
<< Background >>Coronavirus disease (COVID -19) is the first pandemic in history to use technology and social media on a large scale to keep people safe, informed, productive, and connected. At the same time, the technology we rely on to stay connected and informed is enabling and amplifying an infodemic that continues to undermine the global response and compromise pandemic control measures. An infodemic is an overabundance of information, both online and offline. It is a deliberate attempt to spread false information in order to undermine the public health response and promote alternative agendas by groups or individuals. Misinformation and disinformation can harm people's physical and mental health, increase stigma, jeopardize valuable health gains, and lead to poor adherence to public health interventions, reducing their effectiveness and jeopardizing countries' ability to stop the pandemic.Misinformation costs lives. Without the necessary confidence and the right information, diagnostic tests will go unused, vaccination campaigns (or campaigns to promote effective vaccines) will not achieve their goals, and the virus will continue to spread.Moreover, disinformation polarizes public debate on issues related to COVID -19, amplifies hate speech, increases the risk of conflict, violence and human rights abuses, and threatens the long-term prospects for promoting democracy, human rights and social cohesion.The digital age has made it easy for anyone to create media. We don't always know who created something, why they made it, and whether it's credible. This makes media literacy tricky to learn and teach. Nonetheless, media literacy is an essential skill in the digital age.<< Objectives >>Our most related priority is to promote media literacy and to raise awareness about the false information that is present on a daily basis around the world. We believe that working with youth and youth workers we will take great attention to this issue to the wider community. As we need to make awareness of this global issue.The main objectives are:•to increase awareness on what news are fake, which resources are not trustwothy•to create a common consciousness to change the societies habits on believing in everything they hear or read•to promote EU funding projects to wider community. •to raise awareness to youth education and its deep effects at local, national and international level. •to enhance media literacy skills of youth •to improve design thinking, creativity, adaptability, resilience, and even empathy. •to develop communication, team-work, digital literacy, analyzing, research skills.•to create innovative ideas, questioning and problem solving skills. •to reach 2000 people with our project and make awareness to wider community. •to hand in our production result e toolkit – comic strip to 1000 people. •to reach 100 people with Multiplier Event at local and national level, •to reach 1000 person with our project website, social media, youtube, Twitter, Facebook, Instagram, Erasmus Project Results Platform, EPALE, partners' official website, visual and printed media, stands.•to reach 1000 people with our workshops, symposia, online webinars, meetings, seminars, peer-to-peer activities<< Implementation >>We plan to have these implementation and dissemination activities:- 4 transnational project meetings- 2 LTTs- 4-6 peer-to-peer activities- Multiplier event in LithuaniaTPMs:1.TPM1 in Portugal kick off2.TPM2 in Poland deciding the structure of the comic strip, sharing responsibilities3.TPM3 in Lithuania Finalising the comic strip, presenting it during the Multiplier event visit to Vilnius Uiversity Communication faculty, evaluating comic strip after the visit with questionnaires4.TPM4 in Portugal evaluation of the project, presenting project resultsLTTs:1.LTT1 in Bosnia working on comic strip: researching in the streets while promoting project and erasmus, creating possible scenarios on how infodemic effects us and choosing topics between partners2.LTT2 in Turkey working on comic strip: taking photos, writing the dialogues, creation process<< Results >>OUTCOMES:•Toolkit - Comic strip about infodemic (with the aim to show how infodemic effects us and promote media literacy of young people) •Website with peer-to-peer activities and scenarios about infodemic effects from LTT1•Facebook, Instagram group•scenarios about infodemic effects from LTT1•logo of the project•Strengthened the capacity of youth workers and youth organizations in working with/for media literacy•Improved their personal skills, making them more open-minded•Boosted active citizenship of the youth of the 21st-century skills like problem-solving, being active, self-expression, creativity, etc.to reach 2000 people with our project and make awareness to wider community. •to hand in our production result e toolkit – comic strip to 1000 people. •to reach 100 people with Multiplier Event at local and national level, •to reach 1000 person with our project website, social media, youtube, Twitter, Facebook, Instagram, Erasmus Project Results Platform, EPALE, partners' official website, visual and printed media, stands.•to reach 1000 people with our workshops, symposia, online webinars, meetings, seminars, peer-to-peer activities
