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Month: December 2020

Ethical and Digital Entrepreneurship for European Youth – EDEEY

EDEEY offers an innovative, accredited training course to prepare those without access to infinite capital on how to utilise digital entrepreneurship as a way of poverty alleviation, whilst also increasing the creation of jobs for their peers. Non-formal education is just as crucial as formal education for the development of young people to suit the new future of work, therefore EDEEY is a vital initiative to adequately prepare young people for the labour market. In addition to the youth-led, innovative training programme that the project will create and pilot, it will generate numerous entrepreneurial social action activities through youth volunteering and internships.

Adopting a youth-led methodology, the project will construct and implement evidence-based, well-tested and replicable educational and training curricula to develop young peoples’ practice, creative and entrepreneurial skills to enable them to harness the power of digital entrepreneurship and offer economic empowerment.

The objective of the project is to develop and implement innovative programme of 6 courses in the newly-emerged area in the field of entrepreneurship.

The Intellectual Outputs of the project are:

  • Curriculum development for young people.
  • An eLearning platform.
  • Face-to-Face Training for participants in all participating countries.

Target groups (marginalised youths and youth educators) will benefit from receiving innovative and quality training, increase their knowledge regarding digital entrepreneurship, increase creativeness and strengthen their entrepreneurial skills.

STEAMitUP: Preparing teachers and students for a digital world

STEAMitUp is a 24-month project which will develop an interdisciplinary STEAM program to empower students, school leaders, school staff and school communities to apply STEAM activities, robotics and digital tools to develop 21st century skills for students (creativity, problem-solving, self-esteem and collaboration).

This will be achieved through a systemic approach engaging teachers, school leaders, students, and school staff. The project will develop an innovative e-learning space for school leaders and staff and will use blended methodologies (face-to-face, online, and mobile), tools and activities. The project will involve students, teachers, school leaders, and school staff in a participatory and empowering manner.

Game of Phone – Newsletter 4

[English]

The 4th newsletter of the Game of Phones project is now released! Find out about the succesful online in-service training programme we delivered to adult educators and trainers from partner countries. Stay tuned if you would like to access a bunch of fun resources and WebQuests to promote cultural heritage in Europe. Find out more on the project’s website.

Download Newsletter


[Greek]

Το τέταρτο ενημερωτικό δελτίο του έργου Game of Phones είναι διαθέσιμο. Ενημερωθείτε για το πρόγραμμα κατάρτισης που πραγματοποιήσαμε με επιτυχία με εκπαιδευτές ενηλίκων στις χώρες που συμμετέχουν στο έργο. Σύντομα θα είναι διαθέσιμα στην ιστοσελίδα του έργου μια πλειάδα από διασκεδαστικές ιστοεξερευνήσεις τις οποίες θα μπορείτε να χρησιμοποιήσετε για τη προώθηση της πολιτιστικής κληρονομιάς στην Ευρώπη. Μάθετε περισσότερα στην ιστοσελίδα του έργου.

Κατεβάστε το ενημερωτικό δελτίο

Game of Phones – WebQuest Learning for NEETs

Key competences are a dynamic combination of the knowledge, skills and attitudes a learner needs to develop throughout life, starting from early age onwards and alternative learning methodologies such as inquiry-based, project-based, blended and games-based learning can increase learning motivation and engagement especially among those with a previous negative education experience. 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.

Game of Phones aims to design and develop challenge-based WebQuests for young people and adults to build skills and competences to assist their reintegration into education and/or employment.

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