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CONSORZIO MATERAHUB INDUSTRIE CULTURALI E CREATIVE

Country: Italy

CONSORZIO MATERAHUB INDUSTRIE CULTURALI E CREATIVE

121 Projects, page 1 of 25
  • Funder: European Commission Project Code: 2016-1-UK01-KA202-024244
    Funder Contribution: 233,494 EUR

    Annex attached: Full Promote WBL final report.European challenges need to be tackled with a European approach with expertise from different stakeholders of different countries, with different expertise in WBL. Our collective objectives have been:•To promote entrepreneurship skills in VET to help students maximise their learning experience and increase their employability•To provide training opportunities and tools for teachers to promote effective WBL and prepare their students for it•To promote effective WBL in Europe, focussing on apprenticeships and WBL stimulating entrepreneurship •To foster a tradition of communication and enhance collaboration between key players in WBL (Vet providers, learners, business mentors, businesses in general, social partners) Partners: Creative Alliance from the UK are a training company that specialises in work-based learning and apprenticeships and so provided expertise in terms of content. Cognita from Croatia are a e-learning / on-line learning company and provided expertise in course design & construction. Innogate from Spain are an intermediary body that provided expertise in terms of project management and how to best deliver the Intellectual Outputs. MateraHub from Italy are an entrepreneurship development agency and provided expertise in the content & approach towards the core entrepreneurship training that ran through the whole programme. SEGE from Greece are a social enterprise. Syntea from Poland are a specialist ICT training company and provided specialist support in the design of learning resources. EfVET from Belgium are the European Forum for Technical and Vocational Education and Training and provided specialist support in terms of dissemination. Activities undertaken: production of 7 intellectual outputs(handbooks, website, e-learning platform, peer to peer learning groups, reports), 2 multiplier events, 1 training event, 4 transnational meetings, monthly steering committee meetings and extensive project management and dissemination. Impacts: From internal minor meetings to the successful multiplier event in the UK & the far-reaching dissemination of the project - promotion of effective WBL has been key. The LinkedIn is a space where case studies, best practice & latest news/articles are shared and discussed. The Promote WBL project has used its collaborative voice to spread the benefits of work-based learning to a broad range of connections directly resulting in employers engaging with new learners. The support manual for VET Teachers is for those VET teachers who carry out / are interested in carrying out entrepreneurship education. Alongside all contents of the online training course, it contributes to achieving the project’s objective, that is to “promote effective WBL in Europe, focusing on apprenticeships and WBL that stimulates entrepreneurship” by providing specific support to VET teachers. The manual is to function as a support and information tool that is complementary to the training course for the VET teachers involved in the support and promotion of WBL. The manual is integrated into IO4 and serves as a tool for the VET teachers to apply their skills by helping their students and by engaging in collaborations with business partners for WBL. The manual provides VET teachers with a set of tools and guidelines on how to create success stories to promote WBL; extra resources and links to support WBL; tips, hints and tricks for effective communication with businesses and students; additional information (such as on-going events of interest to them or their students); case studies / further readings; information on external support and events that can contribute to effective matchmaking between students and companies. The notion of ‘improving VET teachers’ skills to act as catalysers’ has been interrogated by the project and systems developed to find new, better ways. VET is such an integral aspect of the educational system enabling people to be trained for work, it also begins to improve other aspects of our society such as social inclusion. VET teachers need to balance a knowledge and experience of the industries they specialise in whilst also developing their own teaching skills to manage learner needs and teaching environments. This project has created a community of VET teaching providers – like the LinkedIn group and the social media platforms. In creating a space for shared experiences and best practise, these passionate professionals can work together – beyond the boundaries of borders – to achieve the best. In order to act as effective catalysts, VET providers need to know that they can access the tools and resources to support them in the work that they undertake – all of the outputs created by this project seek to act as foundations for our VET providers, to support them and be points of reference to call upon as needed. They are there to provide insight and confidence, and a confident catalyst is an effective catalyst.