"<< Background >>According to the researches and the data announced, we have seen that people watch more movies/series, play games and spend more time on social media in 2020. The game ecosystem in Turkey has gained a serious momentum with the sales realized in the last 2 years. In the last 5 years, 2.4 billion dollars have been invested in the Turkish gaming industry from global companies. The fact that our newly graduated, bright minds turn their eyes to this sector and investors get to know the game sector better after global sales will lead to a faster development of the sector. We also think that foreign investments in the Turkish gaming industry will continue. The star of this sector will shine even more in the coming period, and we may see other surprise sales. Interest in digital content has increased during the pandemic period. We think that this effect will continue in 2022.In project scope;* We want to organize Mobile Game and Scenario Development Camps.With this project, we want to physically realize our online scenario development camp, which we held together with companies such as TRT and Sendir, under the auspices of the Ministry of Youth and Sports and the Ministry of Industry and Technology, with this project. We want to provide training to young people from theory to real practice and to be a sustainable game studio in cooperation with BAU. At the same time, we will have a continuous training content with our LMS system partner Enocta. We also want to reach the outputs of prototyped games, game sounds and music.* We want to create a toolkit with educational content on coding and game scenario and game development, including innovative learning methods and techniques, and as an intellectual output.* We want to organize the International Game Development Form (Summits). At this summit, representatives of the sector, leaders of the sector, decision makers, policy makers, experts, academics, bureaucrats, youth workers and young people will come together and work together. At the end of the summit, it is aimed to produce a policy document / strategy plan. In this study, it is aimed that young people develop their democracy skills by enabling them to come together with all other relevant people who are in the status of decision-makers and policy makers, and by enabling them to participate in policy-making processes.* A digital platform called International Game Development and Coding Academy will be established. We will do this as a web-based software, as an intellectual output. It will be a platform with an LMS feature that is constantly updated with educational and innovative content and will include software developers, investors, representatives of institutions and organizations of the sector, experts, academics and game developers.* There will be Hackathon and online / virtual events on game development, game scenario development, coding.<< Objectives >>The European Commission has renewed its Youth Strategy document for the years 2019-2027. The motto of the new strategy document is: ""Engaging, Connecting and Empowering young people"" – ""Bringing, Connecting and Empowering Youth"". The new youth strategy aims to improve quality, innovation and recognition in volunteering and learning mobility by promoting youth participation and intercultural cooperation across Europe.Within the scope of this project, young people are provided with learning, teaching and training activities, intellectual outputs, transnational project meetings, physical and online activities, Erasmus+, Youthpass, Active European Citizenship, digital competencies, Green Deal, formal, informal, non-formal learning methods and techniques, foreign We want to provide learning and skills in language and mother tongue expression, working individually and in teams, respect for differences, intercultural learning, entrepreneurship, coding, mobile game development, cultural and artistic skills and employability. In this context, our project activities, which are designed according to the 8 key competences of Youthpass and to achieve the above goals; It links with the horizontal and/or sectoral priorities of “Tackling digital transformation through digital readiness, resilience and capacity building”, “Promoting Active Citizenship, youth initiative and youth entrepreneurship”, “Strengthening youth employability”.If we consider the needs of the participants and our target audience; First of all, mobile game development is a process that requires long-term, qualified and costly training. It usually requires a team, as are those who write a mobile game alone. Minimum rent etc. for this team to come together and work. They need to find a place that costs money, computers, office supplies, social benefits. Technocity and incentive support, staff salary, launching the game to the market, keeping it, marketing and advertising expenses support, financial legal support, investor support. Within the scope of the project, we want to bring game developers into the sector by educating them on these issues.It is a platform where science turns into technology and technology becomes a product and commercializes it, and its aim is to produce new technologies and products with high added value that will strengthen Turkey's power. As BİLİŞİM VADİSİ, we want to train new, innovative, original and young game developers, guide them and carry our work to the international arena.<< Implementation >>In the following contents, we will carry out 2 Multiplier events, 2 LTTs, 2 Intellectual Outputs, 3 TPM activities.