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ISOB INSTITUT FUR SOZIALWISSENSCHAFTLICHE BERATUNG GMBH

Country: Germany

ISOB INSTITUT FUR SOZIALWISSENSCHAFTLICHE BERATUNG GMBH

24 Projects, page 1 of 5
  • Funder: European Commission Project Code: 2021-2-PT01-KA210-ADU-000048513
    Funder Contribution: 60,000 EUR

    << Objectives >>XTeam-FEM will promote the constitution of an online epistemic community of female entrepreneurs that will provide counselling, mentoring and training to other female entrepreneurs with micro businesses. This community will facilitate their collective organization for common purposes and the sharing of knowledge, experience and expertise in the following areas: •Business management•Digital marketing and sales•Social and ecological responsibility •Collaborative work among peers<< Implementation >>1: Recruitment of a team of female entrepreneurs that will constitute the foundation of the epistemic community2: Development by the team of online open access educational contents 3: Organization of a transnational Boot Camp 4: Construction of a Handbook on Sustainable Female Entrepreneurship 5: Organization of a Conference and Business Fair on Female Entrepreneurship<< Results >>XTeam -FEM has the following expected results:•Development of an innovative participatory approach to training through the implementation of a collaborative network of female entrepreneurs whose matrix will be disseminated to the public to be replicated in other contexts;•Improvement of the business management competences of female entrepreneurs through the access to relevant knowledge provided by their peers, whose experience and competences will be recognized and valued.

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  • Funder: European Commission Project Code: 2022-1-ES01-KA220-HED-000086431
    Funder Contribution: 400,000 EUR

    << Objectives >>To develop an e-learning tool based on gamified simulation to improve communication and decision-making by healthcare professionals in the surgical field, aimed at improving the quality of care and the perceived quality of users, improving the specific training of healthcare professionals and enabling them to continuously improve their scientific-technical, communicational and inter-relational skills.<< Implementation >>They are essentially divided into three phases:Phase 1: Diagnostic analysis of the situation and framework of similar experiences.Phase 2: Development of resources and the digital tool surgicalCOMM SIMULATOR. With gamified simulated healthcare scenarios and complex situations in the framework of digital twin systems in patient care.Phase 3: Testing and analysis of results in undergraduate students of Medicine from the universities of Oporto and Murcia.<< Results >>In students: Improved performance in patient communication practices, perceived autonomy and satisfaction.In healthcare teaching staff: Recognition of surgicalCOMM as an innovative, quality and scalable teaching resource.In healthcare institutions: Predisposition to the use of healthcare simulation tools in the improvement of patient care.In the partnership: Strengthening of its international visibility, lines of research and network of international collaborations.

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  • 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.

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  • Funder: European Commission Project Code: 2020-1-ES01-KA203-082566
    Funder Contribution: 273,825 EUR

