
Spectrum Research Centre CLG
Spectrum Research Centre CLG
37 Projects, page 1 of 8
assignment_turned_in ProjectPartners:KMOP - Education and Innovation Hub, CENTRE FOR ADVANCEMENT OF RESEARCH AND DEVELOPMENT IN EDUCATIONAL TECHNOLOGY LTD-CARDET, Spectrum Research Centre CLG, Społeczna Akademia Nauk, UPV/EHUKMOP - Education and Innovation Hub,CENTRE FOR ADVANCEMENT OF RESEARCH AND DEVELOPMENT IN EDUCATIONAL TECHNOLOGY LTD-CARDET,Spectrum Research Centre CLG,Społeczna Akademia Nauk,UPV/EHUFunder: European Commission Project Code: 2022-1-PL01-KA220-HED-000087038Funder Contribution: 250,000 EUR<< Objectives >>General:To increase anxiety/mental health awareness among HE Institutions staff and students. Specific:-To equip staff with the needed tools, resources and knowledge to recognize, manage, and support students with anxiety.-To develop and improve anxiety management skills among (anxious) students, while expanding emotional competence and positive attitudes.-Accommodate the anxious students in HE Institutions and by Increasing knowledge and skills among the non-anxious students.<< Implementation >>Desk research and identification of good practices of mental health wellbeing in HEi, and producing the Good practices guidelines. Awareness raising handbook, it’s preparation, review and finalization.Within the training development the main activity would be directed towards training of HEi staff in order to improve their anxiety management skills, so they can successfully transfer them to the students.<< Results >>The main goal of this project is to increase anxiety/mental health awareness among HEi staff and students.The expected outcomes are:-Increased knowledge and skills of HE staff about anxiety and mental health in general.-Improved anxiety management skills among students, while developing resiliency in the face of challenge which is a vital life skill that contributes to student achievement and well-being.-Accommodations and support in HED institutions of students dealing with anxiety.
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For further information contact us at helpdesk@openaire.euassignment_turned_in ProjectPartners:Spectrum Research Centre CLG, Connectus M.IKE, NEWPORT GROUP AS, The Square Dot team, Rightchallenge - AssociaçãoSpectrum Research Centre CLG,Connectus M.IKE,NEWPORT GROUP AS,The Square Dot team,Rightchallenge - AssociaçãoFunder: European Commission Project Code: 2022-2-SK01-KA220-ADU-000100115Funder Contribution: 250,000 EUR<< Objectives >>Mothers Looking Ahead aims to pursuing mothers (with a special focus on mothers with fewer opportunities with low level of skills, knowledge and competences to rethink to re-enter into education or training in the new era of trainings provided in Europe (online, hydrid, f2f) and by providing them support services (including career orientation, empowerment, motivation, soft skills, basic digital skills, job preparation training) so as to continue and finish education or training and find a job.<< Implementation >>Development of a framework for the establisment of the motivational programme for supporting the educational and professional inclusion of mothersDevelopment of training curriculum for the design and delivery of the Mothers looking ahead motivational programmeDelivery of a series of transnational mentoring forum in project countriesDissemination and Exploitation Activities<< Results >>R1: A framework for the establisment of the motivational programme for supporting the educational and professional inclusion of mothersR2: A training curriculum for the design and delivery of the Mothers looking ahead motivational programmeR3: A series of transnational mentoring forum in project countries
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For further information contact us at helpdesk@openaire.euassignment_turned_in ProjectPartners:Skills Elevation FHB, Spectrum Research Centre CLG, ALIANCE LEKTORU a KONZULTANTU, Rightchallenge - Associação, Fundación Pascual Tomás +1 partnersSkills Elevation FHB,Spectrum Research Centre CLG,ALIANCE LEKTORU a KONZULTANTU,Rightchallenge - Associação,Fundación Pascual Tomás,ENOROS CONSULTING LIMITEDFunder: European Commission Project Code: 2020-1-ES01-KA204-082053Funder Contribution: 195,048 EURIn the context of mental health issues FOMO is one of the newest, anxiety causing, stressors that impact the mental health of today's young digital natives for whom social media plays such an important role in identity building. The NOMO FOMO project proposes 'unpacking' the term FOMO to see what lies beneath and provide a toolkit of interactive learning resources to address the elements identified. In a survey with young adults the following themes were commonly identified in all partner countries as being the basis for FOMO anxiety. Fear of being unpopular; uninteresting; unattractive; unworthy; unfriendly; unkind; uncaring; are