
NUORISO- JA MATKAILUKESKUS HYVARILAOY
NUORISO- JA MATKAILUKESKUS HYVARILAOY
9 Projects, page 1 of 2
assignment_turned_in ProjectPartners:ORGANIZATA JO-QEVERITARE LIGO LEX LEGIS, LIETUVOS NEFORMALIOJO UGDYMO ASOCIACIJA, ASSOCIATION CENTER FOR INTERCULTURAL DIALOGUE - KUMANOVO, QENDRA PER PROGRES RINOR, NUORISO- JA MATKAILUKESKUS HYVARILAOY +4 partnersORGANIZATA JO-QEVERITARE LIGO LEX LEGIS,LIETUVOS NEFORMALIOJO UGDYMO ASOCIACIJA,ASSOCIATION CENTER FOR INTERCULTURAL DIALOGUE - KUMANOVO,QENDRA PER PROGRES RINOR,NUORISO- JA MATKAILUKESKUS HYVARILAOY,GRUPA HAJDE DA...,RED EUROPEA LOS JOVENES IMPORTAN AHORA,MOODLE MREZA SRBIJE,UDRUGA ZA RAZVOJ CIVILNOG DRUSTVA BONSAIFunder: European Commission Project Code: 573225-EPP-1-2016-1-RS-EPPKA2-CBY-WBFunder Contribution: 105,656 EUR"Projects is capacity building activity of consortium from Finland, Spain, Croatia, Macedonia, Albania, Lithuania, Kosovo and Serbia with the aim to enhance quality of non-formal education activities in the youth field through supporting critical reflection on dominant paradigms, principles, techniques, processes in NFE and via integration of e-Learning and ICT in youth work in Europe. One of the output of the project is an e-based publication with the title ""NFE reloaded” that articulates those reflections, and that is available in the languages of the partner countries. It is a contribution to the EU linguistic diversity and will further raise the potential for dissemination and exploitation of the project outcomes. The publications on English and all project partners' languages can be found on following link http://iqnf.education/mod/page/view.php?id=5Second aim of the project was to provide new knowledge and skills to “analog” youth workers and trainers community and find creative ways on how to combine ""analog"" tools in youth work with digital tools and e-Learning to attract growing number of young people using Internet and Social Networks. So, other outputs of this project (besedes e-poublicatiin) are 8 online courses that were created during and after the training of youth workers and NFE practitioners to familiarize themselves with elements of online learning, principles, technical conditions, methods of preparing materials to be useful and interactive, technical tools necessary for creating a course... The topics of online courses that were developed during the project are: • online safety for young people, • empowering young people with skills and knowledge about youth activism (course for youth)• empowering young people with skills and knowledge about youth activism (course for youth workers)• career guidance for the high school students • cultural perspective of gender equality • non-formal education and how competencies and skills gained through it can benefit people in all fields of life• participation of youth in the community, democratic processes and society• getting to know some basic concepts related to self-confidence, so to be more proactive in sociaty.Project was deigned from 9 interconnected activities that constitute the main flow of the project:1) 1st Activity – Kick-off meeting2) 2nd Activity – Seminar “NFE in Europe reloaded”3) 3rd Activity – Training course no. I “Development of the eLearning skills/ Introduction to Moodle LMS to youth work practitioners”4) 4th Activity – First group of online eLearning courses5) 5th Activity - Mid-term on-line meeting of Project partners6) 6th Activity – Training course no. II “Development of the eLearning skills/ Introduction to Moodle LMS to youth work practitioners”7) 7th Activity – Second on-line eLearning courses8) 8th Activity - Conference (working title was “Make, Share, Care... , but final was ""ONL youth - are we lost in online space?)9) 9th Activity – Evaluation and follow-up meeting.In project (decently and indirectly) were involved about 2500 people:• 67 seminar and training participants• 200 – 280 participants in online courses (that were created in the frame of the project)• 80 conference participants• more than 2000 people that were informed about project, NFE, online learning - through TV shows, project website, social networks...All activites, video evaluation, and project outputs can be found on the project webiste www.iqnfe.education"
