a year, as the sum of game-based learning trainings organized by the participating organizations directly impact approximately 300 youth workers per year and impact education systems and curricula in long term
more_vert assignment_turned_in ProjectPartners:Shokkin Group International, Ticket2Europe, Awesome People, SOLIDARITY MISSION CIVIL NON PROFIT COMPANYShokkin Group International,Ticket2Europe,Awesome People,SOLIDARITY MISSION CIVIL NON PROFIT COMPANYFunder: European Commission Project Code: 2018-2-ES02-KA205-011922Funder Contribution: 57,348 EUR"A principios de 2018, siendo parte de una red común que buscaba formas innovadoras de involucrar a los jóvenes, una investigación sobre tendencias juveniles actuales nos llevó a centrarnos en métodos de aprendizaje basados en el juego, específicamente en juegos de mesa. Nuestro objetivo era conectar las características de los juegos de mesa con el campo de la educación, en concreto la educación para el emprendimiento. Este enfoque innovador buscó descubrir los mecanismos de participación de los juegos de mesa y, al agregarles un valor educativo sustancial, crear un nuevo enfoque y una serie de recursos/métodos disponibles para maestros, centros educativos, trabajadores juveniles, organizaciones y centros juveniles. El proyecto se centró en la necesidad principal de disponer de herramientas innovadoras y eficaces para educar a los jóvenes en emprendimiento y fomentar habilidades emprendedoras necesarias en el mercado laboral. Esto se basa en el alto nivel de desempleo juvenil, la baja imagen del espíritu emprendedor, así como la falta de habilidades sociales y desarrollo del pensamiento crítico en muchos sistemas educativos formales de toda Europa.""Game On"" tuvo como objetivo principal desarrollar un conjunto de métodos innovadores que promueven la educación para el emprendimiento y el desarrollo de habilidades emprendedoras de los jóvenes a través de la co-creación, testeo y difusión de nuevos juegos de mesa educativos. Los objetivos específicos (alcanzados) del proyecto fueron: • Explorar el aprendizaje basado en el juego y el uso de mecánicas de juegos de mesa aplicables a la educación para el emprendimiento con jóvenes; • Diseñar, testear y promocionar 4 juegos de mesa educativos para desarrollar competencias emprendedoras en grupos de jóvenes; • Fomentar el aprendizaje basado en el juego y el uso de juegos de mesa entre educadores; • Fortalecer la cooperación entre organizaciones juveniles y centros educativos en el ámbito de la educación para el emprendimiento; • Aumentar la capacidad operativa de las organizaciones socias en la prestación de servicios de calidad a jóvenes y educadores; • Desarrollar las competencias emprendedoras de los jóvenes mediante el uso de juegos de mesa educativos.El proyecto involucró a diferentes grupos de participantes a lo largo de sus diferentes etapas:- Reuniones transnacionales y desarrollo de juegos: un total de 10 representantes de las cuatro organizaciones socias como coordinadores de proyectos y desarrolladores de juegos.- Grupos focales: 135 estudiantes de centros de secundaria y de formación profesional (de 15 a 24 años) basados en la colaboración con socios locales.- Grupos de testeo: 142 participantes de socios locales (estudiantes, alumnos de la escuela) y recursos humanos de las organizaciones (socios, voluntarios).- Movilidad internacional: 16 profesores de varios niveles que trabajan en socios locales.- Difusión: más de 200 personas alcanzadas directamente a través de eventos informativos para docentes y trabajadores juveniles (para presentar el manual y la nueva metodología) así como eventos de juego con grupos de jóvenes.La estructura, etapas y actividades desarrolladas en el proyecto fueron: 1. TPM1 Reunión de Kickoff; 2. Etapa de investigación documental y grupos focales; 3. TPM2 Reunión de desarrollo de juegos; 4. Laboratorios de juegos para desarrollar y testear prototipos de juegos de mesa educativos; 5. TPM3 Reunión de finalización de juegos; 6. Etapa de testeo y diseño adicional; 7. Movilidad de formación con profesores y publicación del manual; 8. Etapa de difusión que incluye publicación de versiones digitales imprimibles, eventos presenciales y en línea para multiplicadores y grupos de jóvenes.Los resultados de la asociación estratégica se dividen en resultados tangibles e intangibles:- RESULTADOS INTANGIBLES: cooperación con centros educativos, reconocimiento del valor del aprendizaje no formal y su integración en las prácticas de las escuelas/universidades; crecimiento de la capacidad operativa de nuestras organizaciones y participación de los jóvenes.- RESULTADOS TANGIBLES: manual sobre desarrollo de juegos de mesa educativos, conceptos de juegos de mesa educativos y 48 juegos impresos, concepto de curso de formación, así como canales y materiales de visibilidad y promoción (página web, video, versiones imprimibles de los juegos, etc.). Las personas involucradas durante el proceso se volvieron más competentes en el campo de la educación para el emprendimiento y el desarrollo de juegos, están listas para empoderar a sus propios equipos pen el uso de una metodología innovadora. Los jóvenes tuvieron la oportunidad de jugar, ser parte de talleres y desarrollar su propio conjunto de competencias emprendedoras y habilidades sociales. Los participantes de la formación obtuvieron bases para el desarrollo de juegos y el diseño de juegos de mesa educativos, así como para la metodología de aprendizaje no formal."