just a sample of the 12 most common themes that emerged. Addressing these themes, partners will pilot NOMO FOMO outputs in 7 local settings where the partners are based.Educational games are not a new phenomenon, and have been a part of the educational landscape since the development of the abacus and before. In today's ubiquitous technology environment online gaming, especially on smartphones has grown exponentially and a survey conducted by Nielsen in the USA found that for young digital natives the amount of time spent playing games on their smartphone is 12 times more than the time they spend talking or texting. It is clear that smartphones are the device of choice for young digital natives and responding to this the NOMO FOMO consortium are proposing to develop a completely new smartphone based learning experience that promotes positive mental health. Young adults have the latest tech gadgets in their palms, are hyper-connected, and eager to innovate. They live in an online 'bubble' surrounded by technology. Facebook, Instagram, Pinterest, TikTok and a whole range of other social media platforms are the new street corners where today's digital natives 'hang out'. They are the perfect, familiar and attractive places to engage young adults and address the impact of social media on mental health.Infographics have been steadily gaining popularity, both in digital and print formats in organizations and education. They are clear, effective and visually engaging. They present a variety of information while retaining the attention of the viewer. Today’s young adults are inundated with information every day and opportunities for distraction are increasing. Young adults need tools to easily digest information while also being offered the opportunity to develop key skills in a digital environment where they are most at home.The NOMO FOMO consortium partners will create 12 interactive infographics each one addressing one of the key themes associated with FOMO anxiety and stress which directly impact mental health. Each individual interactive infographic resource will comprise a series of 4 different but related learning elements. Each element will have clear learning outcomes to be achieved. Research conducted to inform this proposal with young digital natives found that they do not use up to 60% of the apps that they have downloaded and the vast majority of them expressed an unwillingness to download new apps due to the data mining activities of app developers. For this reason the resources developed will be presented and accessed directly through the camera on their smartphone through the built in QR code reader.Partners will develop an in-service training programme for front-line adult educators with two specific elements namely Unpacking FOMO and building the digital skills of front-line adult educators to build their own interactive infographics using software programmes like PowToon, StoryBoardThat, VideoScribe, KAHOOT, LearningApps, Google Forms, etc.A suite of 12 interactive inforgraphics addressing key thematic issues directly relating to FOMO will be developed 36 front-line adult educators will complete the piloting of the in-service training36 young adults will complete the peer leadership training2500 young adults will engage with the interactive infographics and the NOMO FOMO MOOC
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For further information contact us at helpdesk@openaire.euassignment_turned_in ProjectPartners:AEVA - Associação para a Educação e Valorização da Região de Aveiro, Asociación cultural y medioambiental Permacultura Cantabria, USTANOVA ZA OBRAZOVANJE ODRASLIH DANTE, Spectrum Research Centre CLG, Creative Exchange UK Limited +1 partnersAEVA - Associação para a Educação e Valorização da Região de Aveiro,Asociación cultural y medioambiental Permacultura Cantabria,USTANOVA ZA OBRAZOVANJE ODRASLIH DANTE,Spectrum Research Centre CLG,Creative Exchange UK Limited,Hub Karelia OyFunder: European Commission Project Code: 2019-1-UK01-KA204-061444Funder Contribution: 240,334 EURIn 2015, the European Commission established a unique comprehensive strategy, the Circular Economy Package, aiming to close the resource loop by introducing measures covering the whole life-cycle of products and materials – from production and consumption to management of waste and its re-use as secondary raw materials in the economy. The suggested measures also tackle climate change with energy savings and reduced greenhouse gas emissions, and include the first-ever European Strategy for Plastics. The Commission has delivered more than 90% of the 54 planned actions. A circular economy is part of the modernization and transformation needed for the EU to become the world's first major economy to go climate neutral by 2050, as per the long-term strategy put forward by the Commission in November 2018. Furthermore, the