    The acquisition and development of transversal competences, especially communication skills, are highlighted by the main world and European forums on education and work as priorities to be taken into account to meet the current and future demands of society as a whole. Currently, communication skills in healthcare professionals are a key element for the implementation of the new healthcare paradigm of person-centred care, as well as one of its greatest deficiencies, as pointed out in numerous studies. In the report recently provided by the European Patients Forum (2017), he points to the social and communication skills of health personnel as a deficit aspect in their training and great need of reinforcement/training. In the training of health professionals, these competencies are considered as a crucial aspect for the adequate professional development capable of facing the new healthcare demands, but they nevertheless encounter numerous limitations for their adequate training. HEALTHCOMM SIMULATOR aims to promote the acquisition of transversal and basic competences, specifically in the communication of future health professionals of different university degrees, developing for this an innovative pedagogical tool based on a virtual simulation environment capable of providing information in real-time. All this in order to facilitate the transfer of said competences effectively and efficiently to the workplace, thus influencing the quality of health systems and the health of people at the transnational level.This project will involve a sample of students from different degrees in the area of health sciences, both undergraduate and postgraduate, as well as a sample of health professionals with clinical and academic profiles. The design is divided into 4 phases: (1) Diagnostic analysis of the situation and framework of similar experiences, (2) Development of resources and the digital tool HEALTHCOMM SIMULATOR, (3) Testing and analysis of the results and (4) assessment and dissemination of the results. The incorporation of this methodology based on a virtual healthcare environment tool means maximizing access efficiency, costs and learning outcomes, facilitating its implementation from an autonomous and flexible perspective, overcoming physical and temporal barriers. Having this new digital learning resource will make it possible to enhance the transversal competences included in the training curriculum of health professionals from a dynamic and creative framework, assuming a completely innovative approach that provides a digital tool for open use, scalable and expandable to more areas and contents.In addition to this, the development of HEALTHCOMM SIMULATOR, due to its specific characteristics, facilitates the achievement of transferable learning results to the healthcare system. The acquisition of transversal skills in communication skills has been shown to be a key factor in improving the perceived health of patients, improving adherence to treatment, perceived satisfaction in healthcare processes, and therefore, overall, health quality. The inclusion of this tool in the learning of Health Sciences students in the current study plans also enables training that is closer and more faithful to the real world through interactive, reflective and ICT-driven learning, making to the most competent graduates in these skills and more competitive in the workplace.

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  • Funder: European Commission Project Code: 2021-1-ES01-KA220-HED-000023527
    Funder Contribution: 161,239 EUR

