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EUROPA MEDIA

EUROPA MEDIA SZOLGALTATO NON PROFITKOZHASZNU KFT
Country: Hungary
21 Projects, page 1 of 5
  • Funder: European Commission Project Code: 222787
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  • Funder: European Commission Project Code: 2021-2-NL01-KA220-SCH-000048920
    Funder Contribution: 197,650 EUR

    << Background >>In a highly technologized world, a competent citizenship in the fields of Science, Technology, Engineering, Arts, and Mathematics (STEAM) is more needed than ever. STEAM education and tools offer today new ways of learning, open up new possibilities for education, and give opportunities to access the job market. The importance for STEAM education for meeting the demands of today’s knowledge-based economy is underlined by European Schoolnet and decades of academics and researchers (e.g., Gunn, 2018; Liao, 2016, Harris & Bruin, 2017; Herro & Guigley, 2016; Ifenthaler & Spector, 2016; Jamil, Linder & STEGELIN, 2021). However, in order for young people to seize the new opportunities and reap the benefits, the education system needs to innovate and respond to these changing realities by equipping students with the necessary knowledge, competences, and skills.According to the European Commission (2016) school systems struggle with providing sufficient key competences, such as digital skills and social and civic competences (European Commission, “Improving and Modernising Education”, 2016). STEAM education has been proven to be a promising methodology which supports the development of crucial skills to students. STEAM increases critical thinking, provides a unique way to problem-solving, give all students hands-on experiences, encourages girls to explore STEM fields, and shows students a different way to value the arts (Concordia University, 2019), enabling them to be the innovators, educators, leaders and learners of tomorrow. There is evidence of skills shortages in STEM (Science, Technology, Engineering, Mathematics) fields in spite of high unemployment rates in many Member States. The demand for STEM skills is on the rise and expected to grow until 2025: this is a reality that school teachers and school curricula have to take into account (European Parliament-Encouraging STEM Studies for the Labour Market, 2015). The urgency to improve achievements in Science, Technology, Engineering and Mathematics education is evident by the massive educational reforms that have occurred in the last two decades within these STEM education disciplines.STEAM4All focuses on developing an interdisciplinary STEAM program to empower and actively engage students, teachers, school leaders, school staff and school communities to apply STEAM activities, robotics and digital tools to develop important 21st century skills for students, such as digital skills, critical thinking, creativity, problem solving, self-esteem and collaboration. Despite the priority the inclusive education has on the EU’s agenda, education and training systems still face the challenge of unequal access to high-quality education particularly for people coming from disadvantaged backgrounds. The unequal access to education was further stressed by the COVID-19 crisis when in some EU countries, a significant share of pupils or students were not able to access distant learning that became a new reality for educational systems across Europe. STEAM education has been recommended by many for its ability to prepare students with fewer opportunities for evolving job opportunities in the STEAM field in the future. Furthermore, STEAM can contribute at national level for technological innovation, economic growth, and well-being for all (EU STEM Coalition, 2021). Partners will develop pedagogical material, tools and activities and a series of trainings using blended methodologies with a focus to attract those with fewer opportunities to equip them with skills to enable them to grow and improve their situation. The project will involve students, teachers, school leaders,and staff in a participatory and empowering manner.<< Objectives >>STEAM4ALL will contribute to the advancement of the field of school education/STEAM education and spread awareness on the importance of the development of important 21st century skills to students. STEAM4ALL will encourage and motivate students, particularly students with fewer opportunities, to be engaged in the fields of STEAM.The project will build the capacity of educators, school leaders, and school staff to organise and implement STEAM activities in schools with the use of digital tools (such as robotics) and non-digital tools by developing an interdisciplinary STEAM program to empower ALL students, school leaders, school staff and school communities to apply STEAM activities, robotics and digital tools to develop crucial yet transferable skills for all students (creativity, problem-solving, self-esteem and collaboration) to improve their potential employability in the future. The STEAM4ALL project will deliver a compendium of learning resources and blended learning activities on STEAM and digital tools to support the development of crucial skills amongst all students (with a focus on students with fewer opportunities) by enhancing teachers’ capabilities and professional development.STEAM4ALL objectives are to:●Encourage and motivate all students with developmentally appropriate activities for all students to be engaged in the fields of STEAM●Build the capacity of educators, school leaders, and school staff to organise and implement STEAM activities in schools with the use of digital tools (such as robotics) and non-digital tools●Develop digital skills, critical thinking, creativity, problem solving, self-esteem and collaboration to all students especially those with fewer opportunitiesThe overall desired outcomes of the project are:●Increased level of STEAM and digital competences among educators and students●Increased motivation and satisfaction in the STEAM field among teachers and students●Increased quality of STEAM education and training in partner countriesFor Students (focus on underrepresented groups)●At least 2000 students will directly participate in the STEAM4ALL implementation activities, lesson plans, workshops, thematic school days, and other relevant events with the aim to support them in acquiring and developing basic digital and non-digital skills.●Students will be reached even after the end of the project since teachers that will be trained/ informed are expected to continue using the project’s material ●Other skills and competences: creativity, problem-solving skills, collaboration, digital skills and self-esteem.For Teachers●At least 2000 school teachers in all 5 partner countries will directly participate in STEAM4ALL events and trainings to build their capacity on the use of innovative ICT learning tools for STEAM education and be informed on how to use the STEAM4ALL toolkit for personal and professional development.