more_vert assignment_turned_in ProjectPartners:CCS, FORENINGEN FRAMTIDSTAGET, FONIX AS, Ticket2Europe, FUNDACJA MODE - MOVE AND DEVELOP FOUNDATION +1 partnersCCS,FORENINGEN FRAMTIDSTAGET,FONIX AS,Ticket2Europe,FUNDACJA MODE - MOVE AND DEVELOP FOUNDATION,Social HackerFunder: European Commission Project Code: 2020-3-SE02-KA205-003009Funder Contribution: 85,062 EUR“Enabling refugees/migrants’ inclusion, through non-formal digital competences & employability skills’ nurturing” Project is inspired and designed from Youth Workers, working in 6 organizations all over Europe, from Southern to Northern ones. All of them have previous experience in working with marginalized & vulnerable groups, as well as individuals with fewer opportunities (incl. refugees/migrants/unemployed/NEETs/young people), enabling their competences’ empowerment. The goal of this project is to enable the exchange of good-case practices & project ideas between these NGOs and promote solidarity through voluntary actions and awareness events.The partners have mainly focus in the field of vocational training, education, employment and social inclusion, what’s more using technological tools (either using formal or non-formal practices), and innovative approaches. They decided that they want to interact with like-minded professionals and enhance the programs & services, in order to match two main needs and contexts: - the demand for digital skills in the EU labour market and - the need for the vulnerable to have equal access to opportunities in education and employment. In this way, they will be able to give back their community and get included. The idea was created from the approval and successful steps of the MIGRACODE in Spain (Project ID: 2018-3-ES02-KA205-012299) (realization of 1 coding course, after SHA’s capacity building activity) and the willingness of more stakeholders, to replicate its scope in their local communities, by starting a new Coding School. In this project, these NGOs are the Föreningen Framtidståget & Ticket2Europe. The expansion of digital upskilling & employability skills schools network will enable the implementation of good-case practices that will be generated through the Project’s activities. The educational programs provided for refugees, migrants, unemployed people, in 6 European Countries will be improved as new innovative methodologies will be implemented. In the project’s activities, training and employment agencies, certification authorities, VET providers (associate partners of the consortium) will contribute in accelerating labour market integration of youth, by sharing good-case practices and ideas.In order to boost this exchange of knowledge, transnational meetings are planned, in order to track the progress of the projects and outputs’ realization. Another goal will the equal participation and contribution of all partners in the project’s outputs. We have designed 3 short-term training events that will cover different but important aspects of social integration and IT Industry: Vocational Training, Skills Certification, Employability & Hiring Processes Standardization, Increase of Graduation Rate and The role of Youth Work in these aspects above). 12 Youth Workers will participate in each activity, 2 from each partner (DIRECT BENEFICIARIES) and 800 beneficiaries (refugees/asylum seekers/migrants, aged 18-50 that have work permit in EU) will be engaged in these activities in their local communities, by participating in the amended educational programs (INDIRECT BENEFICIARIES) The objectives of the project are:- To promote quality youth work as a way to support vulnerable people to regain their self-efficacy, and enforce its practices in order to serve more beneficiaries- To better understand the needs of refugees and align IT innovative educational programs upon them, in order to develop their skills and indeed help them- To standardize and automate the graduation rate and recruitment process of students, creating a strategy to bring companies closer to students - To enhance the employability of students by aligning the digital skills curricula taught, with EU IT Certifications Standards (ex. ECDL) - To implement non-formal education practices, when teaching them hard & soft skills- To strengthen the community and network of the organizations of the consortium, by engaging stakeholders, such as companies, foundation, local authorities and European Partners- To ensure sustainability and dissemination of project results, the Strategic Partnership foresees conferences al local, national and European level, as well as designs jointly a follow-up strategy to expand the teaching and employability model across Europe - To empower 5local NGOs in the next 5 years to open up a coding school for migrants themselves, following the example of the partners, already running itMoreover, through this project, the skills of the youth workers and educational leaders participating in the activities will be enhanced and new professional competences will be acquired that are needed in the competitive job market. In disseminating projects’ results we will engage local and international media, tech companies and NGOs in not only 6 EU Cities but across EU, by sharing the good-case practices produced, through reports/handbooks and open-source platforms.