    << Background >>The context of this project is the lack of access to the material means and knowledge of groups at risk, such as pupils from families at the fringes of society, national minority groups like Roma, refugee families, etc. The COVID crisis has shown: schools and civil society organization activities suffered from a lack of access to such learners. Many families did not have the hardware, lacked funds for paying for hard- and software and data plans.Most importantly many lacked the skills and knowledge to access educational resources.They could not take part in virtual teaching offers and lacked the motivation through continuing encouragement and guidance. The partners are applying for this project as we think that universities, their staff and advanced students, but also socially responsible businesses are in a unique position to assist in this situation. A university-business-community partnership is needed to do this.Universities, businesses, and some civil society organisations could apply their digital skills to train digital learning coaches to build and support a group of multipliers from relevant organisations (professionals and experienced volunteers), among them from the beneficiary groups of disadvantaged groups of society.The project is in line with the aims and policies of the EC Commission´s digital education action plan 2021-2027 (https://ec.europa.eu/education/sites/education/files/document-library-docs/deap-factsheet-sept2020_en.pdf) in enhancing the digital readiness of critical multipliers and educators as well as at-risk groups. The project therefore addresses the priorities “Addressing digital transformation through development of digital readiness, resilience and capacity,” “Inclusion and diversity in all fields of education, training, youth and sport” through the HE priority: “Promoting inter-connected higher education systemsInnovative practices in a digital society..The needs of the target groups and final beneficiaries have been researched in a comprehensive needs analysis study in all partner countries (literature and focus groups as well as partner’s own consultancy experiences), which is attached to this application. In short the findings of this needs analysis study are:Needs of the target group: Universities and businesses include staff and advanced students who have advanced digital skills, but lack knowledge of the environment of disadvantaged segments of the society which have been hit hard by the pandemic. They also lack knowledge about the arrangements and requirements set up by schools and organisations to open digital learning opportunities as a backup to face-to-face teaching. Coaches need to get in touch with educators and community organisations to work out a digital readiness programme for the beneficiary groups which considers the learning and support needs as well as the digital skills. Needs of the to-be multipliers, such as professionals and experienced volunteers from social work, youth work, and community development: The target group is in touch with the beneficiaries, but lacks the digital skills and awareness of the most promising digital learning tools as well as the focus and outreach to support the final beneficiaries in the most efficient way. Needs of the final beneficiaries, as pupils, youth at risk, youth at risk of school dropout, youth from minorities as Roma, refugees and migrants: these have lost contact to education and support structures during the pandemic. They did not have the means or knowledge or persistence or linguistic means to use the digital backup education that has been set up and have accumulated large deficits in knowledge and social development opportunities and withdrew into ever closer peer groups and family circles. They need the knowledge and skills to access the digital backup systems of communication and education. Also they need digitafor using such digital learning opportunities to catch up the gaps from the pandemic.<< Objectives >>By implementing this project we want to achieve that:●Disadvantaged students and youth from groups at risk can acquire the digital knowledge and skills and develop the appropriate attitude to access digital education, learning and social support opportunities and therefore●reenter the education and support opportunities that are offered but not used by these groups●catch up with the gaps in education and learning created during the COVID crisis●develop digital skills that allow for using digital learning opportunities on a continuing basisTo this end it is the objective to form a University-Business-Community Alliance, which brings together the knowledge and skills of academics, advanced students and professionals, in particular in using digital means of learning andthe expertise and beneficiary group access of professionals and experienced volunteers in social and youth work, community development and education to provide the support and knowledge that is needed to meet the beneficiaries' needs.This will be achieved by ●providing toolkits and other state of the art multi-medial learning material to teach and learn this knowledge and skills●setting up the appropriate training for multipliers to empower them for supporting their clients to professional standards also in the field of digital learning●supporting the multipliers through university and Business based coaches●Providing resources online●Engaging the Business Community to support this effort. The overall outcome will be a permanent support alliance that increases the digital readiness of disadvantaged groups of learners and increases their chances of participation, education and inclusion als in situations of societal crises like the recent pandemic. The results and learnings from the project will be used in transversal training courses in the partner universities, in relevant subjects and general studies, such as pedagogues, social workers and teachers, as well as in the training of the professionals and volunteers of the associated partners which will disseminate these also to similar organisations. In addition to the impact on the target groups and beneficiaries we aim to support implementing the European frameworks on digital competences of educators, citizens and organisations, including the development and use of open educational resources, open textbooks, and free and open source educational software. The project will support the recovery from the COVID-19 pandemic as it will better connect Universities and at risk groups, increase the societal relevance of Universities and allow the beneficiaries to catch up lost learning time and access to educational resources through access to digital resources. It will build the sustainable capacity to be resilient against future shocks and limits of access to face to face learning by building the skills for self organized and self motivated learning.<< Implementation >>The project will train 40 coaches for digital learning (10 in each partner country) which will form a close contact to the target group of multipliers in a University-Business-Community partnership. 