European Commission is currently reflecting on which steps are now needed to make Europe ever more sustainable.Families are one of the biggest consumer groups in Europe and household waste accounts for 8.9% of all waste generated. This doesn't take into consideration the waste created by those who produce the products and services that families consume on a daily basis. In 2016, the total waste generated in the EU-28 by all economic activities and households amounted to 2 533 million tonnes; this was the highest amount recorded for the EU-28 during the period 2004-2016 with over 5 tonnes of waste generated by each EU citizen. Educating families is arguably one of the most beneficial things that could be done to reduce the overall environmental footprint of each individual. However, there is little value in educating some family members in the hope that they will impact the behavior of others. Educating families about the circular economy needs to happen in a whole-of-family approach and this can only be achieved through the design and implementation of a new comprehensive family learning programme that provides different learning materials and resources that are appropriate to different age groupings within each family context.The 6 project partners will develop a compendium of family learning resources for all different family members in appropriate media formats for each age group. They will also provide in-service training for adult and community educators who are the main multipliers in the project and induction training for parents to help them implement the family learning model proposed. All resources will be available online through an online interactive portal.
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For further information contact us at helpdesk@openaire.euassignment_turned_in ProjectPartners:Rightchallenge - Associação, Spectrum Research Centre CLG, SYNTHESIS CENTER FOR RESEARCH AND EDUCATION LIMITED, ECQ, INNOVENTUM OY +1 partnersRightchallenge - Associação,Spectrum Research Centre CLG,SYNTHESIS CENTER FOR RESEARCH AND EDUCATION LIMITED,ECQ,INNOVENTUM OY,RightNow ehfFunder: European Commission Project Code: 2019-1-IS01-KA202-051133Funder Contribution: 183,034 EURSince 2014, there has been a worldwide growth in the use of challenge-based learning in both physical and digital learning environments. They represent an innovative way to bring technology and critical thinking into the learning environment, and the benefits are twofold: games have a history of promoting engagement in a learning environment even among those for whom formal education has failed; the collaborative elements help students develop social and team-working skills. “Digital breakouts are unlike other forms of games where the player controls an avatar; in digital breakout challenges the student is placed directly into the game and as a result the effects of experiential learning are more effective”(The Rise of Online Challenge-based Resources, University of Ohio, 2016). The XCAPE project proposes the creation of a comprehensive suite of fully-online digital breakout challenges to attract those on the margins of education and training and to support them to build the key components of creative and critical thinking through a challenge based learning approach. The key message is that learning is not a spectator sport and the more one can achieve the immersion of the student in the learning process the higher the potential for sustainable outcomes. The objectives of the project are to: - Promote creative and critical thinking through the development of alternative pedagogical resources using digital breakouts based on constructivist learning theory - Encourage the development of creative and critical thinking skills in VET environments where non-formal and informal learning can flourish - Support front-line VET tutors to harness the potential of mobile learning environments to build high-value skill sets within their marginalised target groups - Foster an entrepreneurial spirit among young Europeans ensuring that they have the necessary skills to research, select, analyse, organise and present information To achieve these objectives the following intellectual outputs will be developed:IO1: XCAPE Digital Breakout Compendium of Resources – this will comprise the learning content for the proposed digital breakout resources at introductory and advanced levels to develop the key components of creative and critical thinking.IO2: In-service Training Programme – this will provide the essential continuous professional development support to VET tutors to enable them harness the full potential of these new dynamic learning resourcesIO3: XCAPE Online Platform – a bespoke, fully mobile, collaborative online learning environment that provides access to all the digital breakout resources
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