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  • Funder: European Commission Project Code: 2014-1-ES01-KA202-004844

    "The ""MOBILE APPS FOR VET"" project is an innovative initiative that combines powerful training activities with best practices in technology in the different EU countries in the consortium, to develop and enhance a successful experiment carried out in sector of the Andalusian Social Economy. Through training and education of Employment prescribers (those who advise, assist, inform, accompany VET students who are being planted to create their own company or Young entrepreneurs) is aimed to facilitate the use of mobile apps among citizenship and new SMEs, contributing to the “Europe2020” goals and its “Digital Agenda for Europe” (DAE) Initiative. Context/background of project The project idea is based on an ICT initiative developed and piloted in Malaga and Seville (Spain), which demonstrated how small business services in the tourism sector could benefit through the use of an “App” specifically designed by Fundacion Innoves for businesses in the tourism sector to promote their services to visitors (tourists). Innoves identified that business advisers/mentors were in the best position to train small businesses/owner managers in the use of mobile apps and persuade them to embrace this type of technologies. The project address the VII Pillar of the DAE: “ICT-enabled benefits for EU society” belonging to the “Europe 2020 Strategy”, that aims to reboot Europe's economy and help Europe's citizens and businesses to get the most out of digital technologies. At the same time, contribute to the Strategic framework “Education & Training 2020” (ET2020) aligned to its objective of “Enhancing creativity and innovation, including entrepreneurship, at all levels of education and training”, training business mentors and VET teachers with a variety of digital skills. Objectives of the project The project main aim is to develop an educational program for business advisers/mentors to qualify them to pilot future trainings, which focuses on maximising the economic benefits that mobile applications on smartphones bring to young entrepreneurs, self employed and SMEs/small/micro businesses, in terms of speed, access to volumes of information and the commercialization of products and services, as more and more people and businesses are purchasing products and services via mobile devices (41% of 108 milllion users in Europe, according to ITU, 2013). Number and profile of participants The Partnership brings together 7 organizations with a wealth of expertise on ICT skills mobile technologies, learning and VET, enterprise development and business support. Fundacion Innoves, the lead partner and originators of the Toolkit, working together with Rinova (UK), EAES (ES), Editc (CY), Laval Mayenne Technopole (FR), MateraHub (IT) and RDA (SK) Description of activities The project will carry out the following activities: 1. Research & comparative analysis of mobile technologies & the app- training in the partner countries 2. Define the competences standards and training required by the VET ICT Trainer/Business Mentors, leading to the development of an occupational profile. 3. Curriculum development of a training programme for VET ICT trainers. 4. Delivery (Pilot/Testing) of Training the Trainers Programme. 5. Exploring the accreditation of the competency framework. Adjustment to the curriculum programme and competency framework and align it to NQFs and EQF. 6. Delivery of Dissemination Plan, including key events, project website + dissemination tools (leaflet/e-zine) Methodology to be used in carrying out the project It is scheduled to celebrate 6 transnational meetings, so it is expected to organize a transnational meeting at least every 6 months. They will have an operational sense, and will try to boost the project and perform any tasks that require the presence of all partners in face to face. Similarly, they will play a strategic role, by reviewing the project objectives, goals, achievements and potential deviations, etc., so they will count with the presence both Managers and technicians of the participating organizations. A short description of the results and impact envisaged The materials will accompany a new competency framework, which will draw from national VET systems and align to the EQF. The organizations that are part of the consortium will improve their training offer with the new technologies, creating an innovative branch in a new genre that still have a long way forward. Finally, at least 15 business support advisers/coaches will participate in a pilot phase. Therefore, there will be a group of business mentors trained in new technologies, which aims to keep running once the project is completed. (The potential longer term benefits) The “MOBILE APPS FOR VET” partnership will continue after the Erasmus Plus funding ends. All partners will be working on this project and similar initiatives to support business mentors in different regions and sectors"

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  • Funder: European Commission Project Code: 2020-1-SK01-KA202-078274
    Funder Contribution: 149,222 EUR

