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NUORISO- JA MATKAILUKESKUS HYVARILAOY

Country: Finland

NUORISO- JA MATKAILUKESKUS HYVARILAOY

9 Projects, page 1 of 2
  • Funder: European Commission Project Code: 2020-1-BE05-KA227-YOU-003131
    Funder Contribution: 124,345 EUR

    Taking into account challenges youth work is currently experiencing, and brainstorming on how youth work and non-formal learning can enhance young people’s creativity and innovation, through their experimental nature, participatory approaches, and peer-learning in times of pandemic, our consortium came to the project idea of using the educational potential of outdoor escape rooms with thematic of traditional fairy tales and myths. Using the thematic of traditional fairy tales and myths brings more creativity, helps young people and youth workers to explore cultural aspects of their own national and European identity and naturally unites youth work and creativity sectors. In view of the above mentioned, this project aims to enhance skills development and competences of youth workers in creation and managing outdoor escape rooms with thematic on traditional fairy tales and myths, that reinforce creativity, as well as to boost quality, innovation and recognition of youth work that support the creative potential of youth, thus contributing to the recovery resilience of the cultural and creative sectors. The objectives of the project are to:- Develop capacities of youth workers to create outdoor educational activities with a cultural and creative component for young people to help them to acquire skills and competences for supporting their creative potential; - Build a guide and e-course on HOP platform, which enables youth workers to create their own outdoor escape rooms with thematic on traditional fairy tales and myths;- Create learning pathways/playlists of outdoor escape rooms with traditional fairy tales and myths thematic in partner countries to be places at Cities of Learning Platform (www.citiesoflearning.eu); - Stimulate social inclusion through the arts, by fostering innovative participatory and intercultural dialogue approaches linking youth stakeholders with organisations in the cultural and creative sectors; - engage young people in identifying learning opportunities and shaping the understanding of learning according to their needs, interests and passions;There are two main target groups of the project:● Youth workers, youth leaders, educators, representatives of creative sector working with young people;● Young people;In order to achieve the defined objectives, three intellectual outputs will be produced and will be available as an open educational resources (OERs) during and after the completion of the project: ● IO1 - A step by step guide on creation of Outdoor Escape Rooms with thematic on traditional fairy tales and myths including outdoor escape rooms scenarios; ● IO2 - E-course on HOP platform on the How to Create Outdoor Escape rooms with thematic on traditional fairy tales and myths;● IO3 - Learning pathways/playlists of outdoor escape rooms During this project we foreseen 3 transnational meetings, and LTTS and local multiplier events.We expect the following results: -youth workers capacities to create outdoor educational activities with a cultural and creative component for young people to help them to acquire skills and competences for supporting their creative potential are developed to great extent; Staff members involved in this project are able:-to exchange and learn from our working practices’- to share youth work and creative sector realities and systems in participating countries;-to improve competences to work in international teams and partnerships, manage complex innovation development, international project management, challenges and opportunitieswhen working with Erasmus+ support;Staff members who are involved in IOs will benefit:-by developing their confidence and capacity to innovate with solutions, practices and technology that contributes to quality improvements in their education programmes;-by learning design thinking practice;-by developing their intercultural and teamwork competences when collaborating in international team of experts;-by using the digital technology to improve their working practice in youth work programmes, especially in creating learning opportunities; -by developing their agile mindset when implementing innovation in youth work; ORGANISATIONS will benefit from new practices, development and technology as a result of involvement in this innovation project:-by exchanging and learning from best practices of creating outdoor escape rooms with thematic on traditional fairy tales and myths and learning pathways based on them; -by accessing and developing capacity to use the newest digital technology to their target groups;-by improving their work programmes with integrating new practices, skills pathways and digital technology available through Cities of Learning platformYoung people will benefit: •from new learning and free time opportunities created by the developed outdoor escape rooms thematic on traditional fairy tales and myths; •from using learning pathways created

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  • Funder: European Commission Project Code: 2017-1-FI01-KA205-034603
    Funder Contribution: 187,297 EUR