more_vert assignment_turned_in ProjectPartners:EduEra, coobra - cooperativa braccianti, Ticket2Europe, Shokkin Group InternationalEduEra,coobra - cooperativa braccianti,Ticket2Europe,Shokkin Group InternationalFunder: European Commission Project Code: 2020-2-EE01-KA205-078054Funder Contribution: 58,809 EUR"The rapid increase of European funding being allocated into the youth sector in the last decade through programmes such as Erasmus+ and the European Solidarity Corps has given way to a wide array of exciting initiatives in the international youth work scene, and contributed to the development of inspiring professionals and organizations, many of whom changed their life drastically thanks to the international dimension added by such programmes. Yet, there is not a concrete platform to collect those stories at an international level and a lot of great practices and inspirations are being lost in the never ending news feed or are scattered around the Internet in various languages, websites and formats.""Gems of Youth Work"" is a strategic partnership in the field of youth that will gather stories from trainers, youth work practitioners, organizations and active young people to share them in the form of podcasts and graphic recordings to make these stories alive, attractive and able to reach a large audience on online channels. AIM AND OBJECTIVES: The ""Gems of Youth Work"" strategic partnership aims to gather youth field stories in a form of podcasts and interviews to share them amongst practitioners of the international and national youth work fields to foster exchange of good practices and promote the value and recognition of international youth work at national levels. The strategic partnership sets the next objectives: - To gather a database of inspiring, innovative and interesting stories of youth work projects and approaches and their implementers; - To design a podcast and graphic recording approach to present the gathered stories in an appealing way to the audience;- To promote organizations and practitioners contributing to the development of the youth work field; - To promote the recognition of international youth work amongst national youth work bodies.In order to achieve these objectives, the project includes the following activities:* Three transnational project meetings: Kick-off meeting in Austria; Mid-term check-up meeting in Slovakia and Evaluation and final podcast meeting in Spain.* One training activity that will gather youth workers and educators from each country to train them in creating, producing, promoting podcasts as a means to promote best practices, discuss important and relevant issues as well as promote the work in the youth field. * Development and promotion of two seasons of monthly publications of Podcasts and Graphic recordings (9 months and 9 months);* National offline promotion events and presentations;* Online promotion of results of the project.The participants for transnational meetings will be the coordinator and content responsible person for each partner involved. The participants of the training activity will be chosen through a call among associated partners based on an invite only approach. Youth workers, educators, NGO volunteers and staff, youth work institution representatives will be involved in the pre-study when it will come to the choice of topics to concentrate more on and for sure develop podcasts on. The selection of podcast guests will be based on the consortium decision based on guest interest, availability and relevance to the project.TANGIBLE RESULTS (products/activities):- Podcasts on the topics of good practices in the youth field done in English with corresponding graphic recordings (at least 25);- Two digital story books (compilation of podcasts + graphic recordings, one after each season);- Visual report with testimonials of the speakers/audience;- Website category dedicated to podcasts on the website of SGI;- Photographs and videos of the project activities; - After project webinar to share the results and learnings at the end of the project.INTANGIBLE RESULTS (effects):- To promote the work done in the international youth work field to the national youth work bodies;- To establish and strengthen cooperation between our organizations and the national youth work bodies; - Growth in interest of youth workers to take part in international training activities and contribute to the international youth field;- Organizations to be more known at the local and international levels.The impact for the youth work field: Raised exposition and recognition; Opportunity for networking and partnership-building; Upskilling and enhancing organisational capacities and quality of services offered through learning from the practices and stories conveyed through the podcasts.For our target groups, we expect them to benefit in the following ways:- Young people: improved services from youth work, thus more opportunities and empowerment.- Youth Workers: access to inspiring practices and stories, thus opportunity for upskilling.- Organisations: improving their services by learning from the stories and practices shared through the podcasts."
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