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Big Brothers Big Sisters of Bulgaria Association

Country: Bulgaria

Big Brothers Big Sisters of Bulgaria Association

40 Projects, page 1 of 8
  • Funder: European Commission Project Code: 2015-1-BG01-KA105-013633
    Funder Contribution: 14,982 EUR

    "Motivational camp ""Let's Do It"" will bring together young people / 16-18 years / from Bulgaria and Ireland, which for five days will exchange knowledge in youth entrepreneurship and will demonstrate in practice already acquired business skills set and case studies through work in international teams. The main objective of this project is to motivate young people participating in the exchange to build, develop and put into practice already acquired skills in youth entrepreneurship, business planning and leadership by working in a multicultural team with competitively element.Specific objectives of the project are :To demonstrate the results of two different entrepreneurship programs in schools / realized in Ireland and Bulgaria / ;-To Provide participants the opportunity to share , learn by the "" peer education "" practical manifestation of the already acquired business skills--To Demonstrate the results of two different entrepreneurship programs in schools / realized in Ireland and Bulgaria / ;--Da Increase the efficiency of already acquired knowledge through methods of informal learning in a multicultural environment-To Improve the core competencies of the participants especially in terms of learning , initiative and predpriemachestovto-To Raise awareness and most of all the institutions need to entrepreneurship education starts at an early age-To Promote the achievements of entrepreneurship education in schools as a tool for increased employability and improved perspectives for employmentTo achieve the objectives we rely most on the youth exchange initiative to be held in Plovdiv /Bulgaria from 30 November to 6 December 2015. Through a series of seminar sessions , case studies , open spaces , competitions and methods of non-formal education we hope to achieve desired effects , namely the establishment of an active group and adequate group dynamics , personal expression of each of the youth field to share experience and development of skills and knowledge , intercultural dialogue and constructive kompetativnost between participants."

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  • Funder: European Commission Project Code: 2020-3-ES02-KA205-016269
    Funder Contribution: 66,130 EUR

    The importance of youth volunteering for social inclusion and active citizenship is evidenced in the EU (Volunteering in the European Union, GHK 2010). Furthermore, by participating in voluntary activities, young people acquire new knowledge, skills and competences, that support their personal development and employability. Thus conclude studies such as ‘Voluntary Action in 2018’ (PVE) and ‘Intergenerational volunteering and solidarity’ (Eurobarometer 2011), among others.The EU Youth Strategy 2019-2027 encourages Member States to promote the participation of young people in voluntary activities and highlights the importance of promoting good practices. Most European, national and regional programmes to support youth volunteering include, as an objective, the promotion of good practices but they do not define what is a ‘good practice’ or establish objective criteria for their identification. This is the conclusion from the study carried out by the partners of this project, after reviewing youth volunteering support programmes in 15 countries.Youth volunteering remains one of the few sectors without European Quality Standards. The definition of such Standards would facilitate the identification, promotion and development of good practices in all relevant areas of young volunteering and would therefore significantly contribute to the objectives of the EU Youth Strategy 2019-2027.In this context, in order to respond to this European need, this project aims to define and disseminate across the EU the first European Quality Standards in Youth Volunteering.The first project activity will be to carry out a consultation in all EU countries in order to identify the most commonly used quality standards in the youth volunteering sector in each country. Based on the consultation results, the first version of the European Quality Standards in Youth Volunteering will be defined. Subsequently, in order to assess how the recently defined European Quality Standards in Youth Volunteering are understood and accepted within the European youth voluntary sector, the project partners will carry out a transnational testing. In order to motivate the participation of a large number of voluntary organisations across the EU, the testing will be organised as an award or contest: European Youth Volunteering Award. The jury will apply, for the first time, the European Quality Standards in Youth Volunteering to assess the submitted projects and select the winner. Once finished the transnational testing, and based on the feedback from the testers, the project partners will define the necessary improvements to be implemented on the European Quality Standards in Youth Volunteering.The definition and dissemination across the EU of the first European Quality Standards in Youth Volunteering will have a huge impact because:- it will contribute to improving the quality of the youth volunteering activities and therefore, the participation of young people in voluntary activities, promoting the EU civic life and youth initiative;- it will improve the capacities of people working in the youth field to develop quality activities;- it will quantitative and qualitative increase the offer of innovative resources for youth workers in the EU;- it will facilitate the selection, promotion and development of good practices in all relevant areas of youth volunteering;- it will contribute to the objectives of the EU Youth Strategy 2019-2027, particularly to the objective of promoting the participation of young people in voluntary activities and promoting good practices.This project will be developed and implemented by a transnational and transectorial partnership composed by voluntary organisation and quality experts from seven countries of the EU.