- Mobile Game and Scenario Development Camps- Creating a toolkit with educational content on coding and game scenario and game development, including innovative learning methods and techniques, and as an intellectual output- International Game Development Form (Summits)- Establishment of a digital platform called International Game Development and Coding Academy- Hackathon and online / virtual events on game development, game scenario development, coding<< Results >>Our project aims to develop the knowledge, skills, attitudes and abilities of young people on coding, game development, cultural diversity, identity and intercultural learning in cooperation with different countries and institutions, encouraging young people to participate in democratic life, European values and principles, democracy, learning non-formal learning techniques, activities on mother tongue expression, expression in a foreign language, mathematical competence and basic competences in science and technology, digital competences, learning to learn, social and civic competences, mathematical competence and basic competences in science and technology, a sense of initiative and entrepreneurship, cultural awareness and expression competences contains.Through the activities in the project, intercultural learning and dialogue in the field of youth work were encouraged, EU values were discovered, the experiences of youth workers in intercultural and non-formal education were transferred to each other, the knowledge, skills and competencies of the participants were increased on issues such as identity, culture, prejudice, tolerance, diversity and solidarity, worked as a team and developed team awareness, cooperation and partnership studies were carried out to contribute to the support and dissemination of game development and coding in the European field, 8 key competences of Youthpass were gained, their active participation in democratic life was encouraged and supported, with politicians, decision makers, experts and academics. By working together, they will be enabled to participate in simulation activities. The inclusion of participants with fewer opportunities in the project will support their courage, self-confidence, self-expression skills and socialization.In our project, it is expected that people working actively in the fields of digital transformation, coding, game development, culture, art, music and youth will improve their knowledge, skills and attitudes through intercultural learning and working together, and thus develop their capacities and networks so that they can do better quality work. In our project, the knowledge, skills and competencies of young people in the field of non-formal education and their ability to work with people from different cultures and segments will be developed.EXPECTED RESULTS ON PARTICIPANTSParticipants will develop their knowledge and skills about non-formal education techniques. Young people's knowledge of cultural diversity, identity, coding and games, Turkish culture, European principles and values, Youthpass, Erasmus+, EU's Non-Formal Education strategy will increase.Participants will develop their competences in mother tongue and foreign language communication, mathematical and basic scientific and technological competence, digital/numerical competence, learning to learn, social competence, initiative and entrepreneurial competence, cultural awareness and ability to express.Young people with geographical, economic, cultural and social opportunities will be included in the project, which will allow them to both promote their own culture with all participants and get to know new cultures.New E+ projects will be written together with the project participants to increase the impact of the project. While our participants and volunteers in this activity increase their knowledge about E+, it is possible to work on common goals with people from different geographies.EXPECTED REULSTS ON ORGANIZATIONS/INSTITUTIONSWorking in line with the goals and objectives of the institution, development in team and communication skills, development in the ability to write and manage projects, cooperation and establishing partnerships, richness in the activities implemented with new non-formal education techniques, increase in the number of members and volunteers, cooperation and partnership network development in the European field, future projects To have new ideas and institution"
Project entitle ‘Combating Hate Speech by Art and Creative Writing’ will connect 9 partners from : Albania, Kosovo, Macedonia, Romania, Italy, Bosnia and Herzegovina, Greece, Turkey and Spain to raise capacities of their organizations to apply creative writing and art to combat online and offline hate speech. The project will include mobility and capacity building activities with aim to develop competencies of youth workers and educators to design and deliver activities based on creative writing and art aiming to fight online and offline hate speech especially targeting young people; to raise competencies of youth workers and educators to apply creative writing and art in the process of raising awareness on online and offline hate speech; to transfer lessons learned from international to national level through capacity building activities and to raise awareness on online and offline hate speech among involved communities and to increase knowledge of the participants and partners on Erasmus + Programme and to support development of new project ideas at local, national and international level. Mobility activities will have form of two training course targeting youth workers and educators. Capacity building activities will have form of workshops targeting diverse group of participants coming from local communities of involved partners. Key project results will include booklet of good practices and video interviews aiming to raise awareness on online and offline hate speech and using creative writing and art to fight it.
