MEDIA AND HISTORY. From cinema to the web. Studying, representing and teaching European History in the digital era 

Project number 2015-1-IT02-KA201-014777

Program Name
ERASMUS PLUS – Cooperation for innovation and exchange of good practices – Strategic partnership for school education – Call for proposals 2015

Lead partner institution
Institute for the History and Memories of
the ‘900 Parri

Short description
The E-story project originates from the awareness that digital integration in teaching and training is now a necessary step for European schools, especially with regard to the teaching of history. Despite the fact that most European students are “born digital”, multimedia and audiovisual sources still represent an unexplored potential in the teaching of history from a European perspective. Hence the idea of a project aimed precisely at the media literacy of teachers and the introduction of new teaching methods that make the subject more attractive to students.

Objective
The aim of the E-story project is to enrich the teaching of history, especially at high school level, through the teaching of new methodologies based on the use of web and ICTs to teachers, teacher trainers, researchers and students of history and media.

Actions

– Mapping of audiovisual and multimedia resources for the development of an Observatory that can monitor how the representation of media and television history changes;
– development of a digital learning environment for history teachers to guide them through e-workshops on the use of a content management system (CMS) in order to create their own applications and lessons;
– a shared design of a training package on media literacy in order to promote the knowledge and development of skills related to how to use the web and audiovisual tools for objective reading of history and the acquisition of new tools for teaching history so as to make it more innovative and more attractive for students;
– establishment of an online support centre to facilitate the use of project tools;
– Creation of dedicated resources and apps by teachers and students to test the project tools at local level;
– Multiple events to allow exchange of experiences and follow-up of the dialogue of history teaching through the web.

Results
These are the main expected results of E-STORY:

– mapping and continuous investigation of historical channels, sites and audiovisual resources in order to have data on the representation of history on the web and the interests of European citizens;
– dissemination of the “historical method”: choice by teachers of multimedia and audiovisual sources among the multitude of those available, in order to build a lesson;
– new teaching strategies and methodologies;
– virtual mobility of teachers and students through project tools;
– at least 42 open educational resources of a historical nature, one produced by each class involved in the project.

Beneficiaries
Higher education teachers and students, researchers

Partnership
The project boasts a partnership of 8 partners from 7 different European countries:

  • Institute for the History and Memories of the ‘900 Parri – Italy
  • Universidad Internacional de La Rioja (UNIR) – Spain;
  • ERI-Slovenia;
  • Instytut Filozofii i Socjologii (PAN IFIS PAN) – Poland;
  • KDKKA- Hungary;
  • EUROCLIO – European Association of History Educators – Netherlands;

University of London (UoL) -United Kingdom

Duration
The project had a duration of 36 months (1 September 2015 – 1 September 2018).

Project Budget
447.840,00 €

Funding body
European Commission – DG Education and Culture

Gamify Your Teaching

Increasing vocational competences of entrepreneurship Teachers with the use of gamification

 Agreement n. 2015-1-RO01-KA202-014975

The idea of GAMIFY stems from the need to update the training system in Europe, considering that today in the EU more than 5 million children under the age of 25 are unemployed. According to the “Rethinking Education” (2012) initiative, in order to build “new skills for the 21st century”, more space should be given to entrepreneurial capacity, considered one of the main skills capable of filling the unemployment gap. Although entrepreneurship is currently the subject of teaching in many of the European school courses, this is still not treated with an effective teaching method.

 

In response to these needs, the Gamify Your Teaching project aims to support the development of professional skills of teachers and trainers dealing with entrepreneurship, as well as to improve the teaching of ICT through innovative pedagogy and an approach to teaching linked to the use of specific game techniques.

Indeed, teachers and trainers from the vocational training sector are directly involved in the project activities, as are the students.

The project has a total duration of 24 months, starting in September 2015 and scheduled for September 2017.

The project is based on a partnership between 7 European countries (Romania, Italy, Lithuania, Poland, the United Kingdom, Spain and Greece) involved in activities that aim to create and test a game, as well as to develop an innovative methodology for entrepreneurship training, through the use of game techniques. The bases of these activities are given by a specific analysis carried out by the partners and by external experts in the field of social research, in order to understand what are the fundamental requirements and characteristics for the creation of the game and the teaching materials for teachers and trainers. The results of the analysis will be elaborated in a specific report. Furthermore, case studies of successful companies are collected, which can be a source of inspiration useful to students and to all those who wish to open an independent activity.