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  • Funder: European Commission Project Code: 2020-1-DK01-KA105-074984
    Funder Contribution: 43,141 EUR

    << Objectives >>In light of the new Youth Strategy of the European Union (2019-2027) and its commitment to reach all young people, InterCollege and its partners strongly believe, that a Seminar on how to better address hard to reach groups is needed. Youth organizations across Europe need to join forces, in order to develop a common strategy regarding this challenge. That is because hard to reach groups need to be part of organized structures, in order to have the opportunity to actively engage in the democratic process. Only so democracy fulfills its main characteristic: involving all its citizens.It is the reason why the European Union aims at engaging, connecting and empowering all young people, through its new strategy. For that to happen, youth organizations need to deepen their understanding regarding these three dimensions. They also need to find ways to better address hard to reach groups and promote these new opportunities among them.Thus the aim of the project is to strengthen youth organisations' capacity across Europe to operationalise the three EU key actions, in order to address hard to reach groups.The aim will be achieved through the following objectives:1.To support youth workers to address young people from hard to reach groups;2.To deepen youth workers understanding on the current challenges young people from hard to reach groups are facing;3.To share best practices regarding youth work with young people from hard to reach groups;4.To identify and explore new ways of addressing young people form hard to reach groups;5.To strengthen the networks focused on addressing young people form hard to reach groups, in order to better promote the three EU key actions;6.To develop a Common Strategy Guideline on how to better achieve young people from hard to reach groups, with regards to the three EU key actions.These objectives will be attained through one activity: a seminar on how to address young people form hard to reach groups and improve their access to the three EU key actions. The activity directly addresses Erasmus+ priority: reaching out to all young people, as well as the new EU Youth Strategy. Youth workers attending the seminar will become better equipped to engage, connect and empower young people from hard to reach groups. Thus, the European society will be strengthened, as more of its citizens will have the opportunity to actively participate, through youth organizations.<< Activities >>The Seminar will take place over 9 days (including travel), in Slettestrand, Denmark, in December 2020. It will gather 2 facilitators and 45 participants from Denmark, Hungary, Turkey, Romania, Bulgaria, Lithuania, Slovakia, Germany, Greece, North Macedonia, Poland, Croatia, Spain, Malta and Italy.The Seminar will mainly focus on developing a Common Strategy Guideline on how to better address young people from hard to reach groups, with regards to the three EU key actions. The first activity day will be about building group cohesion. Participants will get to know each other and start building bonds. Through non-formal methods (such as name games) and other team building activities, a friendly environment will be created. The second activity day will focus on discussions and presentations regarding the Youth Strategy 2019-2027 and its three dimensions. Participants will talk about their local hard to reach groups and expose the challenges they have related to Engage, Connect and Empower dimension of the EU Youth Strategy. Best practices will be shared. The next three activity days will focus on the operationalisation of the three dimensions of EU Youth Strategy. Participants will suggest activities; local initiatives; networks of stakeholders. They will present their plan, in plenary and receive feedback.The visit day will provide the participants with the opportunity to meet local stakeholders in Aalborg and learn about their best practices of engaging, connecting and empowering hard to reach groups. The last activity day will be about consolidating the results and evaluation. Participants will present their final plans in plenary. They will also discuss the involvement of local stakeholders in the operationalization plan, as well as the dissemination strategy. In the end, they will evaluate the whole activity and reflect upon what they have experienced.Daily evaluation and monitoring of the learning process will also be included in the activities of the Seminar. Thus, facilitators will ensure that the progress of the work is in line with participants’ expectations and they are satisfied with the activity. As to participants’ profile, they should be experienced in working with hard to reach groups and have an interest in further developing their strategies in this regard. They should also be familiarized with Erasmus+ projects involving hard to reach groups, as well as with Non-Formal Learning Methods and their use in daily activities. Furthermore, the selected participants should be willing to strengthen their partnerships and networks with other European youth workers, in order to further disseminate the learning outcomes of the Seminar. Each partner organization will nominate 3 potential participants from their organization or their network. They will have to fill in an online application form, that will address the following topics:-Their interest and motivation for taking part in the Seminar;-Their background regarding youth work and hard to reach groups;-Their willingness to fully commit to the project and its activities, both during and after the project;-Their English skills;<< Impact >>The main result of the project will be the development of a Common Strategy Guideline on how to better address young people from hard to reach groups, with regards to the three key actions of the EU Youth Strategy. Our society is build on democracy on all levels: local, regional, European or International. Democracy is the rule of people and therefore requires that all people are empowered, connected and involved.This project is building capacity of youth workers to empower, connect and involve groups of young people that are not traditional reached. The project will therefore strengthen democracy on all levels.For democracies to work effectively, all citizens need to feel bound, connected and obligated by the community. This feeling of citizenship arises from being co-responsible for the society and being involved in it. The civic engagement is traditionally happening though civil society organizations. Unfortunately, the civil society is not reaching all people. This project will focus on “hard to reach” young people and thus build capacities of youth workers to reach groups that are not traditionally included. This will contribute to build active citizenship and strengthen the functional democracies on all levels.The project takes a point of departure in the new EU youth strategy and operationalises EU’s vision of making it “A strategy for all youth”. By aiding to reach those groups that are not traditionally reached, the project contributes to the policy implementation of the EU.For many of the young people who will be the end beneficiaries of this project, as well as for the youth workers trained, this will be their first encounter with the European Union. Creating the feeling among the stakeholders that “EU cares” and “EU does something for me” will alone, from a utilitarian perspective, contribute to create a European identity.Impact on Participants:Through the seminar, the participants will get an understanding of youth as a broader group than the current active members. This will strengthen the participants identity as youth workers and their motivation to reach out to new groups of young people. The participants will gain a broader understanding of the background and challenges of different “hard to reach groups”. They will get the understanding that there are no “one size fits all” solutions and develop curiosity and motivation to create bespoke strategies to involve different groups of young people who are traditionally hard to reach.The participants will gain an understanding of the traditions and history that has formed the Youth Structures and develop a sense of understanding about their own role in renewing models for participation and, among others, bring participation into a digital era.Impact on end beneficiariesMore young people, who today are not involved in traditional youth structures, will be able to benefit form participation and will engage, connect and be empowered. Those young people will be able to benefit from more of the offers that other young people get and strengthen their democratic participation.The strengthened participation is expected to lead to a higher sense of responsibility and citizenship and motivate to engage in conventional structures.Impact on PartnersThis project is expected to initiate a renewal process within the partner organizations. This process is expected to start with reflection about the partners ability to be inclusive and their potential in reaching new groups. The process will ultimately lead into a critical review of the existing structures and activities of the organizations.As a result of those processes, the partner organisations are expected to modernise themselves in function, management and content, to reach more and different young people.