    ENTOS project is addressed to support the entrepreneurship objectives of the Education and Training2020 and Europe2020 strategies by providing sport teachers with an innovative and student-centred pedagocial approach addressed to develop Entrepreneurship Education through Sport activities.Sport education at school has not just a recreational dimension, but also an excellent opportunity to learn and practice skills, which can include the Entrepreneurial ones if enriched by ENTOS method, like Self-Confidence, Team-working, Problem-solving, Goal-orientation, Risk-taking, Time-management, Strategic Thinking, Communication, Leadership, ect.Sport plays a crucial role in fostering students’ attitudes and behaviours typical of adults’ daily-life, like planning, organizing, implementing and evaluating.Integrating Sport lessons with Entrepreneurship Education goals achieves a perfect cross-curricular approach: the traditional sport lessons of the national curricula will be simply enriched with Entrepreneurship Education tools and facilitation skills of teachers. ENTOS method doesn't need neither extra-school hours, nor extra economic resources. Therefore, ENTOS can be seen like any other In-Service Training that ensure a great impact, a long-term sustainability and an easy transferability in other European schools.An additional value is given by the possibility to propose ENTOS also as Initial-Training for University sport students, who can even acquire ECTS within their curricula.ENTOS strengths the professional profile of the teachers by providing them important tools for supporting Entrepreneurial Mind-Set creation in their students by using the innovative ENTOS method, that merges formal and no-formal method developed on the base of empirical data and the complementary know-how of project partners. ENTOS will endow sport teachers with the knowledge about the importance of the entrepreneurial skills for the current European society and to be aware about the need to develop them in their students.ENTOS method will be the result of the IOs outcomes carried out by the project partners, according to their own expertise and potentialities:IO1 -Sport Teachers’ Competences Framework, led by PANEPISTIMIO THESSALIASIO2 -ENTOS Training Contents, led by MateraHubIO3 -ENTOS Evaluation System, led by InProgressIO4-Recommendation to adopt ENTOS Method, led by Obchodná akadémia NitraThe envisaged IMPACT represents also the SUSTAINABILITY of ENTOS, and will be on:PARTICIPANTS AND TARGET GROUP:EC promotes the Entrepreneurship Education of youngesters: people able to turn ideas into action thanks to the acquisition of specific Entrepreneurial skills, like creativity, innovation, sense of initiative, risk-taking, the ability to plan and manage in order to achieve the set objectives. But for doing that in the school sector, it is fundamental first to create an Entrepreneurial Mindset in teachers, who are the main students' educators. Starting from them, the final impact on students is successful.Therefore, ENTOS has this double-value: creating Entrepreneurial Mindset and offering teachers concrete Entrepreneurial tools merged with Sport, that will benefit on their students.Both students' and sport teachers' learning outcomes will be assessed using a methodology based on some European instruments, like Key Competences, ECVET and EntreComp. The learning outcomes than, will be reported on the Europass CVs. That is valid for LTT's participants (20 sport teachers that will work together with 40 students -10 of them are students with fewer opportunities). but also for the future users. That will support the learing outcomes recognition all over Europe and enabling ENTOS to be easily recognized as an European Training experience.PARTICIPANTING ORGANIZATIONS:All the project partners will benefit of an innovative pedagogical approach that will be propose to a wider audience and with the aim to mainstream it all over Europe.Therefore, ENTOS can be immediately adopted generating easily future use in formal, non-formal and informal learning contexts. That will be a great opportunity for the project partners also to increase their European dimension and network, especially connected with the VET system. Of course the main impact will be mainly registered in the VET schools (porject partners) because of their direct use of the method, and also on UTH, who will use and propose ENTOS as an Initial-Training for University sport studentsOTHER RELEVANT STAKEHOLDERS:Reaching other stakeholders will generate new implementation opportunities and cross-national cooperation among schoolsNational strategies demonstrate the need of additional economic resources to implement any Entrepreneurship Education action, but is really very difficult to recover them in current times of economic crisis. The capability of ENTOS to be a perfect cross-curricular approach impacts the educational policy field, that will be very happy to adopt it.

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  • Funder: European Commission Project Code: 601073-EPP-1-2018-1-IT-EPPKA2-SSA
    Funder Contribution: 985,353 EUR

    << Background >>After 2018 European year of Cultural Heritage, professionals and institutions, public and private, working to preserve, promote, valorise Cultural Heritage around Europe increased their awareness of the importance of their role for the future of the common European house. This awareness made also more visible the need for a process of upskilling and reskilling most of the sector workforce, particularly its management especially on those skills that were felt essential for the sector challenges.<< Objectives >>EU Heritage worked to - promote innovation in Cultural Heritage by providing professionals working in the sector with competences allowing them to structure more competitive, sustainable, audience centered, digitally ready initiatives;- raise awareness of the importance of entrepreneurial, digital and other transversal and soft skills among the skills needed by sector’s operators;- build a strong alliance in the sector;- promote cross-fertilization between cultural heritage and other sectors<< Implementation >>In order to fully achieve these objectives the project has:- researched the impact of cultural heritage on the economy of the countries in the partnership;- listed and engaged the most relevant organizations and professionals working on the sector;- designed and developed a competence framework - designed and developed an innovative training program - designed the online environment of the project to be the space of the educational offer with a MOOC and a space for the sector professionals<< Results >>The main results of the project have been:- an in depth research on existing training offer and perceived training needs in the sector- the development of a training program focused on entrepreneurial, digital, transversal skills for the professionals and future professionals of the sector delivered through a MOOC and supported by a social networking platform- two level testing of the training, one online with over 1000 learners in the MOOC and national pilots in each partner country

