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Enterprising and surprising through 8 key competences
Date du début: 1 sept. 2015, Date de fin: 28 févr. 2017 PROJET  TERMINÉ 

Erasmus + Strategic Partnership Project “Enterprising and surprising through 8 key competences” (8KEYCOM) will be implemented in order to develop a new method of non-formal education - interactive Competence game, which will promote and develop 8 lifelong learning competences: communication in the mother tongue; communication in foreign languages; mathematical competence and basic competences in science and technology; digital competence; learning to learn; social and civic competences; sense of initiative and entrepreneurship; cultural awareness and expression. It will be an interactive game, which will include various elements of NFE - simulations, discussions, individual, group work, etc. In game will be established several levels of complexity of the tasks which will be suitable for young people aged 13+, through which will be possible to develop all 8 competences. The game will be developed in 5 languages - Latvian, Spanish, Croatian, Estonian and English. An important element of the game will be the evaluation, through which young people themselves will analyze and reflect which competences through game tasks/exercises they developed, why these competences are important and how they are connected with personal and professional life. Particular attention in game will be given to the Initiative and entrepreneurial competence, to encourage young peoples' entrepreneurship spirit in order to develop attitude that is requested in today's labor market. Often it is the right attitude that makes the difference between failure and success in entrepreneurship. Nowadays, additionally to the formal education, different Non formal trainings and activities are essential components for enhancing young people's competitiveness. Games and learning relationship is determined as a pleasure - if the game allows its members to enjoy, then learning, despite the difficulties will be much more effective. Each game is based on learning and participating in the game on a voluntary basis and with the aim to entertain, they allow participants to learn new things, thus improving their basic skills / competencies. Project Context: In EU currently more than 5 million young people are unemployed, which means that one of five young Europeans can not find a job. One of the four main objectives of the EC is to tackle unemployment and to develop skills that are related to the labor market. And those who have the least knowledge or fewer opportunities, are most at risk. Non-formal teaching methods can help to develop young people's skills and give them an understanding of them, which is necessary to find and keep a job, or even to become entrepreneurs. Especially for those who are excluded or discriminated for various reasons, and those who lack self-confidence and personal motivation. Researches shows that young people learn best when they are given the opportunity to take an active role and provided with an opportunity, so that they clearly understand the learning goals and are aware of their own choices. Implementation of the project in an international environment will focuses on young people from social risk groups and with fewer opportunities and NEETs. Objectives of the project: 1. Make research (qualitative and quantitative) in each partner country about 8 competencies that will be used in the development of interactive game. 2. Share best practices of youth work and include these elements of good practices in the interactive game. 3. To develop a new method of NFE - interactive game through which young people will be able to better understand 8 competences, to develop them and to better assess competencies that are required by the labor market. 4. To develop game Handbook, where will be included summary of the research, informative material about 8 competencies and rules of the game, the tasks/exercises and all necessary supportive documents. 5. Implement pilot training, bringing together 25 young people in each partner country. 6. Produce game materials and Handbook in 200 copies. 7. Implement multiplying activities – training in each country, to train 15 youth workers/trainers/teachers to familiarize them with the new game and 15 young people. 8. Prepare Interactive Game Video , which will contain information about interactive game play rules, its advantages and key benefits. 9. Make wide publicity and dissemination activities. 10. Implement, coordinate, monitor and evaluate project. The project implementation time will be from September 1, 2015 to March 1, 2017. Project Coordinating Partner is from Latvia "Baltic Regional Fund", project partner from Spain "AC Amics de la Biblioteca de la Fonteta", from Estonia "Eesti MTÜ Edel Arenduskeskus", from Croatia "Association of the deaf and hard of hearing in Nova Gradiška". The total budget of the project EUR 90 406.00

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