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  • Funder: European Commission Project Code: 2020-1-DE04-KA105-019038
    Funder Contribution: 58,888 EUR

    << Objectives >>The project “InnoBoost” gathered motivated and creative representatives of the youth sector to brainstorm, spar, share and develop project proposals, to ensure that transnational youth projects, now and in the future, are implemented with an emphasis on value creation. The purpose of the project was to address the need for youth organizations to be always evolving and pushing the limits of value creation through innovative and qualitative projects. The project had the following objectives: 1) Create a platform for youth workers to test and spar their creative and innovative ideas with peers from other countries2) Encourage creative thinking amongst youth workers and motivation for thinking outside the box.3) Inspire Youth workers with examples of ambitious projects to spark creativity4) Foster cooperation between the youth workers in developing unforeseen and innovative mobility projects5) Develop the capacity of youth workers to identify and analyse stakeholders and their needs when developing and implementing transnational youth projects6) Encourage youth workers to reflect upon project management in youth work from the perspective of long term ‘Evolutionary’ impact and value creation'7) Strengthen youth workers competence to facilitate learning through transnational youth projects maintaining the core values of non-formal education and safety and security.<< Implementation >>Two activities were implemented in this project: a “Contact Making” event in Slettestrand (Denmark) in the period between 24 November and 1st December 2021 with 40 participants; and a “Training Course” event in Heidesee (Germany) in the period between 21st and 29th March 2022 with 35 participants. The first activity addressed the need for youth workers in leading/managerial positions at the partner organisations to come together to share and foster innovative ideas for transnational youth projects that have potential to yield a high level of long-term impact. 36 youth workers from 16 organizations plus four facilitators participated in this event. The participants in A1 were youth workers in leadership roles/managerial positions within their organisations with the mandate to make decisions on behalf of their organisations. They are members of the partner organisations who have the role of steering the organisation towards its objectives through identifying new activities, partnerships, and organisational strategies.The second activity addressed the need of ensuring that youth workers from the partner organisations who are responsible for project management and overviewing and delivering youth work activities, have the right tools and competencies to deliver on the visions of ambitious projects. 31 youth workers from 17 organizations plus four trainers participated in this event. The participants in A2 were youth workers that have a role within their organisation on project development and managing project delivery.<< Results >>The two youth worker mobility activities organized in this project strongly impacted the participant’s daily work. As a result of the project, most of the partner organisations committed to at least one new transitional project proposal that will be of benefit to the young people they work with. The contact making event resulted in at least eight new partnerships on which the partners are working on securing financial support, whilst the TC gave the participants the opportunity to develop together six new project ideas. Once the participants returned home from the training course, they began to prepare and plan for the implementation of new transnational youth projects. They engaged in dissemination and exploitation activities together with their organisations. The end target group for this project are young people, and the youth sector across the EU at large. The Erasmus + programme is forming young people’s lives through Youth Exchanges and EVS. Through these actions, an Erasmus generation of mobile citizens is being formed; young people who are confident to travel and live across Europe, and who value democracy, equality, the rule of law and human rights. On a large terms perspective and with consequent activities, this project shall contribute at innovative and value creating learning activities that continue to build upon the movement towards a generation of EU citizens that embody the values of the EU as per Article 2 of the treaty of the European Union.

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  • Funder: European Commission Project Code: 2019-1-DK01-KA105-059956
    Funder Contribution: 30,474 EUR