●Train teachers on the use of online digital tools, and specific educational STEAM kits●Teachers will participate in the implementation activities while they will also attend the LTTE where they will be trained on the use of online digital tools, and specific educational STEAM kits●Support teachers in their daily practice with students by providing them with pedagogical material which they can adapt and useThe project will involve students, teachers, school leaders, and school staff in a participatory and empowering manner. The consortium aims to reach 10,000 individuals during its lifecycle and more than 50,000 people in the long-term. Specifically, more than 2000 teachers, 2000 students (aged 6 to 15), 500 policy decision makers, and more than 1500 other stakeholders from all EU, will be reached via implementation and dissemination activities.<< Implementation >>STEAM4ALL will develop an e-learning platform which will host the Toolkit and the blended learning modules. The toolkit for all stakeholders will consist of rich pedagogical material to be used in the classroom such as lesson plans, material for experiential workshops, material for thematic school days, and videos that will be freely available for usage. The material will be freely accessible for all.The consortium will also develop three blended learning modules addressed for teachers, students, and school leaders to better prepared them and motivate them to be engaged in the field of STEAM using digital and non-digital tools, and equip them with relevant inclusive methodologies and tools for supporting all students, including those with fewer opportunities. Moreover, the Consortium will produce a Comprehensive Guide for educators which will support teachers to develop, design and implement effective activities for enhancing basic skills to students within STEAM field and that will be freely made available for participants to use in their own practice with their students.Project will also deliver a LTTE activity through a series of practical workshops, where group discussion, practical assignments and role-play activities will be conducted to ensure that each participant from the target group of educators, school leaders, school staff leaves the LTTE with the confidence and experience they need to support the delivery of the new resources and therefore to enhance the student engagement in the STEAM subjects.Activities of the project will also include face to face and online project meetings, multiplier events- one in each partner country, a final conference in Netherlands for key stakeholders to raise topic-related awareness and to familiarise themselves with the key objectives of the project and all project’s Results. The project outcomes will be presented to engage the target groups with the resources developed with key stakeholders. Multiplier events will provide partners with the opportunity to promote target groups’ engagement with the resources developed.We strongly believe that these activities will add value to our project and help in the achievement of the project objectives and delivery of the planned results. STEAM4ALL is an inclusive, participatory and students-oriented project that acts for and with students with fewer opportunities and their educators and leaders for the improvement of their involvement in the STEAM field during their school education.<< Results >>The consortium of the project will develop a compendium of learning resources and blended learning activities on STEM, digital tools and robotics to support the development of basic skills to students by enhancing teachers’ education and professional development .The STEAM4ALL project will deliver a compendium of learning resources and blended learning activities on STEAM and digital tools to support the development of crucial skills amongst students by enhancing teachers’ capabilities and professional development.Key overall outcomes of the project are:●Increased level of STEAM and digital competences among educators and students●Increased motivation and satisfaction from studying the STEAM field among teachers and learners●Increased quality of STEAM education and training in partner countriesThe project will deliver three main results consisting of a comprehensive toolkit for all stakeholders with pedagogical material including blended learning modules, lesson plan, experiential workshops, material for thematic school days, and videos where special efforts will be made to actively motivate all students throughout all phases of the project. An eLearning platform with blended learning modules for students and educators. The online learning space will serve as a one-stop-shop providing instant access to the full suite of the learning resources, and other OER, for ongoing guidance Furthermore, all project’s material will be uploaded on the eLearning platform and will be freely accessible. Students will easily find information and tools via the platform, as its interface will be characterised as appealing, user-friendly, and interactive, to motivate and experience hands-on learning of STEAM subjects. Finally, a guide for educators that will be used during the LTTE event and which will be made available for participants to use in their own practice with their students. The guide will include information on methodologies and pedagogies on how to engage students with fewer opportunities, as well as tips and instructions on how all students can be motivated and engaged in STEAM activities in a participatory and enthusiastic way. The project will also set up the STEAM4All committee for continuous reviewing and feedback for all Results to be produced.Besides aforementioned material results and resources, the project will also deliver intangible outcomes such as the general awareness-raising throughout Europe concerning the project’s objectives and issues, namely the engagement of students with fewer opportunities into the STEAM field as the main project’s topic. Also, through the dissemination activities, representatives of the target groups, stakeholders and policymakers will be informed about skills and knowledge necessary for students’ engagement in the STEAM but also about the importance of high-quality materials for educators.Events:a) Organisation and conduction of an LTTE event. At least 2 teachers from each partnercountry will participate in this event and will be trained on how to use the Toolkit and benefit from the project’s outputs. Participants of this event will be able to implement the toolkit in their countries.b) CARDET will host the project in the International Conference that organised everyyear entitled ‘Innovative Learning Environments (ILE2023) to coincide with the need of the project to share the project’s outputs, and that will be attended by academics, school leaders, teachers, school staff, teachers and other relevant stakeholders.Media:Partners will establish a Facebook, an Instagram and a YouTube account for the project. This way, a pool of interested parties including teachers from all partner countries who are committed to use the project’s material and implement relevant activities to boost students’ skills will be established. The above pages (Facebook, Instagram, YouTube page) will be maintained for a minimum period of 5 years