The main aim of the project is to promote the social entrepreneurship of young women. Gender inequality continues to be a significant issue worldwide. The lack of role models and mentors, gender pay gap and unequal access to funding and venture capital are some of the main obstacles that women face. Cultural barriers appear to be part of the issue, with women not supported or encouraged into entrepreneurship in the same way as their male counterparts. In lots of cases, women faced stereotypes and had to overcome others’ expectations. Of course, women are not just missing from business. Although they account for up to half of the global population, their presence is lacking in entrepreneurship, government and higher levels of professions like STEM professions, medicine, politics and law. The motivation of this project is to facilitate, educate, intricate and reinforce women in social entrepreneurship in order to acquire business fundamentals, provide finance and cost management tools in order to face both systemic and personal barriers to accessing capital. The project aims to create an online business accelerator simulator to help them access information regarding social entrepreneurship and a space for idea sharing, brainstorming and access to possible investors.GEMINI focuses on three main target groups; firstly young women who want to become social entrepreneurs , secondly to Youth Workers (trainers, facilitators, consultants etc) who train, empower and support youth on entrepreneurial topics. The third group are the already successful women entrepreneurs, whose role must be heightened in order to provide an inspiration for the new generations. The Project, through its activities envisages to support Youth and Youth Workers on social entrepreneurship by equipping them with skills and knowledge on the topic. Youth Workers are the connection link with a wide network of youth as they work closely with them. Moreover, it expected the Youth Workers to have a wider dissemination of the projects aims, goals and results to youth as they come in contact with many and diverse youth groups. The project overall is expected to mobilize more than 30 young women and update the skills of 30 Youth Workers. Project partners are the Economic Intelligence Center from Albania, the Social Innovation and Cohesion Institute from Greece, the Nötárs Közhasznú Alapítvány from Hungary, the AUTOKREACJA FOUNDATION from Poland, the INNOVATION AND SUSTAINABLE DEVELOPMENT INSTITUTE - NGO A.s.b.l. form Luxembourg, the Kadın ve Genç Girişim Merkezi Derneği - Woman and Young Entrepreneurship Centre Association from Turkey, the ASOCIACION CULTURAL INTEGRA from Spain, the Drustvo za razvijanje prostovoljnega dela Novo mesto from Slovenia, the Bosnian Representative Association for Valuable Opportunities from Bosnia and the Center for Support of Local and Regional Development from Montenegro.
"""Sharing Design Your Job"" project is a continuation of the ""Design Your Job"" (DYJ) initiative under which we have developed already 4 projects already. Three of them were financed by EACEA and one by Serbian NA. All projects under the ""DYJ"" initiative follow and contribute to the overall objective ""Creating and testing new ICT education programs and methodologies suitable for systematic prequalification and re-training of unemployed or marginalized young people"".Our initiative uses NFL methods, mobilities and horizontal priorities of the ERASMUS+ program to attract and motivate focused young people to gain hands-on and practical competencies. With these competencies, our users are capable, right after our education process to find a job, start their own job or at least improve their income situation (usually with Freelancing).As the applicant is from the Western Balkan (WB) region and for us it is important to work close by as well as to develop cooperation, co-working and better understanding in the region, in all the project we include partner from WB region + different EU countries.This project will use the knowledge and programs that we developed in past ""DYJ"" project but we will also use what we learn and experience from them. This is based on the needs of our target group as well as shortcomings that we experienced during the implementation of previous projects. For example, we had graphic designers who know to work with graphical programs but they don't know to re-install them when they crash. In this version, we aim to start from very basics focused on basic hardware and software installation and then to go towards more complicated topics, which are basic graphic design, basic web development, basic 3D modeling and digital marketing. We plan to include 20 participants per training topic, maximally 100 participants. Every participant can apply for one or more training topics and every participant will be evaluated in order to join the desired topic."