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CENTRO SPORTIVO EDUCATIVO NAZIONALE

Country: Italy

CENTRO SPORTIVO EDUCATIVO NAZIONALE

3 Projects, page 1 of 1
  • Funder: European Commission Project Code: 2015-1-IT01-KA202-004704
    Funder Contribution: 299,818 EUR

    MOVE- Movement Valorize Europe- New skills for trainers comes from the awareness that amateur sport is an increasingly important economic sector in Europe and training of operators active in this field could be strategic.Sport professionals are crucial for issues as psychophysical wellbeing of the population and social inclusion, thus almost representing a sort of “hinge” between educational, health and social systems.The main objective of MOVE is that of designing, through a process of research and analysis, Competence Learning Units in order to strengthen strategic and cross-sectional competence dimensions (as the relational, multicultural, that of empowerment and resilience, etc.) of the different professional figures (instructors, teachers, trainers, sports managers, operators, etc.) regardless of their specific sport discipline. For this reason MOVE has built a partnership (Italy, Bulgaria, Greece and Poland) between national sports associations, universities and VET providers, thus including various approaches and experiences. The main objectives of MOVE activities are: to qualify the training offer for sport operators introducing the theme of competences; to improve the ability of professionals to appreciate the needs of the people they work with to enhance the potential of the sport sector to influence the wellness of people to contribute to the acknowledgment of titles and qualifications in Europe and increase trust between the different systems.The added value of the partnership is given by the fact that sports associations are at same time locally rooted, very important in terms of employment and also act as training agencies. This is why MOVE will be able to involve in its activities 300 professionals and 600 people, with a special attention to those under 29 and over 55 years of age. These are the two main target groups that will be involved through interviews, questionnaires and focus groups in the activities for building and evaluating the Output. The main activities will be developed following a stepwise approach. A first step will be gathering the needs for training and competences through sport operators in the four national contexts. This step will produce a report: European Competences Activation. Strategic role of sport professionals in the processes of social inclusion. A second output, MOVE Competence Learning Units, will be made with the collection of the views of the people already involved in sports (that is, that do sport activity) and the views of people that represent a potential target to be reached and that are not yet involved in any sport activity. Through such contributions a first draft will be made in which the gathered area of competences will be presented organized according to a model of training, supported by tools and methodologies. All partner countries will be involved in the plan of Competence Learning Units in order to make the project work a concrete moment of learning for each team and in order to strengthen their ability to use them in their daily life. The next Output, MOVE CLUs Methodology Users Guide, will be built on the results deriving from testing the CLUs in the various national systems. The results, comments and feedback from participants will help to make the final model, the set of tools connected to the training and methodological notes. This output will contain all the notes and operative tools to transfer MOVE CLUs into other contexts, countries and situations. For this aim, a proper communication will be given the due attention; communication has to be suited also for trainers who are not familiars with learning skills. The exchange, comparison and co-assessment with stakeholders at the national level in each of the partner countries complete the ability to MOVE to realize Competence Learning Units that are innovative, effective and transferable. MOVE aims at achieving outcomes that can contribute to increase the value of VET tools in Europe; for achieving these outcomes, MOVE can rely on the impact power of its partnership which comprises an important number of people (sport associations and universities) also outside national borders; in addition, the networks of the partnership are capable of disseminating and promoting the MOVE CLUs at European level.To support the project, a web platform will be set up; this will help interacting with the different targets during MOVE life-cycle, and it will continue to multiply and spread outputs over the long term, going on to keep alive the debate about the topic of training between all partners and stakeholders involved.

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  • Funder: European Commission Project Code: 2020-1-IT02-KA201-079863
    Funder Contribution: 423,191 EUR

    "CONTEXT""CHESS: A GAME TO SPREAD AT SCHOOL"" (CGS) is a project aimed at primary school teachers and in part to early childhood, to give them a pedagogical training tool, capable of addressing the educational needs of their pupils, to obtain - thanks to the game of chess introduced in the classroom - the development of key competences, functional to counteracting the poor results of the students, in particular in the scientific subjects. OBJECTIVESTherefore, general objective of CGS is to strengthen teachers' competences with the following specific objectives, to:1)develop an innovative training protocol, consisting of 4 didactical modules (A,B,C,D) which allows teachers to teach chess independently in the classroom, and to train their colleagues to introduce chess in the classroom, without the need for external trainers; 2)obtain a formal recognition of the competecences acquired by the EU;3)activate a model that expands independently through Peer Education.In the training protocol, modules A and D are created in CGS, whilst modules B and C are implemented by the CASTLE project (an official EU ""Success Story""). PARTICIPANTSThe project Partnership comprises:-C.S.E.N. the largest Sports Promotion Body in Italy, has a sports division dedicated to chess for educational purposes. It is the project Applicant.-EUROPEAN CHESS UNION (ECU) is the representative sports body for chess in Europe with 54 affiliated chess federations. It has endorsed the School Chess Teacher Certificate.-SPORTS SOCIETY ALFIERE BIANCO is engaged in the research and development of new models of school chess teaching.-CLUB DEPORTIVO ELEMENTAL 64 VILLALBA is engaged in chess training in Madrid and the development of new teaching models dedicated to teachers.-UPPSALA SSS is one of the largest chess clubs in Sweden and focuses its activities only on school-age children. To date, it has involved 13,500 pupils and trained 300 primary school teachers.-UNIVERSITY OF TURIN (UNITO) is among the universities in Europe which has carried out the most research into the effects of playing chess at school.-FUNDACIÓN APRENDER includes 2 schools in Madrid, among the first to introduce chess between school subjects for educational purposes. -BÖRJE SKOLA of Uppsala has been using chess in education in all primary school classes since 2012.-The ITALIAN NETWORK OF SCHOOLS FOR CHESS consists of 2 Apulian schools with the aim of spreading the game of chess in schools.-CHESSITY is a comprehensive online chess learning platform designed for primary school children under the supervision of their teacher.ACTIVITIESThe project includes four TPMs to plan and manage all aspects related to the administrative, organisational and development activities of the Intellectual Outputs (IOs). The project undertakes to develop five IOs: 1) IO n.1 Game protocol on giant chessboard for the kindergarten, which constitutes module A of the CGS training protocol; 2) IOn.2 Chess-on-desk plus use of the web for classes 3a, 4a and 5a of primary school, with preparatory elements for learning Coding, which forms the module D of the protocol; 3) IO n.3 Guidelines for teacher training on the CGS methodology, to provide additional operational support for the CGS method; 4) IO n.4 UNITO's scientific research report, which highlights the results achieved; 5) IO n.5 Interactive training platform, necessary for the online development of the project and its replicability.There are two Multiplier Events of 2 days: one to present the project and the other as a final event; to which are added 2 Multiplier Events of 1 day to give resonance to the IOs made in CGS. There are also two Learning, Teaching, Training Activities (LTTAs) of 3 days each to ensure that skills are transferred to teachers in a way that conforms to the project objectives. METHODOLOGYCGS plans to adopt the innovative Peer Education Method to the teaching of chess. This method builds the skills of teachers through peer learning and tutoring. The method will be combined with the use of the web platform to support the learning and tutoring. RESULTS AND IMPACTBy the end of the project, 312 teachers will have successfully peer trained with the CGS method. They should capable of training other colleagues with the Peer Education Method. 6,500 children will have learned chess at school, with significant benefits in overall social and academic performance. In addition, the trained teachers will have obtained formal recognition of the skills acquired, strengthening their professional profile. This project will deliver a lasting impact both for the teachers that come out strengthened and motivated due to the use of a new educational tools and also for the schools that become more innovative and effective in their educational purposes. The long-term advantages are its accessibility, easy use and sustainability due to the Peer Education."

