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INNOVATION HIVE

Country: Greece

INNOVATION HIVE

79 Projects, page 1 of 16
  • Funder: European Commission Project Code: 2021-1-PL01-KA220-YOU-000029059
    Funder Contribution: 101,749 EUR

    << Background >>The needs of the partnership focused on providing hight quality materials for youth worker, youth leaders in youth organizations, that is why we decided to apply for a project aimed at increasing the level of digital and social competences of youth workers.The target group, so the youth workers, youth leaders nowadys need the support of using tools catching youth attention, they need to be more youth-oriended and follow their trands, that is why our program will help them to adjust their activities to the yputh needs.<< Objectives >>Increasing the level of knowledge and skills of Youth leaders, heads of Youth organization about about their organization development adjusted to youthIncreasing the level of knowledge and skills of Youth leaders, heads of Youth organization about more usage of online toolsSpreading and promotion the international cooperationIncreasing the level of Youthpass recognitionCreation of Program – a new, long-term program aimed at helping Youth organization to develop their organiation and adjust it to the needs of youthPresence of participants at the workshopsNew & increased inter-regional & cross-border cooperation of institutions &organizations in the fields of nonformal educationNumber of engaged trainers who will teach youth leaders, heads of Youth organization – minimum 3 in each partners’ countriesMinimum 70 % of presence during the pilot trainingsMinimum 80% for passing the final exam of AYW2Number of conducted training by youth in their societies, organizations - 16 in each countryNumber of virtual escape game – 1Number of case studies in escape game – 8Number of people who will test the escape game – minimum 5 in each partners’ countriesNumber of distributed scenarios during dissemination events– minimum 50Number of distributed, downloaded games– minimum 150Number of distributed, downloaded AYW 2 program – minimum 150<< Implementation >>We are going to implement:-- a new, innovative program Academy of Youth Worker 2 composed of 8 topics and focused on youth-oriented activities:ICT tools adjusted for youth - engaging forms for youth:- online graphics, movies, social media graphics- online presentations, games, quizzes, escape rooms, dobble, puzzels- other useful tools for online meetings like GatherTown, online finances etc.Fundraising, other funds engaging youthSocial media – effectiveness in Youth societiesNew forms of marketing – engagement, viral, buzz etc.STakeholders engagement, crowdfunding, fundraising – how to survive?How to engage others – social responsibility social entrepreneurship, youth initiatives, eks, civic bugdet- 2 pilot training in local societies 40 hours of the AYW2 program – 8 participants will be present during each training- 1 escape room game with 8 tasks-4 workshops of sample trainings for 35 participants each- 1 final conference<< Results >>- a new, innovative program Academy of Youth Worker 2 composed of 8 topics and focused on youth-oriented activities:ICT tools adjusted for youth - engaging forms for youth:- online graphics, movies, social media graphics- online presentations, games, quizzes, escape rooms, dobble, puzzels- other useful tools for online meetings like GatherTown, online finances etc.Fundraising, other funds engaging youthSocial media – effectiveness in Youth societiesNew forms of marketing – engagement, viral, buzz etc.STakeholders engagement, crowdfunding, fundraising – how to survive?How to engage others – social responsibility social entrepreneurship, youth initiatives, eks, civic bugdet- 2 pilot training in local societies 40 hours of the AYW2 program – 8 participants will be present during each training. After training, there will be a final exam– 80% will pass it – the minimum score. 70% presence is required to start the test.- A virtual escape room game with case studies solving – 8 tasks need to be resolved. At the beginning you will choose the avatar and specification of the organization, then 8 tasks will be adjusted to the specification.- 4 sample training in each partners’ countries – 35 participants in each event will be present. During sample training, we will show how to conduct AYW 2 training, which methods,tools need to be used. We will present our escape room game.Effect - dissemination activities carried out within the framework of IO- 1 conference with a minimum of 80 participants - to sum up, all project results, present it in a complex way, meet with other Youth organizations.Effect – Youth leaders, heads of Youth NGOs will be more equipped with tools how to manage their organisation and how to adjust it to youth needs.- promotional materials, labels, gadgets, posters - a Facebook group of sharing ideas, www page with all results- 50 printed version of AYW 2 program- a network of 100 persons from Youth organizations, young people and local stakeholders- minimum 12 AYW2 Ambassadors who will build a network of AYW2 to share the results and new trands in youth-orinted activitiesThe project success will be achieved when minimum of 16 participants will finish the AYW2 program – in each partners’ countries when a minimum of 70% will meet the requirement ofpresence, when a minimum of 80% of them will pass the exam when we will achieve the number of participants of sample training and conference.