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  • Funder: European Commission Project Code: 101177496
    Funder Contribution: 4,999,330 EUR

    The European Space Programme (EUSpace) holds vast potential to fulfil the EU green and digital (twin) transition, but SMEs’ limited uptake and technological capacity is preventing them from fully unlocking the green and digital transformation. FIERCE aims to address these limitations by mobilising 140 SMEs, start-ups and scale-ups with specialised technical and business advisory to design business solutions and engage in process innovation using downstream space data in areas such as circularity, raw materials, environmental monitoring and corporate sustainability (space-enabled green solutions). We mobilise 2.5 million EUR in financial support providing 70 SMEs with access to market services and key infrastructure to realise their vision through Transformation Projects, supporting ideation, scaling up and commercialization of space-enabled solutions, accelerating SMEs journey to the market. We complement our support for SMEs with 10+ Local Entrepreneurship Initiatives driven by innovation intermediaries and business support networks (DIHs, clusters etc.) aimed creating more SME opportunities for space-enabled green innovation through synergies with regional industrial, research and market actors and infrastructure providers (OITBs). We reach further to key EU-wide networks (EEN, SME Alliance, EARSC) through our Strategic Partnership Network to create synergies and joint activities to navigate SMEs and innovation intermediaries towards exploiting high-impact opportunities for funding, collaboration and knowledge exchange, as well as jointly organized FIERCE investment tracks in the frame of key industry and business events. We deploy the FIERCE digital toolbox to enrich our support with 50+ learning resources, 10+ practical tools and 70+ qualified service providers to create a vibrant dedicated community. Finally, we monitor our performance and impact to design practical replication handbooks to inspire wider application and recommendations for enabling policies.

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  • Funder: European Commission Project Code: 244442
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  • Funder: European Commission Project Code: 681482
    Overall Budget: 818,516 EURFunder Contribution: 818,516 EUR

    INNO-4-AGRIFOOD will deliver a new generation of innovation support services that will assist European SMEs across the vast Agri-food ecosystem to create value from on-line collaboration for innovation, access a broader range of potential innovation partners beyond their national and sectoral borders and timely mobilise them to seize opportunities to launch concrete innovation projects. INNO-4-AGRIFOOD services will be provided by properly qualified and well-trained innovation support specialists and appropriately escalate to respond to the diverse needs and characteristics of agri-food SMEs. They will be platform-independent and supported by a suite of smart ICT tools based on well-established and mainstream web-technologies. In order to equip the staff of innovation intermediaries across Europe with the expertise and skill-set required to deliver its novel innovation support services, INNO-AGRIFOOD will develop a qualification profile that will be complemented with a dedicated curriculum as well as a series of e-training courses provided via an interactive e-learning environment. The development, testing and validation of all project outcomes will take into account the needs of agri-food SMEs and their innovation intermediaries both of which will be effectively integrated along with agri-food stakeholders into a co-creating process to generate demand-driven, desirable and sustainable project outcomes. INNO-4-AGRIFOOD is implemented by a multidisciplinary and well-balanced consortium that encompasses key collective European agri-food associations, major European networks and SME agencies, leading actors that run FIWARE agri-food accelerators’ communities and Living Labs and a specialised media, e-curriculum and e-training developer.

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