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DIGITAL VOYAGE AROUND EUROPE

2020-1-ES01-KA204-0822592020Strategic Partnerships for adult educationfinalized
Countries: ES|RO|TR|LU|IT|MT|RU · Grant: €178,283
New innovative curricula/educational methods/development of training coursesICT - new technologies - digital competencesLabour market issues incl. career guidance / youth unemployment

Project summary

Digital literacy and 21st-century skills are essential in modern citizenship and everyday life. Adult education must support this development, fostering an agile mindset open to trying new things, learning from both successes and failures, and being supported in these endeavors. With the rapid expansion of digitization, EU adults must be encouraged to engage in lifelong learning to gain the necessary skills to keep pace with the needs and opportunities of modern digital life. Digital work can occur in face-to-face settings as well as online environments, or in a blend of the two. Digital media and technology can serve as a tool, an activity, or content in youth work, grounded in the same ethics, values, and principles as adult work. This need has been addressed by employing Augmented Reality technology in Adult Training and Lifelong Learning, starting with equipping the trainers themselves by introducing them to the use of Augmented Reality in the classroom. Adult Digital Education Skills Kit to Foster Employability To attain the aforementioned goal, we have implemented this proposal. The project partners have collectively developed a "Digital Toolkit" named DVAE (Digital Education Skills Kit for Adults to foster employability), through which an Adult Trainer can learn to create content for their class and use it to promote Lifelong Learning among Adults, aiding them in enhancing their skills for the labor market. The project's objectives, in chronological order, have been: -     Establish a relevant curriculum based on an analysis of adult learners' training needs concerning the digital skills necessary to improve and promote employability; -     Implement courseware and e-Learning content based on the established curriculum, focusing on engaging adults to enhance their employability and digital literacy; -     Develop a series of case studies serving as examples of the successful application of Augmented Reality (AR) in adult training; -     Create an innovative "Digital Adult Trainers Toolkit" providing EU Adult Trainers with digital resources, including e-learning content and AR case studies, to incorporate into their training sessions, thereby raising the interest level of adult learners; -     Use a group of Adult Trainers to assess the aforementioned "Toolkit"; -     Disseminate the project's outcomes across Europe and freely distribute the resulting "DVAE Toolkit" to a minimum target of 1,000 Adult Trainers. Link to access project Intellectual Outputs >> https://www.dvaeproject.eu/#outputs The Digital Voyage Around Europe project has been produced by a consortium of 8 partners from 7 different European countries. It includes Lifelong Learning Centers (Adult Training, e-Learning), a Counseling Body, a Digital Media expert, an Employment Agency, and Technical Experts (Augmented Reality, 2D & 3D Digital Model Creation). The combined expertise of these institutions has developed a digital toolkit targeting Adult Trainers, Learners, and Stakeholders relevant to Adult Education, giving them the means to integrate Augmented Reality into their teaching, thus helping Adult Learners to acquire modern skills required in the Labor Market, such as Digital Literacy. The project has followed a work breakdown structure, with each activity's progress monitored through the completion of its subroutines, ensuring careful planning and coordination of the activities and the overall project. By applying Project Management's Time Management principles, we have stayed within our EFT (Earliest Finish Time) and LFT (Latest Finish Time). The project was planned in four phases: Planning, Development, Implementation, and Dissemination. As the target groups are widespread (Adult Trainers, Stakeholders, Learners), it is anticipated that the use of DVAE will extend beyond the participating organizations. While the direct result has been to empower Adult Trainers to integrate Augmented Reality into their teaching, this indirectly leads to better educational opportunities for Adult Learners and brings them closer to acquiring valuable modern-day labor market skills, such as Erasmus+. The project was made possible by the support of the following Associated Partners: Spain Universidad de Alicante (Alicante), Ondytec Tecnologías sostenibles (Alicante), REAS EUSKADI (Bilbao), AYUNTAMIENTO DE OIARTZUN (Oiartzun), DON BOSCO (Renteria), GRUPO EMAUS FUNDACIÓN SOCIAL (Donosti) Italy EURO-NET (Potenza), YOUTH EUROPE SERVICE (Potenza) Malta The Malta Women’s Lobby (Lija), Empower Platform (Lija), The National Council of Women (Lija), The Institute of Tourism Studies (Lija) Russia The Yaroslav-the-Wise Novgorod State University (Veliky Novgorod), Novgorod Trade and Technology College (Veliky Novgorod), Trade and Technological College (Veliky Novgorod), The Day of Family, Love and Fidelity (Veliky Novgorod), Law Centre Babichenko and Colleagues (Veliky Novgorod) Romania Ana Aslan National College (Braila), Inclusive Education School Center (Braila), Teaching Staff House (Braila) Luxembourg Luxembourg University of Technology (Luxembourg) Turkey Regional Government of Nevşehir (Nevşehir), Acıgöl District Directorate of National Education (Acıgöl), Acıgöl District Governor (Acıgöl), The Municipality of Acıgöl (Acıgöl), Damat İbrahim Paşa Anatolian High School (Acıgöl), Nevşehir Public Adult Education Directorate (Nevşehir), Acıgöl Adult Training Center (Acıgöl), Nevşehir Adult Training Center (Nevşehir), Cappadocia University (Cappadocia)

Objectives

By implementing the project, the following objectives were aimed to be achieved: Address the need for digital competence among adults in today's society, recognizing that digital literacy is a fundamental skill required for employment and overall participation in modern life. Improve the skills and competencies of adults, including digital literacy, communication, problem-solving, and teamwork, to meet the demands of the global job market. Overcome the digital illiteracy gap among EU citizens, which hampers personal growth, economic development, and the overall competitiveness of the European Union. Align with the European Commission's "Skills Agenda for Europe" to foster a strong digital economy, promoting innovation, growth, and job opportunities. Encourage lifelong learning among EU adults to adapt to the needs and opportunities presented by the increasing digitization of daily life. Introduce and train Adult Trainers throughout the EU on the principles and application of Augmented Reality (AR) technology, providing them with the necessary skills to incorporate AR into their teaching methods. Offer adult learners an innovative and engaging learning environment by leveraging the potential of AR technology. Develop online content specifically tailored for adult education, leveraging the opportunities presented by AR technology. By achieving these objectives, the project aimed to empower adults with the necessary digital skills and competencies, enabling them to thrive in the digital era and contribute to the growth and competitiveness of the European Union.

Background

We applied for this project because I believe in the importance of digital literacy and 21st-century skills in today's society. We recognize that adult education plays a crucial role in promoting digital literacy and empowering individuals to thrive in the modern digital world. The needs we have addressed: Encouraging lifelong learning: The rapid growth of digitization requires adults to continuously update their skills to keep up with the demands of the modern digital life. Bridging the digital skills gap: Many adults lack the essential digital skills needed for employability in today's labor market. Through the establishment of a relevant curriculum and the development of e-learning content, the project aims to bridge the digital skills gap by providing adults with targeted training to improve their employability and digital literacy. Introducing Augmented Reality in adult training: Augmented Reality (AR) technology has great potential in enhancing adult training experiences. By creating a set of case studies and developing an innovative "Digital Adult Trainers Toolkit" with AR resources, the project aims to equip adult trainers with the necessary tools to incorporate AR into their teaching methods.

Project partners (8)