    << Objectives >>There is great potential to change the minds of many young people through gaming. More and more video game developers are focused on being more inclusive, the popular Overwatch League chose to make about half its game’s characters women. Esports is also giving many young people a sense of accomplishment and shows them that regardless of social or educational background, gender or disability anyone can be successful with hard work and enough practice.Therefore, youth leaders have a tremendous opportunity when it comes to games and Esports. By gaining an understating a general interest in gaming and Esports, many young people could be reached, probably even those who would not think of engaging with youth leaders. An open and positive attitude towards videogames could be a simple way to build connections with young people, who often have to justify their love of gaming and struggle with judgement and negative attitude from adults.The aim of the project is to engage more young people in non-formal learning with the help of video games. The objectives of the project:a)to help youth workers understand the world of video games betterb)to help fight the stereotypes regarding video gamesc)to provide youth workers with tools to engage young people through their interest in video gamesd)to provide youth workers with a platform to discuss their experiences and best practices regarding gaming and young peoplee)to develop a guideline on facilitating non-formal learning through gaming, focusing on the following topics: health, participation & leadership, social competence, creativity, strategic thinking & entrepreneurship<< Activities >>A 10-day seminar will take place in Slettestrand, Denmark in the summer of 2019 and will gather 28 youth workers and three facilitators from Bulgaria, Croatia, Denmark, Romania, Spain and Turkey.The main focus of the seminar will be on exchanging experiences and best practices in working with young people interested in gaming and fostering their non-formal learning. At the end of the seminar, a guideline will be created with best practices in the following themes: 1) health, 2) participation and leadership, 3)social competence, 4)creativity, strategic thinking and entrepreneurship.The partners of the project have agreed that in order for the activity to be the most effective, the selected participants should be experienced youth workers with knowledge of gaming and/or experience with young people involved in gaming. It will be an advantage if the nominated participant has extensive experience in the creation of non-formal methods and methodologies, potentially involved with research and development at the partner organization. Ideally, the participant would also be involved with supporting the less experienced youth workers at the organization, probably even organizing their events and activities. Thus, even if the participants themselves are currently not actively involved with the delivery of youth activities at the organization, they have a deep and complex understanding of youth work. On the one hand, they would have a knowledge of the needs and struggles of young people involved in gaming. On the other hand, they can understand the methods and potential of youth work and have an overview of what is realistic.The 10-day training course will take place in Slettestrand, Denmark in the fall of 2019 and will gather 28 youth workers and three trainers from Bulgaria, Croatia, Denmark, Romania, Spain and Turkey.The main focus of the training course will be on understanding the guideline created in the training course. The participants of the activity will arrive with little knowledge of gaming and how to attract gamers to their activities. The guideline is intended to help change that, however, it is important that they familiarize themselves with the best practices and methods included and think of ways to utilize them. The activities of the training course intend to provide a platform to the youth workers to do just that. Their knowledge of methods and best practices will be useful in their future work. It is also expected that they will share their newly gained knowledge and the methods of the guideline with other youth workers at their organization, another reason for a thorough understanding of the guideline.To best utilize the guideline created through the seminar, the partners have agreed that the main criterion for the participant selection for the training course is that they are active at the youth organization. It is expected that the nominated participants are the ones delivering the activities at the organization and they are in daily contact with the beneficiaries. As the training course will provide the participants with a thorough introduction to gaming and video games, it is not necessary for the youth workers to have a preliminary knowledge of the topic. It is, of course, expected that they have a general interest of the topic, and arrive to the training course with the understanding that becoming more familiar with video games will help them reach more young.As the guideline will have a collection of best practices and non-formal methods in facilitating learning through gaming, it is not required of the participants to have a wide experience with non-formal methods. Through the training course, and with the use of the guideline, they will be able to gain more experience and deliver higher quality activities. Additionally, when selecting their participants, the partners will look for the ability and willingness to share the newly gained knowledge with the other members of the organization.