20 coaches will be trained in a three day face to face C 1 training as well as additional 20 through C 2 blended 3 days face to face for 10 and 8 hrs of online learning for additional 10.Both groups will also learn through the content platform that will be created from implementation support. Certification will be dependent on completing some of the courses there.They will expand their knowledge of the practice of supporting the beneficiaries through working with multipliers from social and youth organisations in a peer learning format (from the organization's own resources). The coaches will each train 5 multipliers from the target groups of professionals and experienced volunteers from relevant schools and organisations, with a focus on those who represent the beneficiaries. They will introduce these to the results and materials that the project will develop and at the same time learn about the organisations that these multipliers represent and how they work with the beneficiaries. This training will last approximately 16 hours and be an addition to the regular training activities of these organisations aiming to fully integrate them into these on a sustainable basis. The coaches will be trained along level 5 of the digital competences framework, the multipliers along level 3.The learning outcomes will be certified by a Europass certificate, validated by ISSBS University. The training of the multipliers (200 overall) will focus on the skills and competencies needed to plan and facilitate the participation in educational programs of schools and other relevant educational offers. The emphasis will be on the basic skills which are needed to find and access such offers and to participate in the specific training offered by these offers) Focus will be on learners in disadvantaged neighborhood communities (particularly youth, at least 50% female) using digital media (visual and other). The support by the multipliers will be through their regular activities (teaching, consultancy, group work, youth groups, community outreach, social work at schools. In this context the multipliers will involve 500 final beneficiaries and stakeholders in multiplier events and subsequent learning projects, facilitated by the multipliers, for self-expression, development of digital skills, accessing OER and civic involvement.8 multiplier events for stakeholders from Universities, Business and organisations working with the beneficiaries. We aim at a minimum participation of 50% beneficiaries for networking effects. The multiplier events will present the results and have a very interactive character. The associated partners will have a strong role in these events to share the perspectives of developers and stakeholders.4 partner meeting, which will each include meeting a relevant associated partner organisation and site visit. 20 (monthly) virtual meetings for updating partners.Internal evaluation and quality assurance: 4 process quality survey, incl. risk analysis update, final stakeholder sustainability survey.Wide dissemination of project approach and products to at least 10.000 relevant contacts through the partners and associated partners own networks, traditional and social media, YouTube and media like Podcasts.Sharing of results through the Erasmus results platform, EPALE and others as OER.<< Results >>We expect the project to have these material results:R 1 Training modules and visual material (presentations, short videos, animations, infographics) for Community Digital Learning coaches (corresponding about 100 p, OER)Training (led by ISOB): The coaches will be provided with a conceptual framework for their interaction with the multipliers and beneficiaries. The content of this modules is being described in the results section. The format will be modular, in clear and straightforward language. Training presentations and instructional videos will add visual content, including key actor testimonials, interviews etc.R 2 Training kit for Community Digital multipliers (text, presentation, video and additional media) equivalent of about 100 p. highly visualized, OER) (UA): The training kit will be designed to support multipliers to work with the final beneficiaries. It will include bite sized information on digital support opportunities, “how to” instructions for the most common digital communication and learning applications and skills to use them.. The style and language will be adapted to the beneficiaries (simplified language), so that they can be used in the workshops. next to short texts, video and other visual media (see results chapter for details of content)R 3 Video based mini-case studies on digital infrastructure and digital learning support of schools and other learning opportunities for beneficiaries to inform and motivate coaches, multipliers and beneficiaries (about 100 short videos, OER) (ISSBS). This result will be produced in two main stages: the production of example videos on existing support schemes and learning opportunities by the coaches and multipliers as they explore these structures. In the next step the beneficiaries themselves will use their acquired media skills to shoot and produce such short videos themselves.R 4 Universities for inclusive community learning Fieldbook and Video/Podcast Series: good practices of animation of University and Business support for learners at risk in formal and non formal education (Book: SEEU, all partners; Podcast: ISOB; all partners). The learnings from R 1-3 will be synthesized into a handbook format to present the consolidated insights, advice and the best practices from the fieldwork in a book publication for universal access. The content will also be presented on the content platform and through the popular formats video interview and podcast. R 5 Video Testimonials and Publicity Material on Business Responsibility in digital inclusion of groups at risk content for use in business publications (FUNDEUN). In order to engage the socially conscious business community the partners will produce information material and testimonial videos of businesses that have engaged in the activities with the target group of other businesses to motivate them to also start such activities and partner with social NGO and Universities to this end. In addition to the material results we expect the project to have these outcomes: ●40 coaches from partner organisations trained as the core of support. These support ●100 multipliers from beneficiary related organisations (NGO, schools etc) in acquiring digital skills ●8 multiplier events with 30-50 participants (320 participants) will raise awareness and promote the wide use of the results●Dissemination to more than 10.000 contacts through partner and associated partner networks, social and traditional media●Sustainable network of Coaches, multipliers, University, Business, beneficiaries●Sustainable content platform maintained from partners own resources●University-Business-Community cooperation strengthened and cooperation for additional socially responsible activities prepared●Results and learnings embedded in University teaching and professional and volunteer organisations learning●Learning opportunities and social inclusion of beneficiaries strengthened

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