What will the project concretely  produce? (Intellectual outputs, concrete products):

  • 01 REPORT ON THE ANALYSIS OF NEEDS – the analysis has the purpose of defining the main characteristics that will have to play, as well as the level of competence in the field of ICT for teachers and trainers.
  • O2 THE PLAY – consists of 7 teaching modules related to entrepreneurial skills. The game will be divided into levels based on scenarios and content that will simulate an entrepreneurial activity. The level of the game consists of a real scene composed of a series of possible paths to be taken based on the decisions taken.
  • O3 TEACHING MATERIALS – are intended to guide teachers in the use of the game. The materials will be in electronic format and can be downloaded directly from the dedicated site.
  • O4 CASE STUDIES – consists of a collection of at least 35 successful business experiences to support all those who want to undertake an entrepreneurial journey.

 

Expected results:

The project will have a significant impact, which will be noticed in particular on teachers and students who will use the products and who will therefore have the opportunity to increase their entrepreneurial and ICT skills. In the long period the project will have a significant impact on how to increase the spirit of entrepreneurship not only of the students who will take part in the project, but also of other young people who will be reached through different communication channels.

The project also represents an important opportunity to increase collaboration between vocational training schools, companies, social partners and other sector bodies throughout Europe, as well as the sharing of experiences and skills among all the partner countries of the project.

Official website of the project: http://gamify-project.eu/it/

Empowering VET Teachers – Innovative & Enhanced CPD for Newly Qualified VET Teachers Working with Migrant Students 

Project number: 2018-1-PL01-KA202-050618

Leader

Università di Lodz (ULO) – Facoltà di Economia e Sociologia (PL)

Programme and call

Erasmus+ KA2 – Cooperation for Innovation and the Exchange of Good Practices, Strategic Partnerships for Vocational Education and Training, Call 2018

Short description

Because of a significant youth unemployment rate of 18,4% in the UE and a total flow of people that immigrate to one of the EU-28 member states amounting at 3,4 million, it’s held to be true that are needed innovative operations and qualities in the VET area in order to sustain the economic growth both national and European level.

The E-VET project contributes to the overall Europa 2020 objectives, according to which, VET systems should be attractive and inclusive with VET teachers highly qualified, which can supply students both key and specific professional skills. VET teachers operate as social agents, contributing to the development of a skilled workforce, essential to the EU to compete globally, promote social inclusion and sustain his high standards of life.

So, the project main objective is improving the Uninterrupted Professional Development of VET teachers which work with students from all over the world and ethnically different, making them able to reinforce the inclusion level within the school background and consequently strengthen the economic and social empowerment of disadvantaged group of teenagers.

 

Objectives

  • Provide teachers in the field of Vocational Education and Training (VET) an online diagnostic tool that can help them evaluate their own professional skills and identify improvement areas guaranteeing an additional and relevant ongoing formation based on their individual necessities.
  • Provide VET teachers with new skills and tools pertinent to the soft skills, to encourage intercultural communication and skills, improving the underprivileged children’s participation and learning level and tackling discrimination, racism, and bullying.
  • Provide VET teachers with digital guides in order to increase the social inclusion level within the class, using training scenarios in interactive learning activities ready for immediate implementation in the class.

 

The project activities are:

>INTELLECTUAL OUTPUTS (O)

  • O1 Online Diagnostic Test for the soft skills evaluation
  • O2 E-learning platform with soft skills methods and tools in order to support intercultural communication
  • O3 Capability E-VET MOOC. Didactic methods to increase social inclusion within the class

>LEARNING TEACHING AND TRAINING ACTIVITIES (C)

Implementation of a transnational training event (LTTA), aiming at finalizing the E-VET MOOC training program, based on the results achieved previously in the project.

>MULTIPLIER EVENTS (E)

5 multiplayer events (E1-E5) will be organised at a local/national level in the involved countries, to spread and transfer the project results.

 

Expected results:

  • Higher knowledge and confidence in the use of teaching methods aimed at social inclusion by teachers in the VET industry.
  • Improvement of VET teachers’ motivation for vocational training and skills development.
  • Increase of insights and benefits obtained by stakeholders and external partners.

 

Beneficiaries:

VET teachers, in particular, to those working in multicultural contexts, educational institutions, active institutions on formal, non-formal, and informal formation, public management, ONG active in multicultural sectors.

 

Partnership

Lead partner: Università di Lodz (ULO) – Facoltà di Economia e Sociologia (Poland)

– PP1: Valencia Innohub (Spain)

– PP2: EURO LIDER (Poland)

– PP3: InEuropasrl (Italy)

– PP4: Cosmic Innovations (Cyprus)

– PP5: KNOW AND CAN ASSOCIATION (Bulgaria)

Project duration

The project lasts 24 months (from 01/10/2018 to 30/09/2021)

 

Project funding

The total cost project is 226.600 euro