    "A) The main idea of Future Labs project was to improve the competences of youth workers by increasing their capacity to innovate in their daily work and also by mainstreaming already existing innovative methodologies including ICT tools. In order to achieve our goals the project organised common trainings for youth workers, who tested the new tools with youth groups and gave feedback which was used to further develop the tools. There were hands-on approach, sharing the knowledge on online and offline methods by disseminating the results and the new tools and intellectual outputs produced by the project. Our aim was to rise the quality of international youth work practices and contribute to the modernisation of NGO’s by creating an innovation eco-system that allow organisations and individuals to discover innovative approaches and new methods - both online and off-line. B) Objectives of the project were: 1) Capacitate youth workers in digitalization and in social innovation 2) Test new approaches with young people in a co-creative manner 3) Evaluate, adapt and spread the tools wider in the European youth work community. In addition a secondary object was to strengthen the cooperation among partners and that way to enhance the horizontal and transnational exchange of experiences from the grass root level to the network level. C) Number and profile of participants and target groups: 1. Primary target group were the professional youth workers in partner countries: multipliers, members/experts’ from the partner organizations and the local youth workers from different NGOs & municipalities. Profile: experienced youth workers and motivated to experiment and innovate their activities with tools focused on social inclusion and digital media. 2. Secondary target group: young people (age 12-30) in the test/co-creative groups in every partner country: camp schools, local youth groups and volunteers in youth centres, and NGOs, trainings and workshops for youth, pupils in upper secondary school, school councils, young people with fewer opportunities and students from the Degree Programmes of Youth Work. 3. Third group of participants: local youth workers, lecturers, teachers, NGOs, municipalities and policy makers. Dissemination activities (the video tutorials, live streams, podcasts, training curricula and eHandbook) and multiplier events made by each partner, networks, other contacts, social media and websites. D) Description of activities. The Future Labs project organised and produced - 3 Transnational Project Meetings (Nurmes/Finland 13 participants, Vinci/Italy 13 participants and Vila de Marmeleira/Portugal 10 participants). Total number 36 participants. - 2 International Trainings for Youth Workers (6 days/training, 41 participants, places: Bratislava-Malinovo/Slovakia ja Ostrava-Broumov/Czech Republic). Total number 41 participants. - Testing groups of youth and youth workers: 1st training young peoples 252 and youth workers 64 and 2nd training young people 545 and youth workers 106, total number in testing groups were 967 participants. - 4 Intellectual Outputs: Training Curricula for Digital and Social Innovative Tools.(The PDF format is on the drive), eHandbook (144 pages ), 17 Episodic Podcasts about Digital and Social Innovative Tools in Youth Work. The podcasts, ""Talking Youth Work"" are found in PodBean, iTunes, Spotify etc. (over 2306 downloads) and 18 Video Tutorials and 3 Live Streams are found Humak Youtube Channel and the webpages of project. - 9 (10) Multiplier Events: Finland 1 (2), Portugal 2, Italy 2, Czech Republic 1, Slovakia 2 and Slovenia 1. Total number of participants were 286. - Dissemination activities: FutureLabs website (at least approximately 4445 visits) and links to partner websites, Social Media (Facebook, Instagram, Twitter) over 40000 people reached, presentations or visibility in the other ways in 13 seminars (approx. 1500 participants) and in 64 meetings (approx. 250 participants), newsletters reached over 319 receivers, dozen of articles in websites or online publications etc. E) Methology used in the project: ICT tools: Google Docs, Skype, Slack, WhatsApp, Video Tutorials, Podcasts, Digital Storytelling and other tools: Design Thinking, Learning Experience Design, Gamification, Humour Techniques, Art of Hosting, Visualisation Techniques, Photovoice. So far the project has reached and influenced directly to 1336 people all over the Europe and indirectly through social media and other online channels numbers are approximately over 50000 people so far."

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  • Funder: European Commission Project Code: 573225-EPP-1-2016-1-RS-EPPKA2-CBY-WB
    Funder Contribution: 105,656 EUR

    "Projects is capacity building activity of consortium from Finland, Spain, Croatia, Macedonia, Albania, Lithuania, Kosovo and Serbia with the aim to enhance quality of non-formal education activities in the youth field through supporting critical reflection on dominant paradigms, principles, techniques, processes in NFE and via integration of e-Learning and ICT in youth work in Europe. One of the output of the project is an e-based publication with the title ""NFE reloaded” that articulates those reflections, and that is available in the languages of the partner countries. It is a contribution to the EU linguistic diversity and will further raise the potential for dissemination and exploitation of the project outcomes. The publications on English and all project partners' languages can be found on following link http://iqnf.education/mod/page/view.php?id=5Second aim of the project was to provide new knowledge and skills to “analog” youth workers and trainers community and find creative ways on how to combine ""analog"" tools in youth work with digital tools and e-Learning to attract growing number of young people using Internet and Social Networks. So, other outputs of this project (besedes e-poublicatiin) are 8 online courses that were created during and after the training of youth workers and NFE practitioners to familiarize themselves with elements of online learning, principles, technical conditions, methods of preparing materials to be useful and interactive, technical tools necessary for creating a course... The topics of online courses that were developed during the project are: • online safety for young people, • empowering young people with skills and knowledge about youth activism (course for youth)• empowering young people with skills and knowledge about youth activism (course for youth workers)• career guidance for the high school students • cultural perspective of gender equality • non-formal education and how competencies and skills gained through it can benefit people in all fields of life• participation of youth in the community, democratic processes and society• getting to know some basic concepts related to self-confidence, so to be more proactive in sociaty.Project was deigned from 9 interconnected activities that constitute the main flow of the project:1) 1st Activity – Kick-off meeting2) 2nd Activity – Seminar “NFE in Europe reloaded”3) 3rd Activity – Training course no. I “Development of the eLearning skills/ Introduction to Moodle LMS to youth work practitioners”4) 4th Activity – First group of online eLearning courses5) 5th Activity - Mid-term on-line meeting of Project partners6) 6th Activity – Training course no. II “Development of the eLearning skills/ Introduction to Moodle LMS to youth work practitioners”7) 7th Activity – Second on-line eLearning courses8) 8th Activity - Conference (working title was “Make, Share, Care... , but final was ""ONL youth - are we lost in online space?)9) 9th Activity – Evaluation and follow-up meeting.In project (decently and indirectly) were involved about 2500 people:• 67 seminar and training participants• 200 – 280 participants in online courses (that were created in the frame of the project)• 80 conference participants• more than 2000 people that were informed about project, NFE, online learning - through TV shows, project website, social networks...All activites, video evaluation, and project outputs can be found on the project webiste www.iqnfe.education"