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  • Funder: European Commission Project Code: 2020-1-IT03-KA227-YOU-020600
    Funder Contribution: 196,189 EUR

    BIGTIME TAKEOVER is aimed at empowering young people to use their creativity and the potential of technology in positive ways that give them a voice in issues that affect their lives. It is based on applying the concept of a digital site “takeover” - where the users of a communications site monopolise that site to curate and promote their own message and creative content. It will use the Takeover model as a basis for engaging young people in devising their own Creative Action Projects – ie: projects that deploy and develop imaginative creative skills to create positive social change and to benefit the wider community. In the context of high levels of youth unemployment and predicted to rise dramatically in the wake of the COVID-19 virus, such projects, enabled and facilitated by professional Youth Arts Educators, offer young people a route to develop creative solutions to issues that affect their lives, engage productively with stakeholders in their communities, develop active citizenship and deepen political, social and civic participation.BIGTIME TAKEOVER will harness the capacities of evolving new digital technologies as a tool for transnational transfer and exchange of these models led by the young people themselves. Starting with projects aimed at making a positive change in their environment at a local level, it will incorporate increasing stages of transnational collaboration as young people gain confidence in taking over the power to direct their own expression, which will give them an edge as they prepare to enter a competitive labour market or progress into education and training.The project partnership consists of 6 youth arts providers in 5 European countries: Italy, UK, Cyprus, Poland and North Macedonia. Five have extensive experience and history of collaborating together on Erasmus Plus. The sixth partner from North Macedonia is a long established Youth Arts Cultural Centre with extensive experience of European and international artistic collaborations but new to Erasmus Plus, and therefore the project facilitates an important knowledge transfer element. The project targets young people at risk of social and cultural exclusion including refugees and migrants. It also addresses the needs of Creative Arts Educators, who play a key role in fostering young people’s creative skills acknowledging the impact of this crisis on Youth Arts Mentors by incorporating a module addressing wellbeing and mindfulness.The project will create the following results from the Intellectual Outputs:IO1: Youth Arts Educators Toolkit to enhance the transferability of Creative Arts Actions that foster young people’s empowerment and civic participation. The target users are Youth Arts Educators who support young people who face barriers of exclusion and disadvantage to develop confidence and motivation through creative expression.IO2: A Youth Powerpack designed and co-created by young people as a mechanism through which learning is transferred and expressed from local Creative Arts Projects in each country. IO3: The BigTime Takeover Digital Platform an online vehicle for young people’s transnational collaboration and a showcase for the BigTime Takeover, through which creative content generated by the project will be publicly shared and available, and which will continue as a legacy of the project, disseminating the Arts Actions and as a platform for future collaborations. All these results will be hosted on a new transnational online communications platform, through which all the learning resources and creative content generated by the project will be publicly shared and available.The project will generate the following additional results in terms of participation:- 100 young people participate directly in local Creative Action Projects;- 36 young people participate in BigTime Takeover;- 12 young people and 6 youth arts mentors attend 5 day transnational blended mobility event;- 5,000 visitors use the digital communication tools, platforms and social media;- 150 attenders at 6 Multiplier Events in 5 partner countries;- 10 Youth Arts Mentors participate in transnational peer-to-peer mentoring and achieve accreditation of their competences at EQF Level 4;- At least 60 % of young people participating will be female, addressing gender disparity in the field of digital technology.The combined results will create a package of digitally accessible learning resources, which can be used in formal and non-formal youth arts and education settings and will be widely disseminated through social media, supporting young people to find their creative voice, make new connections and collaborate with different stakeholders across national boundaries to make a difference to issues that affect their lives.

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