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  • Funder: European Commission Project Code: 2020-2-SI02-KA205-015590
    Funder Contribution: 108,277 EUR

    "BACKGROUND AND NEEDSIn 2019, there were more than 3.3 million unemployed young people in the EU. For the first time in history there is a risk that today's youth will end up less financially stable than their parents. 29% of16-29 years old are at risk of poverty or social exclusion and 11.6% of 15-24 years old are not included in the education, training and 15.9% of youth is unemployed in this age group. Social and economic exclusion go hand in hand. Financial literacy actually makes a difference. When young people learn to live independently, they will need to be able to plan and make the appropriate financial decisions, for example, to choose a utility contract, a mobile operator. They will have to manage the risks, e.g. save money for ""rainy days"", avoid unmanageable debt and take care of pension. At the same time, financial products are becoming more complex, thus making reasonable decisions became more difficult.PARTNERSThe FinLit project involves 4 partners from 3 coutries, with relevant experiences and competencies to successfuly implement the project activities and achieve its goals. GOALThe goal of FinLit is to empower young people with competencies, knowledge and confidence to take responsibility for their lives and create a secure future for themselves and their families. Specific objectives:• map existing competencies in partner countries on financial literacy (40 young people in each country will be included); young people will also identify their financial literacy needsKPIs: 3 competence folders / 40 young people / 120 completed questionnaires• Develop a platform (with an e-course) that will ensure that young people have acquired knowledge, skills and competences in financial literacyKPIs: 1+ integrated course platform,> 20 young, with certificates obtained• create training materials and deliver a course using ""short-term staff training"" and ""short-term youth blended mobility"" - 20 young people and 15 individuals (staff)KPIs: successfully completed activities and acquired knowledge, competences, skills• Perform multiplication eventsKPIs:> 110 participants• disseminate (n> 1000)TARGET GROUPSa) Young people (18-24 years old): integrated or have already completed formal and non-formal learning and training and are interested in acquiring additional or new financial literacy skills, competences and knowledge.b) Staff (youth workers, teachers, trainers, professors) at various institutions working with youth (e.g. youth organizations, non-governmental organizations, schools, universities) interested in increasing their knowledge of financial literacyc) Organizations active in the fields of youth as well as financial, financial sustainability. Their needs are largely intertwined with the educational needs of the staff.d) Project partnersMETHODOLOGYFinLit project will be implemented through O1-O3, C1-C2, and E1-E4.PROJECT IMPACTSThere are several types of expected FinLit impacts:Short term:1. Impact of (online) training actions during project lifetime. In the short term, the project will increase the competences and knowledge of> 100 young people through participation in project activities, validation of e-platform, e-material, ...2. Impact of Dissemination actions during project lifetime. In the short term, 1,000 people (young people and other stakeholders) from partner countries will be aware of FinLit's activities, mainly through multiplication events, dissemination activities, a closing conference.3.Impacts on youth and society - with new knowledge and competences, young people will be able to better manage their own financial resources, become more confident, make appropriate financial decisions, which will have a positive impact on their lives and society as a whole.Long-term:4. Impact of (online) training actions after the project life time. We expect that young people will show a strong interest in acquiring financial literacy competences and skills. In the long term, at least 10 young people will be trained in financial literacy every year, thanks to the work they have done and the results obtained, 5 years after the project is completed.5. Impact of Dissemination actions after the project life time. In the long term, we will continue to disseminate information with the website, social networks and annually inform at least 250 young people and other stakeholders, who will be able to share experiences on the existing website, e-platform, and acquire new knowledge."