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  • Funder: European Commission Project Code: 2020-1-FI01-KA227-YOU-092537
    Funder Contribution: 77,143 EUR

    With an abrupt outbreak of Covid-19, local organisations in different parts of Europe were faced with severe challenges: cultural actors were not able to adapt fast enough to the changes and their livelihood was in danger; youth work needed to find new ways to contact and involve youth; and youth felt detached, anxious and/or lacking motivation. Everyday life got disconnected in many ways. Local organisations are often small actors who have limited resources and possibilities to react to such dramatic changes. By combining forces, the challenges can be overcome and even new solutions will rise. The goal of the project ”CultuRE:imagined” is to develop creative ways to make cultural heritage more visible and involve youth in local cultural activities. Cultural heritage and local history form a fundamental basis for cultural sector regardless where they are or what they do. It is also a theme that is still often treated traditionally. Therefore, there is still plenty of room for creative solutions and new initiatives. Furthermore, the youth perspective is often lacking. This project will offer youth a possibility to participate and learn new skills. Groups of youngsters will have a crucial role in planning and implementing cultural activities that have an impact for wider communities. During the project, young people are doing something for themselves and their peers. The project implies a series of national and international sessions where dialogues will be established between the youth and the professionals, and between sectors. That includes meet-ups with facilitated discussions between young people to map out needs and attitudes regarding cultural heritage and its relevance, forming action groups from the young people who are interested to improve leadership, organizational and project management skills and train “ambassadors” who will further dialogue and involvement.As a source of inspiration and thematic substance we will use Kalevala, Finnish-Karelian epics which is on its own a profound source of cultural knowledge and an internationally known and unifying cultural heritage. One of the partners has developed a board game based on Kalevala, which will be used as an example of good practice and can be adapted to other national stories / folklore. Each partner will implement local activities involving youth in every step of the project: organisations will provide a context for the activities which will be planned and implemented by youth. Each organisation will create a setting based on their own historical and/or cultural context but all share the same narratives and aspects of gamification and storytelling. Both professionals and youth will collaborate with peers locally and transnationally to enhance skills development and inclusion through culture, arts and creativity. The experiences from the project will increase the resilience and abilities to adapt to different circumstances and environments. The project gathers young people and professionals from youth and culture sectors from four countries: Finland, Lithuania, Russian Federation and Spain. The project starts in May 2021 and lasts for 18 months.

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  • Funder: European Commission Project Code: 2022-1-HU01-KA220-YOU-000086661
    Funder Contribution: 250,000 EUR

    << Objectives >>The project leverages artivism (art + activism) to promote youth engagement via different media and modes of expression. It aims to:- spur innovation for addressing disadvantaged youth and provides new opportunities for their participation in democratic life;- create a cooperative platform for civic engagement that links disadvantaged youth with artists and scientists;- adopt an impact-based approach focused on youth and support them to explore how the whole learning path makes sense to them.<< Implementation >>- Open Labs with artists and climate scientists to deliver art-based works and interventions;- Platform enabling learning and contributing to creating a community of practice as a relevant response to the ongoing disempowerment of youth to assemble en-masse in public;- Self-reflection tools deployed through the creation of personalized zines (small narrative booklets), that allow learners and partners to understand how the empowerment and learning process unfolds for youth.<< Results >>CLICA will organize Youth Assemblies at the local and EU levels that will turn into permanent Local Change Labs at the end of the project. Partners will define a strategy for their sustainability and capacity of impacting on active participation and improved youth agency and policymaking in the long run.CLICA helps youth acquiring competences needed for employability and social inclusion, among creativity, critical thinking, problem-solving, resilience in a time of rapid and profound change.

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