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Author: Chara Pilidou

New free educational platform for sports professionals and organizations

Available now for free is the new educational platform, which has been developed in the framework of https://www.activeproject.eu/“>ACTIVE project and aims at tackling the violence against children in sports environments. The educational platform is aimed at sports clubs and organizations, coaches, volunteers that work with children and want to enhance their skills and knowledge in identifying and preventing violence against children in sports, as well as in developing child protection policies.

Specifically, the Capacity-Building Programme aspires to develop and implement child safeguarding policies and promoting a safe and child-friendly environment in sports and leisure activities’ organisations.
The Capacity-Building Programme consists of 6 modules:

  • Putting child safeguarding in sports and leisure activities in perspective
  • Identifying and countering incidents of violence in sports/ leisure activities
  • Offering a fun and enjoyable environment for children in sports/ leisure activities
  • Preventing violence against children in sports/ leisure activities
  • Challenges and good practices in the development of safeguarding policies in sports
  • Developing a child safeguarding policy for sports/ leisure activities organization

The educational program is available in English, Greek, Italian and Portuguese, while after the completion of all modules, the participants can download the certificate of attendance. Register now for free: https://bit.ly/3xJlR3m

By attending this online free course, you will be able to:

  • Define violence and harassment of children in sports
  • Identify and prevent bullying against children
  • Identify threats that children face in the field of sport and other leisure activities
  • Follow essential steps and techniques to prevent or if needed address incidents of violence and harassment against the children they work with
  • Describe child safeguarding practices in sports and leisure activities in sport
  • Describe best practices and methods to ensure children safeguarding in the context of sport and leisure activities
  • Implement tested approaches to support children and ensure that their organization offers a ‘safe’ and ‘welcoming’ environment
  • Explain the necessity to develop child safeguarding practices
  • Develop and implement child safeguarding policies in the sport or leisure organization they work for

Let’s join our forces to promote a safer sports environment for all children!

If you are interested in learning more, please contact us here: active@kmop.eu

Follow ACTIVE on Social Media:

A few words about ACTIVE

ACTIVE – funded by the Rights Equality and Citizenship Programme – aims at establishing safer environments for children by developing an online self-assessment tool, allowing sports and leisure clubs to identify and address gaps in terms of implementation of Child Protection Polices in their premises. The project is being implemented in Greece by KMOP, in Italy by CESIE, in Cyprus by CARDET, in Portugal by CESIS and in Scotland by Children 1st.

Next Generation Web 4.0 Entrepreneurs

 

Since 1989, the Internet has progressed from read-only sites to the ultra-intelligent, open linked environment of today. Through everyday activities, Web 4.0. provides a connection between humans and machines to create interactive data for the new, symbiotic Internet. With the use of intelligent data, virtual realities are becoming more and more common.

Bringing training and educational resources to learners in formats and on learning platforms where they are most comfortable has always been an issue for VET providers. In the current ‘socially distant’ COVID-19 reality, harnessing the power of digital technologies to bring tutors and learners together is essential.

eSMART will design and produce a bespoke, targeted entrepreneurship curriculum for young digital natives embarking on a career in the CCI sector as Web 4.0 entrepreneurs. The consortium will use a combination of interactive infographics and EduZines to present the curriculum to potential learners. A comprehensive suite of investment readiness learning materials will be developed, specifically addressing Web 4.0 entrepreneurs that deal with a wide range of business issues that are fundamental to attracting loan or equity finance for fledgling businesses. The eSMART project is committed to encouraging debate between VET tutors, learners and business.

The EntreComp Framework will be used as a benchmark for developing the curriculum, with all 15 competences in the framework addressed. eSMART will also provide essential in-service training for VET tutors to ensure that they are knowledgeable about the symbiotic Internet and its potential for new business start-ups. In addition, it will build their pedagogic and digital skills to help them harness the potential of online learning to deliver a high-quality VET service in the current COVID-19 context, where traditional institution based provision is no longer viable.

(1) present the creative entrepreneur and their management team – business management systems; strategic planning; financial management; marketing;

(2) present the investment opportunity – how to effectively sell yourself and your product; understanding your product in the marketplace; alleviating investor/financier fears and concerns;

(3) show that a relevant business model exists – routes to the market; estimating returns and revenues; vulnerability to competition and market change;

(4) present the scalability of the creative product or idea and a true market valuation – market intelligence; competitive advantage; competitor analysis;

(5) protect your intellectual property – understanding intellectual property; ownership of intellectual property; control of intellectual property assets.

Building VET Trainers Entrepreneurial Competences

How can we improve the attractiveness and quality of Vocational and Education and Training (VET) in Europe? How can we improve the competences of VET educators to engage their students in meaningful learning? How can we promote entrepreneurship education across European education systems? These questions will keep seven partners from Germany, Ireland, Spain, Greece, and Cyprus busy over the next two years.