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  • Funder: European Commission Project Code: 2021-1-TR01-KA210-YOU-000027475
    Funder Contribution: 60,000 EUR

    << Objectives >>In order to be a good socially responsible entrepreneur in today’s world, one needs to take a place in the digital world. And this requires some important features and basic digital entrepreneurship skills besides social entrepreneurship skills. This project is designed to provide training and support to young social entrepreneurs to equip them with the most important and necessary digital entrepreneurship skills.<< Implementation >>The following activities will be realized in order to achive the aims and objectives of the project.-Preparation of Training content for Digital Social Entrepreneurship -Comprehensive Training Course on Digital Social Entreprenuership (DSE)-Follow up/ support young digital social enterpreneurs through an online learning environment-Project Meetings (In-person & Virtual)-Activities to better share project results and reach more audience-Ensuring quality and sound management of the project<< Results >>The following concrete results and learning outcomes are expected during and after the project;-Training materials on DSE skills-A comprehensive training course on Digital Social Entrepreneurship (DSE) to train youth in Social Entrepreneurship and DSE skills.-An online learning environment with the space to follow up/ support youth-To create awareness on young people on digital social entrepreneurship-To equip young social entrepreneurs of the day with necessary digital entrepreneur skills

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  • Funder: European Commission Project Code: 2021-2-TR01-KA210-ADU-000048795
    Funder Contribution: 60,000 EUR

    << Objectives >>The Project is shaped around Global Competencies (GC) that can be described as the skills, values and behaviors that prepare people to thrive in a more diverse, interconnected world. The project targets disadvantaged women especially the ones that are from different cultural backgrounds from the hosting country or city (external & internal migration). The Project contributes to the G.C of these women to help their social inclusion and employment. We also target professionals working with women<< Implementation >>There will be 5 activities of the project;- Creation of Training Content for Women: We will develop training content based on Global Competencies (GC) that contribute to the inclusion and employability- Creation of Training Content for ProfessionalsG.C. development content for professionals working with women - Piloting Courses with WomenWe train disadvantaged women during piloting- Creation of e-learning PlatformPlatform with all training content- Management ActivitiesManagement, TPMs<< Results >>The following results will be realized during the project;- Creation of Training Content for Women 5 Modules in 4 languages for women- Creation of Training Content for Professionals5 Modules in 4 languages for professionals- Piloting Courses with WomenResults of pre-post test/trained women- Creation of e-learning PlatformPlatform with training content / Results of testing / Trained trainers- Management ActivitiesQuality/dissemination/Management tools and report / TPMs and minutes

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  • Funder: European Commission Project Code: 2022-1-BE02-KA220-ADU-000087982
    Funder Contribution: 120,000 EUR

    << Objectives >>Develop:- future-oriented AR enhanced teaching resources, educational technology & innovative methods to fight climate change - sustainability and digital competencies of EU citizens and support teacher CPDPromote:- healthy, carbon neutral food selections in order to reduce greenhouse gas emissions- the teaching profession via career guidance initiatives linked to the overall topic of the projectTo influence behavioural change for consumption habits hence contribute to Green Deal's goals<< Implementation >>3 transnational project meetings (TPM's) 4 WPs: WP1: project management WP2: Nutri-Clime AR enhanced teaching materials; e-platform;WP3: Aspiring Young People to become Effective Teachers Campaign to promote the teacher profession and peer learning; Nutri-Clime EduGame; WP4: Dissemination; 4 multiplier events in each partners' country; dissemination activities including newspapers, EU platforms, social media, conferences, Scientix platform etc.<< Results >>Results are the 4WPs & will provide stakeholders with:- Enhanced knowledge of climate change & how it relates to food and nutrition - Enhanced digital skills- Positive influence on the quality of European educational systems to contribute to the growth & expansion of knowledge-based society that will protect the environmentBehavioural change for consumption habits to lower CO2 emissions.Increased enrolment in teacher degrees.Adaptation of WPs EU-wide to focus on Green health literacy.

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