more_vert assignment_turned_in ProjectPartners:NUORISO- JA MATKAILUKESKUS HYVARILAOY, Limingan kunta, Alytaus jaunimo centras, Nouseva Rannikkoseutu, Asociación Juvenil Jarrón ClubNUORISO- JA MATKAILUKESKUS HYVARILAOY,Limingan kunta,Alytaus jaunimo centras,Nouseva Rannikkoseutu,Asociación Juvenil Jarrón ClubFunder: European Commission Project Code: 2020-1-FI01-KA227-YOU-092537Funder Contribution: 77,143 EURWith an abrupt outbreak of Covid-19, local organisations in different parts of Europe were faced with severe challenges: cultural actors were not able to adapt fast enough to the changes and their livelihood was in danger; youth work needed to find new ways to contact and involve youth; and youth felt detached, anxious and/or lacking motivation. Everyday life got disconnected in many ways. Local organisations are often small actors who have limited resources and possibilities to react to such dramatic changes. By combining forces, the challenges can be overcome and even new solutions will rise. The goal of the project ”CultuRE:imagined” is to develop creative ways to make cultural heritage more visible and involve youth in local cultural activities. Cultural heritage and local history form a fundamental basis for cultural sector regardless where they are or what they do. It is also a theme that is still often treated traditionally. Therefore, there is still plenty of room for creative solutions and new initiatives. Furthermore, the youth perspective is often lacking. This project will offer youth a possibility to participate and learn new skills. Groups of youngsters will have a crucial role in planning and implementing cultural activities that have an impact for wider communities. During the project, young people are doing something for themselves and their peers. The project implies a series of national and international sessions where dialogues will be established between the youth and the professionals, and between sectors. That includes meet-ups with facilitated discussions between young people to map out needs and attitudes regarding cultural heritage and its relevance, forming action groups from the young people who are interested to improve leadership, organizational and project management skills and train “ambassadors” who will further dialogue and involvement.As a source of inspiration and thematic substance we will use Kalevala, Finnish-Karelian epics which is on its own a profound source of cultural knowledge and an internationally known and unifying cultural heritage. One of the partners has developed a board game based on Kalevala, which will be used as an example of good practice and can be adapted to other national stories / folklore. Each partner will implement local activities involving youth in every step of the project: organisations will provide a context for the activities which will be planned and implemented by youth. Each organisation will create a setting based on their own historical and/or cultural context but all share the same narratives and aspects of gamification and storytelling. Both professionals and youth will collaborate with peers locally and transnationally to enhance skills development and inclusion through culture, arts and creativity. The experiences from the project will increase the resilience and abilities to adapt to different circumstances and environments. The project gathers young people and professionals from youth and culture sectors from four countries: Finland, Lithuania, Russian Federation and Spain. The project starts in May 2021 and lasts for 18 months.
more_vert assignment_turned_in ProjectPartners:NUORISO- JA MATKAILUKESKUS HYVARILAOY, LATRA, LATRA INNOVATION LAB, CSI CENTER FOR SOCIAL INNOVATION LTD, Comhargnó Imeall Teoranta +3 partnersNUORISO- JA MATKAILUKESKUS HYVARILAOY,LATRA,LATRA INNOVATION LAB,CSI CENTER FOR SOCIAL INNOVATION LTD,Comhargnó Imeall Teoranta,PRO PROGRESSIONE KULTURALIS NONPROFIT KOZHASZNU KFT,CONSORZIO MATERAHUB INDUSTRIE CULTURALI E CREATIVE,ASOCIACION CAMINOS - ASOCIACION PARA EL INTERCAMBIO EDUCACION Y DESARROLLO SOCIALFunder: European Commission Project Code: 2022-1-HU01-KA220-YOU-000086661Funder Contribution: 250,000 EUR<< Objectives >>The project leverages artivism (art + activism) to promote youth engagement via different media and modes of expression. It aims to:- spur innovation for addressing disadvantaged youth and provides new opportunities for their participation in democratic life;- create a cooperative platform for civic engagement that links disadvantaged youth with artists and scientists;- adopt an impact-based approach focused on youth and support them to explore how the whole learning path makes sense to them.<< Implementation >>- Open Labs with artists and climate scientists to deliver art-based works and interventions;- Platform enabling learning and contributing to creating a community of practice as a relevant response to the ongoing disempowerment of youth to assemble en-masse in public;- Self-reflection tools deployed through the creation of personalized zines (small narrative booklets), that allow learners and partners to understand how the empowerment and learning process unfolds for youth.<< Results >>CLICA will organize Youth Assemblies at the local and EU levels that will turn into permanent Local Change Labs at the end of the project. Partners will define a strategy for their sustainability and capacity of impacting on active participation and improved youth agency and policymaking in the long run.CLICA helps youth acquiring competences needed for employability and social inclusion, among creativity, critical thinking, problem-solving, resilience in a time of rapid and profound change.