<< Impact >>ParticipantsBy the end of the project the participants will have a better understanding of the world of video games and esports. Through sharing their experiences with their fellow youth workers and discussions with the students of Randers Production School, the participants are likely to become more interested in gaming but at the least they will feel less out of their element. Thus, the participating youth workers will become more comfortable around young people interested in gaming and esports.With the help of the project, the participating youth leaders will be equipped with knowledge to fight the stereotypes regarding gaming. Other than that being for their own benefit in their work, they will be able to help young people better articulate the positive effects of their hobby in school, to their families, etc. Additionally, the participants will gain best practices in involving young people in non-formal education through gaming, making their work easier and more efficient. They will also gain a network of international youth workers they can turn to regarding the topic of young people and gaming.Participating organizationsFirst and foremost, the participating organizations will gain youth leaders that are better equipped in working with young people interested in gaming. Due to that, they will be able to organize more interesting activities aimed at that target group, reaching more young people through their work and involving them in non-formal education.At the end of the project, the participating organizations will gain a useful guideline that they can use for the organization of such activities. With the help of the guideline and their youth workers that took part in the project, they will be able to train more their youth workers to be able to use gaming as a tool to get young people interested in non-formal education.Finally, through the cooperation in this project, each organization is gaining a network of potential partners that they could work together with in the future.Target groupsThe target group of the project, young people that are interested in gaming, will have a chance of interacting with youth leaders that are more open towards their interests and easier to talk to. They will have more possibilities to take part in activities they are interested in. Through taking part in activities and events that are more interesting for them, and make them feel more understood, there is a better chance that the young people will become involved with non-formal education. Once they become more involved at the youth organizations and take part in other kinds of events, they will have the possibilities to develop themselves and widen their social circles.Local and NationalAs a result of the project and the creation of the guideline the youth organization can use, there will be more events and activities aimed at young people interested in gaming, with a higher rate of success. Thus, locally and nationally, more young people will be reached by youth organizations and become involved with non-formal education and activities. More active and effective youth work will mean more active young people for the local and national environments.European and internationalThe development and implementation of the project, as well as the creation and use of the guideline will create a stronger connection between youth organizations around Europe. It will also lead to more and better ways to reach young people, spreading the interest in non-formal education and potential mobility opportunities, strengthening the connection between the young people of Europe.As a result of the project and the guideline created, young people will not be discouraged from gaming but instead the positive effects of gaming will be pointed out to them, and they will also be made aware of the potential risks. The youth organizations will learn how to utilize video games in their work, helping young people around Europe to improve their foreign language skills and enhance their creativity and innovation. Being supported in their interests will help young people gain an increased sense of self-esteem and self-empowerment. Just as importantly, using video games as a tool, youth organizations will be able to promote equity and inclusion in a way young people can relate to. Therefore, Europe and the EU will gain more and more young people that are playing in a sensible manner, are able to channel their creativity, have better language skills and are generally more confident in their abilities.

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