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Project Management Association

Country: Romania

Project Management Association

3 Projects, page 1 of 1
  • Funder: European Commission Project Code: 2017-1-TR01-KA204-046061
    Funder Contribution: 138,510 EUR

    As a result of the rapid developments in the recent years, career management has become one of the key administrative function. The literature review conducted in the study suggested that the business world is on the edge of a new paradigm change called industry 4.0 revolution, human resources management has too many responsibilities to face. Although industry 4.0 offers new opportunities, it has some downfalls as well. The current education and training system is developed according to the requirements demanded by Industry 3.0. Thus, the current graduates, employees, and managers are equipped with an outmoded skill and competency kit. The aim of the project was to offer a career planning tool. After the literature review, the project team decided to include industry 4.0 within the project. In the end project achieved the objectives stated in the project proposal form adding Industry 4.0 perspective. Thus the project produced innovative educational materials and developed a mobile application by which potential employees, employees, and managers can evaluate their skills and competencies based on the requirements demanded by the Industry 4.0 revolution.The project achieved in producing 3 interrelated intellectual outputs. The first intellectual output is the Need Analysis, which covers both literature review on career planning and research on career planning adding Industry 4.0 perspective. Industry 4.0 introduces new technologies such as sensors, cyber-physical systems, the Internet of Things or smart networks that will influence the manufacturing processes, and that Industry 4.0 demands new competency and skillset from employees. Second intellectual output is the Career Planning Guide which is developed based on the research findings for graduates, employees and managers. The intellectual outputs are used as an antecedent of the stage where third intellectual output, the Mobile Application is designed. The target group includes employees, the individuals who are going to start working in the near future and the managers. Thus, need analysis, the career guide and the mobile application are developed for 3 target groups. By adding competencies required by industry 4.0 point of view, we have achieved in our proposed output that we have designed a career guide and mobile application according to the current developments in labor market. The literature review and survey have been conducted, based on the results of the needs analysis a career planning guide at three levels (the initial, intermediate and advanced career planning) have been produced, and finally the mobile application has been developed on the basis of the career guide, at three levels in each partner organizations’ mother language. The users of the mobile application can select a level based on their current status, and a language according to their preferences, and they can start carrying out their career planning. The mobile application scores the users' competencies required by industry 4.0 and offers suggestions based on the self-evaluation of the user. For instance, a graduate selects the initial level in order to develop his/her career plan. Likewise, an employee selects the intermediate level, and a director will conduct his/her career planning by selecting the advanced level in the mobile application.The final results of the project and the potential longer-term benefits are:The project achieved to rise awareness in industry 4.0 among the students as near future employees, experts as the current employees and managers. The student are now able plan their curriculum according to the competencies worthy in a industry 4.0 setting. Current employees are now aware that it would be difficult for them to find a new job in industry 4.0, and they should gain new competencies, that their skills, competencies, education and training may not be sufficient enough until they retire. The managers are now aware that there is current trend in the business world, and they should plan their human resources in the near future.The results of the projects offers tools for the potential and current employees plan their own careers.The mobile application offers tools to self-evaluate the current competencies of the employees. The mobile application can be used to determine the weaknesses and strengths of the employees. Overcoming the weak competencies is supposed to help increase in productivity in the long run.The mobile application supports information about the current developments in the business world and scores the users’ competencies. The scoring system can be used to determine the areas in which the user has the potential to succeed in business life.The scores calculated by the mobile application suggests the areas in which more or new training is needed, which can be used for future training plans.The mobile application offers an option to add competency score calculated in a CV and CV can be emailed by the mobile application.

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  • Funder: European Commission Project Code: 2016-1-ES01-KA204-025659
    Funder Contribution: 197,453 EUR