more_vert assignment_turned_in ProjectPartners:NUORISO- JA MATKAILUKESKUS HYVARILAOY, PLANBE PLAN IT BE IT, SINDESMOS SISTIMA KAI GENIA, JumpIN Hub - Associação para a Inovação e Empreendedorismo, Badgecraft Ireland Limited +1 partnersNUORISO- JA MATKAILUKESKUS HYVARILAOY,PLANBE PLAN IT BE IT,SINDESMOS SISTIMA KAI GENIA,JumpIN Hub - Associação para a Inovação e Empreendedorismo,Badgecraft Ireland Limited,ASSOCIATION FOR EUROPEAN COOPERATION DEVELOPMENT AND COMMUNICATIONFunder: European Commission Project Code: 2020-1-BE05-KA227-YOU-003131Funder Contribution: 124,345 EURTaking into account challenges youth work is currently experiencing, and brainstorming on how youth work and non-formal learning can enhance young people’s creativity and innovation, through their experimental nature, participatory approaches, and peer-learning in times of pandemic, our consortium came to the project idea of using the educational potential of outdoor escape rooms with thematic of traditional fairy tales and myths. Using the thematic of traditional fairy tales and myths brings more creativity, helps young people and youth workers to explore cultural aspects of their own national and European identity and naturally unites youth work and creativity sectors. In view of the above mentioned, this project aims to enhance skills development and competences of youth workers in creation and managing outdoor escape rooms with thematic on traditional fairy tales and myths, that reinforce creativity, as well as to boost quality, innovation and recognition of youth work that support the creative potential of youth, thus contributing to the recovery resilience of the cultural and creative sectors. The objectives of the project are to:- Develop capacities of youth workers to create outdoor educational activities with a cultural and creative component for young people to help them to acquire skills and competences for supporting their creative potential; - Build a guide and e-course on HOP platform, which enables youth workers to create their own outdoor escape rooms with thematic on traditional fairy tales and myths;- Create learning pathways/playlists of outdoor escape rooms with traditional fairy tales and myths thematic in partner countries to be places at Cities of Learning Platform (www.citiesoflearning.eu); - Stimulate social inclusion through the arts, by fostering innovative participatory and intercultural dialogue approaches linking youth stakeholders with organisations in the cultural and creative sectors; - engage young people in identifying learning opportunities and shaping the understanding of learning according to their needs, interests and passions;There are two main target groups of the project:● Youth workers, youth leaders, educators, representatives of creative sector working with young people;● Young people;In order to achieve the defined objectives, three intellectual outputs will be produced and will be available as an open educational resources (OERs) during and after the completion of the project: ● IO1 - A step by step guide on creation of Outdoor Escape Rooms with thematic on traditional fairy tales and myths including outdoor escape rooms scenarios; ● IO2 - E-course on HOP platform on the How to Create Outdoor Escape rooms with thematic on traditional fairy tales and myths;● IO3 - Learning pathways/playlists of outdoor escape rooms During this project we foreseen 3 transnational meetings, and LTTS and local multiplier events.We expect the following results: -youth workers capacities to create outdoor educational activities with a cultural and creative component for young people to help them to acquire skills and competences for supporting their creative potential are developed to great extent; Staff members involved in this project are able:-to exchange and learn from our working practices’- to share youth work and creative sector realities and systems in participating countries;-to improve competences to work in international teams and partnerships, manage complex innovation development, international project management, challenges and opportunitieswhen working with Erasmus+ support;Staff members who are involved in IOs will benefit:-by developing their confidence and capacity to innovate with solutions, practices and technology that contributes to quality improvements in their education programmes;-by learning design thinking practice;-by developing their intercultural and teamwork competences when collaborating in international team of experts;-by using the digital technology to improve their working practice in youth work programmes, especially in creating learning opportunities; -by developing their agile mindset when implementing innovation in youth work; ORGANISATIONS will benefit from new practices, development and technology as a result of involvement in this innovation project:-by exchanging and learning from best practices of creating outdoor escape rooms with thematic on traditional fairy tales and myths and learning pathways based on them; -by accessing and developing capacity to use the newest digital technology to their target groups;-by improving their work programmes with integrating new practices, skills pathways and digital technology available through Cities of Learning platformYoung people will benefit: •from new learning and free time opportunities created by the developed outdoor escape rooms thematic on traditional fairy tales and myths; •from using learning pathways created
more_vert assignment_turned_in ProjectPartners:AYUNTAMIENTO DE AGRES, NUORISO- JA MATKAILUKESKUS HYVARILAOY, Tudatos Ifjúságért Alapítvány, AC Amics de la Biblioteca de la Fonteta, HochVier - Gesellschaft für politische und interkulturelle Bildung e.V.AYUNTAMIENTO DE AGRES,NUORISO- JA MATKAILUKESKUS HYVARILAOY,Tudatos Ifjúságért Alapítvány,AC Amics de la Biblioteca de la Fonteta,HochVier - Gesellschaft für politische und interkulturelle Bildung e.V.Funder: European Commission Project Code: 2021-1-ES02-KA210-YOU-000035422Funder Contribution: 60,000 EUR<< Objectives >>With this project we want to empower youth in rural settings and compensate the difficulties they may encounter growing up in this rural areas. We want to value the environmental wealth and the cultural heritage of our villages and promote the values of respect and protection of them.We want to network with other similar villages in Europe, offer Erasmus + and ESC mobility opportunities to our young people and learn from their good practices in youthwork.<< Implementation >>We will do “Escape-room” type games but in the whole village, outdoors, with riddles and challenges that they will have to overcome to solve the mystery that will arise in each town.For 24 months we will meet to coordinate virtually and in person. 5 organizations from 4 countries (FI, DE, HU, ES) will work as a team to create good quality activities and products that can be reused in the future by other similar entities. We will do a participatory youth work process.<< Results >>We hope that this project will contribute to preventing the risk of exclusion that being an adolescent-young person in a rural environment, with few opportunities to meet people from other cultures, implies.We hope to generate 3 intellectual products related to Escape-room methodologies: a tool-kit to learn how to create your own Escape-town, 4 Escape-town games and ideas bank for future projects. We look forward to opening doors and minds for a critical and engaged European citizenry.
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