The VETENTRE project aims to help VET trainers build their entrepreneurial competences, under the ERASMUS+ KA2 programme of the European Commission. To achieve this, the VETENTRE consortium will develop an entrepreneurship toolkit for VET educators, an e-learning space with a gamified environment, a VET and entrepreneurship curricula, and a policy recommendations report.

Designing and supporting inclusive practices in Higher Education

The InclusiveHE project focuses on supporting inclusiveness towards individuals of diverse ethnic or social backgrounds, regardless of religion, sexual orientation, migrants, people with disabilities, and other disadvantaged groups in higher education. InclusiveHE will develop the tools and resources that will support universities and other higher education institutions to develop innovative policies and practices for integrating inclusive practices in the process of designing and teaching courses and is expected to elevate the supply of high quality inclusive higher education opportunities for all.

Target groups and stakeholders in higher education, including education faculty and instructors, policymakers, and university leadership teams, learning designers, and support staff as well as students, will benefit from receiving innovative and quality guidelines and support regarding the development of inclusive practices that foster inclusion. In specific, target groups will be introduced to the stages of the design-thinking approach in order to apply this method in the design of their education programmes. This methodology serves as a framework that helps individuals to define problems, collaborate with others, develop possible solutions, and refine them through various reiterations until a viable solution is generated.

Drugs Awareness Training & Education

 

DATE – Drugs Awareness Training & Educationaims to elevate the conception and knowledge that will shape attitudes and promote empathy to drug abuse. The implementing partners of the project will share and discuss best practices regarding drug awareness and prevention, utilising their expertise and shared knowledge in the field to develop and make available a cohort of innovative tools that will contribute to holistic approaches to thwart drug abuse.

The DATE Project aims to provide a holistic approach to drug awareness and prevention by enhancing the power of education as the main focus to alert and prevent substance abuse.More specifically, the DATE project aims to bring drug awareness education to young digital citizens in their online environments. The Date project will develop the first interactive infographic-based drug awareness campaign and educational resources. The direct target groups of the project are front-line youth workers and young people.

Traditions, Recipes, and Cuisines of Europe using Smartphones

Inclusive learning societies should be one where people are given opportunities to develop and to cooperate as equal individuals. By harnessing ICT (Information and Communication Technologies), barriers to participation for older people and migrants could be removed by using mobile phones as a learning tool.

In this aspect, the project TRACEUS – Traditions, Recipes, and Cuisines of Europe using Smartphones – aims to develop and curate a database of recipes, cuisines, and traditions associated with European cuisines using mobile devices (smartphones and tablets) as learning tools. More specifically, the TRACEUS project aims at using an accessible model which builds on harnessing inclusive technology learning for citizens (older people and migrants) at risk of being e-excluded in the traditional sense and ensuring that their culinary customs and traditions are recorded in an accessible way. Target groups of learners will benefit from receiving quality training to become authors of digital content in which they can share knowledge, skills, and experiences. 

The VET-ification of Online Gaming through innovative challenge-based learning

According to Eurostat, in 2019, 16.4% of young adults in the EU, aged 20-34 years old, were neither employed nor receiving training nor education. CARDET, in collaboration with Association de Gestion des Fonds Européens from France and partners from 6European Union countries, participate in the project CASINO, under the ERASMUS+ KA2 programme of the European Commission.

The CASINO project aims to motivate NEETs (Not in Employment, Education, or Training) to engage in vocational education and training by developing a compendium of Digital Breakouts to develop key transversal skills such as literacy, numeracy, critical and creative thinking, taking the initiative, learning to learn through information retention, and digital literacy.NEETs will enhance their professional profile as they will be equipped with innovative methodologies and strategies to use learning materials. Thus, they will gradually grow their development with learning, personal development, self-esteem, and motivation.

Intergenerational mentoring and learning in the workplace

With increasingnumbers of employed people with jobs at risk due to advances in technology or demand for new skillsets and approximately 7 out of 10 EU workers requiring at least moderate digital skills to do their job (Cedefop), the digitalisation of jobs and tasks is an emerging trend. This means that training adults for acquiring core skills needed to succeed in their careers is vital for their future employability. The EU Commission communicated an inclusion and diversity strategy in 2017 promoting the inclusion of older staff to equal work opportunities as younger staff. 

The LearnGenproject’s focus is to combat segregation, discrimination, and social exclusion of marginalised workers. It supports older workers (aged 50+) as well as young workers (18-30 years) to develop necessary core skills to teach and learn from each other, making them less vulnerable to professional challenges. The main project outcomes include an Intergenerational Learning Curriculum, a Training Package for employees trained to become Mentors and an eLearning Platform and OERs available to the general public. LearnGen also supports SME managers, HR Managers and Trainers to design, implement and monitor effective inclusive policies and practices. The project is expected to bring about deeper understanding at organisational and transnational level, on combating ageism and social exclusion.