    During the whole process of the education of intellectual handicapped people the different actors involved in the education process suffer the gap of educational materials adapted to their real situation and needs. The relatively reduced number of people in this situation compared to people in ordinary education makes the publishing companies do not watch this need as a business opportunity. This makes that finally the schools and other organizations involved in the education and training of the special needs people, are currently using material produced for the very young children. But, even if in many cases the intellectual abilities of these students are similar to those of children, the emotional and personal development is totally different. We can see frequently special needs adults using educational materials developed for children, what makes them to feel unhappy and ridiculous. Besides the above mention problem, the schools must face an even bigger problem, which is the poor cooperation of the families and society in the education of the intellectual handicapped students. The work made in the school has no continuation at home, where the students ordinary stay most of the time just watching TV or without doing anything at all. The main aim of the project is to contribute to the family and social insertion of intellectual handicapped students and adults through the use of a tailor made ICT resource, which consist in an Online Platform with different resources. Throughout the project consortium has carried out the following activities:A1. Carrying out research on main needs of adults and schools in term of ICT materials to facilitate the education and training of people with intellectual disabilities. This activity aimed at bringing to the project the opinion of experts in special education related to how must be the approach and methodology for a game for special education. It was implemented with the assistance of an independent expert. A2. Develpmet of the Online Interactive PlatformThe Online platform, virtual community and real game, intellectual output of this project includes the following resources:-. A robot, which will be the element with which the user of the platform interacts. The robot will fulfil the following requirements to ensure total freedom to be copied and produced:- the development will be open-source hardware, being free the hardware design- chassis, case, wheels, etc. could entirely be made with a 3D printer.From the platform, it will be possible to control and program a physical or a virtual robot. In both scenarios, the robot will follow the instructions as scheduled. For the real robot, the board (simple processing) will be real too. -.10 Teaching Units, which have been developed by consortium partners based on the results of the research carried out and the knowledge and experience of the partners. Each unit includes 3 different levels of difficulty, in order to be adapted to the different intellectual levels of the users. -.An Online Game, which will include the same game, but to play online. It is based in the same robot, but in a virtual game and over virtual boards with the developed units.The games seek working different fields, such as orientation, sequencing, etc.A3. Testing implementation of the Online PlatformThis activity aimed at highlighting the reaction and opinion of the target group in front of the output produced inside this project. Then, partners have worked in adapting the platform according the comments, mistakes, suggestions… presented during the testing phase of the project. A4. Quality assesment of the Online PlatformThe activities produced under this project have been assessed by the partners during the whole project. Furthermore, an external evaluation of the Platform has been subcontracted during the middle stage of the project. A5. Produce a guide for implementing the gameConsortium has produced a guide to facilitate the implementation of the games by the target groups. In order to facilitate its use, the Guide was made as a video.The partners of the project are the following: Conselleria de Cultura, Educacion e Ordenacion Universitaria (Spain), coordinating organization which is the responsible for Education in Galicia Autonomus Region. Spoleczna Akademia Nauk (Poland), university with wide experience in the development of EU project in education. .Daniel Castelao - Cebem Formación Profesional SL (Spain): education centre activily involved in the development of robots and giving VET courses in electronics and ICT. Cooperativa Sociale Ceis Formazione (Italy), big NGO activily involved in the education of groups in social risks and in special education. Project Management Association (Romania), NGO involved in the development of EU projects for education. Atenea Projects Lda. (Portugal): IT company with expertise in the development of ICT based tools for education. IST. D'ISTRUZ. SUPERIORE ALDINI VALERIANI - SIRANI

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  • Funder: European Commission Project Code: 2020-1-HU01-KA201-078801
    Funder Contribution: 219,440 EUR

    1. Target group: This project is directly aimed as direct target group at students in secondary education, between 14 and 16 years old, being specially designed for being used in schools, by teachers when they face the education of the students in transversal subjects. They will have access to multimedia tools that will let them reach current society values regarding gender relations, fostering gender equality. But the expected impact is expected to be over the society in general, because this tool means to fight against all different kinds of gender violence, victimisation and bullying from the root, promoting to remove the behaviours and attitudes that create them. 2. Aims of the project: In general, the main objective of this Project will be the creation of two educative tools, a videogame and a Multimedia Handbook, that favour gender equality between genders, as a basic principle to develop a quality coexistence. Moreover, through this Project a website will be created where the developed tools will be hanged, also teaching aid and current information related to gender equality. 3. Products to develop: The main products and results of the project will be: 1) A Multimedia Handbook about gender quality, where recommendations will be collected and good practices in the equality area. 2) A videogame about gender equality. It will be designed for its main use in high schools for secondary students. It will be based on a role play that will include taking decisions in concrete situations in what the more common reaction and behaviour won’t be often the most suitable and appropriate in our society. As a reference, we could considerate the already developed for these subjects of bullying and cyberbullying: www.schoolbulling.eu and www.parentnets.eu A Guide to use Videogame and Handbook will be also produced to facilitate its use. The situations that will be included in this product will be directly related to the next objectives: i. Increase the awareness of the equality between both genders. ii. Reflection about fake beliefs that back up the love concept iii. Promotion of specific resolution skills iv. Highlight the kind of situations that lead to any kind of subjugation.3) A multiplier event per country, where the main products and results of the project will be introduced to main target groups in participating countries.4) A wide dissemination of the Project and its products and results.

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