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DOing Inclusion Together

2019-2-IT03-KA205-0165242019Strategic Partnerships for youthfinalized
Countries: IT|ES|LV|EL · Grant: €205,233
Inclusion - equityICT - new technologies - digital competences

Project summary

In the most fragile young people a perception of instability and precariousness is widespread, reinforced by the unknown factors linked to the communicational changes of the new digital medium: they are often found "on the margins" and not "belonging" to their social contexts. They can easily be "objects" of violence and discrimination because they are perceived as "different" by their peers or by the adults around them. However, thinking about how to redefine processes and technology is not enough; it is necessary to understand how to accompany and facilitate the development of the new skills that will have to support the transformation to avoid that the weakest sections of society are affected. We speak of those categories that still today find it difficult to feel an integral and active part of society. According to the Digital Economy and Society Index (DESI), Italy is in 25th place out of 28 of the EU member states in terms of digitalization. DO I.T: DOing Inclusion Together is a proposal that aims to transform and use the commonly used I.T (Information Technologies) to foster inclusion of the young people, starting from the assumption that the modernization of processes does not turns into real innovation until it becomes truly inclusive. DO I.T lasts 30 months and aims to facilitate the entry of the young people into this new reality, so as to reduce the social and cognitive gap, in an upskilling and reskilling process in a widespread manner. DO I.T will involve 140 young people aged between 15-34 years, from GR / IT / LT / SP, with particular attention to the inclusion of young people at greater risk of social exclusion, such as: - young people in training who need to be oriented in the recognition of the skills possessed for the purpose of an optimal social and working inclusion - young people with low levels of schooling and / or poor qualifications - young people in situations of family difficulty and / or with low or low socio / economic levels - young people living in rural areas or in geographical areas far from urban centres - young ethnic minority members - young women with obvious disparities in the acquisition of digital skills For direct recipients, the project aims to: - evaluate the digital skills possessed and / or learned; - to improve and strengthen the digital key skills possessed; - encourage the transfer of knowledge and skills among the young participants. The project aims to strengthen young people's competences (social, civic, intercultural and digital), life skills and the ability to cooperate for the realization of a common product in order to recognize and value diversity, to provide methodological approaches that increase the attitude to active participation and citizenship in young people; helping young people to recognize the signs, attitudes and conditions that can lead to situations of marginality and / or exclusion. To this end, the project involves the construction of three Outputs, namely: - DO I.T Manual (O1): made by an initial research on the different methodologies and tools used for the active involvement of the youth and the development of their skills; - DO I.T Game (O2): a multiplayer video game based on a Peer-to-Peer architecture and on the concept of multi-level minigames; - DO I.T Digital Skills Toolkit: a digital innovative communication toolkit The organisation participating in DO I.T are representative of 4 European countries: Italy, Greece, Spain, Latvia. The project coordinator is STUDIO ERRESSE, a cooperative society that deals with monitoring, evaluation, research, orientation and assessment of skills. (ITA) The partners that have already confirmed their participation are: •ASSOCIAZIONE PROGETTISTI EUROPEI – APEUR: an association that has, among its main goals, the involvement of youth in the European dimension of access to funding in view of occupation and superior education. (ITA) • CYCLISIS: organization that carries out training activities with young people based on peer mentoring, social dialogue, the promotion of well-being. (GR) • RŪJIENAS NOVADA PAŠVALDĪBA carries out the training activities with non-formal methodologies and the promotion of volunteering among young people as a form of active citizenship; (LV) • Marak Digital Marketing is a digital advertising agency that specializes in online promotion, marketing and emerging technologies. To foster a wider impact of the project results and aims, 5 multiplier events are envisioned, comprehensive of a final conference that will see the active participation of all the organisations of the partnership.

Objectives

Through the project we have achieved the following specific objectives: 1) deepen the effects on the identity and communication change of young people who are trained to express themselves and relate especially within the new media at European level(O1) 2) develop and / or strengthen the digital skills of young people, declining them into 'played', pleasant and engaging activities on a cognitive and emotional level. The young participants, through our minigames and the activities planned in the DO I.T. Game have acquired a greater awareness of the level of the skills they already possessed in the various digital areas, and enhanced and managed the less explored and known areas (O2). 3) contribute to the capillary upskilling and reskilling process of young Europeans who need to be adequately trained to address and manage social, cultural and economic changes and the new challenges of the digital age. The need to learn more about this phenomenon in a European key and to identify appropriate communication strategies to raise awareness among a wide public on the key issue of digital skills, have made the project valid on a local, national and European level (IO3)

Background

The DO IT project, with its intended target made of young people between 15 and 34 years, intends to develop / strengthen their digital skills and criticize the media literacy process in order to make them aware citizens, enhancing their active inclusion on a social and working level. The "digital natives" show more familiarity with technologies but this does not mean that they know how to use them correctly. Their propensity does not presuppose that they are "digitally aware", exposing them to multiple risks: cyberbullying, loss of context and emotional elements caused by the storage of information in an apathetic manner without relying on cognitive memory. Furthermore, the digital economy already represents 7% of the market today, and expects it to grow further by 4.1% in the short term. The future is digital. To facilitate the digital social, cultural and economic integration of young people, a capillary up-reskilling path has been created, starting from the assumption that the modernization of processes does not turn into true innovation until it becomes truly inclusive.

Project partners (5)