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  • Funder: European Commission Project Code: 2018-1-ES01-KA204-050994
    Funder Contribution: 180,119 EUR

    Context/background of the projectActive ageing helps people to stay in charge of their own lives for as long as possible as they age and to contribute to the economy and society. Some advances in active ageing have been performed during last years, but the awareness of adults still has room for improvement. European Cultural Heritage enhances tangible, intangible and natural richness of Europe and elderly people can play a key role in its preservation and promotion. However, specific use of European Cultural Heritage to promote active ageing is currently missing in other research projects. So, additional efforts must be performed to recognise the highly valuable knowledge and experience of elders in this field and to encourage elderly people empowerment and social recognition. On the other hand, to boost the elders’ implication on awareness activities related to its age process and learn how to understand and assimilate ageing, some digital competences should be enhanced in other in order to reach more European citizens.ObjectivesThe aim of this project was to interrelate both European Cultural Heritage and active ageing, by 1) involving older adults in choosing the most important traditions and cultural values, 2) developing the awareness messages and 3) promoting and spreading in society the developed messages. In this sense, elders will be able to actively promote Cultural Heritage at the same time they understand the importance of active ageing. Number and type/profile of participantsMore than 5000 people have been reached during the project lifetime. Most of them were older adults (as the main target group), but also adults and youngers. Description of undertaken activities and resultsIn the AGEment project, a European Cultural Heritage catalogue for the awareness of Active Ageing has been developed, including a collection of videos within different cultural heritage and active ageing areas. For the creation of the videos, semi-structured interviews with older adults were conducted to gather information on Intangible Cultural Heritage, active aging, and quality of life. After analysing the interviews performed to several older adults in the countries of each partner, the following Intangible Cultural Heritage practical cases have been selected: Heraldry, Handicraft, Dance, Folklore and traditional festivals, Classical literature, Painting and poetry, Women’s empowerment, Bread – Rites and traditions, Crafts in Gonçalo village, Călușul, and European identity. As a result, 28 videos have been produced in the different categories of intangible cultural heritage, which have subtitles in the languages of all partners of the project (Spanish, Italian, Romanian, and Portuguese) and in English, as well as descriptive metadata. Another important result is the design of an app for the dissemination of the material created to raise awareness on Active Ageing, both for mobile Smartphones and SmartTVs. All contents of the app were organized according to the selected European cultural heritage areas and multimedia material (mainly videos in which the old adults were themselves the protagonists revealing their experiences and knowledge related to concepts of active ageing) were labelled in accordance to facilitate their consultation. Based on the identified requirements, the app has been designed for Smartphone and SmartTV devices, and can be freely downloaded from the Google Play Store. They have all content in the languages of all partners of the project (Spanish, Italian, Romanian, and Portuguese) and in English.Impact attainedAGEment project has a great external impact. Due to the lack of Cultural Heritage media devoted currently to promote Ageing Literacy, the AGEment results will improve general comprehension of the ageing process but getting closer of European sense of citizen. Additionally, digital competences have been reinforced and stimulated by means of user-adapted ICT solutions. Finally, involving elders in the whole creation process has empowered their self-esteem and even their social perception.Longer-term benefitsThe developed material can be easily consulted since it is available through different digital tools (apps and webpage). It uses multimedia content with high motivational content thanks to the relationship between European cultural heritage and the promotion of well-being in the adult age. Such content, delivered through digital tools, can be attractive either for older adults, young and middle-aged adults. In this sense, the materials can be seen by younger adults and influenced them to adopt behaviours that promote healthy and active ageing and simultaneously increase their awareness to preserve the European Cultural Heritage. Thus, the developed apps can have long-term benefits for society. Moreover, the apps were developed to allow the integration of new materials, maintaining the audience motivated to new information on active ageing and cultural heritage.

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