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E-volunteering - Key to be active

2020-1-PL01-KA227-YOU-0962822020Partnerships for Creativityfinalized
Countries: PL|MT|EL|AT · Grant: €91,217
Civic engagement / responsible citizenshipLabour market issues incl. career guidance / youth unemploymentCreativity and culture

Project summary

Currently many young people expect quick results with low effort.Due to what,they are not willing to take unpaid actions, but still they often have high expectations towards e.g.future employer.Having such attitude stops from selfdevelopment.The project is also a response for the need of motivating young people to take up additional actions and show them they possibilities which they can use in order to increase their skills,and bring them valuable experience. We will support educators, youth workers, educational leaders and support staff by teaching them the methods which they will use while working with youth. In this way youth will benefit directly from the project, as the project objective. Moreover due to the pandemic, young people face many difficulties in order to increase their skills, competences and professional experience.Many ways have been closed for them due to lockdown, quarantine,closed borders etc.Due to that we want to show them the possibility of working on their skills even in such conditions, in which they can't participate in internatioan activities on site.We will show them the possibilities of e-volunteering by getting to know such possibilities during the virtual games. During the dissemination event, we will involve young people, including a minimum of 30 people in a virtual game about volunteering. Our game will include a variety of tasks prepared by partners in IO2. It will give us a chance to test it and adjust to young people's needs. Each partner will be able to choose tasks for games, the so-called cards with tasks that will be given to game participants during the event. Participants will work in groups. In addition, each game is attended by min.10educators/teachers who will see live the formula of the game, technical implementation and how young people are doing, and how they can be helped to overcome various technical barriers during online classes. For educators, it will be the so-called mini job shadowing,which in practice will give them the opportunity to work online with young people in the field of volunteering. In addition, the form of the game will be easy to adapt to other areas of educators' activity, e.g.educational education, tolerance, cybersecurity, etc.In this way we will have an impact that youth workers and educators will not be excluded from the selfdevelopment during the pandemic, due to lockdown or lack of digital skills. As the youth priority for us is to promote quality, innovation and recognizion of youth work. Youth will be encouraged to get the knowledge through digital tools by learning by doing including edutainment - education and entertainment - in this way we reached the idea of virtual games as the key factor of learning by doing in innovative way.Due to the IO3 both the youth and the organizations which are searching volunteers, will be able to fill in the test and check in what level thy meet each other's expectations in order to raise the correctness with the choice of international initiatives both for NGOs and youth. Objectives of the project: - increase the knowledge of digital tools by youth, youth workers, educational leaders - increase the knowledge and interest in international initiatives:projects,(e)-volunteering,internships. As the result of the project we will have two intellectual outputs: O1 - Research - each partner will be involved in the process on each level to reach different organizations through Europe. They will contact local organization, but also their partners, those from different countries to make more quantitive and qualitative results O2 - Virtual game - each partner will prepare tasks for a virtual game to be prepared in national and English language O3 - Check-test - we will involve each partner in creating the psychological questions that are able to fit the needs and expectations of volunteers and organizations in Europe. Transnational Project Meetings - the organizational meetings of the staff involved in the project from each organization, on different stages of the project, which will assure proper project management: - TPM 1 - kick-off - will be organized by the Austrian partner, -TPM 2 - midterm meeting - by Maltese partner -TPM 3 - evaluation meeting - by the applicant organization Joint Staff Training - - JST - will be organized by the Greek partner, who has big experience in ITC activities Visual materials for the project will be prepared by the Austrian partner, due to their knowledge of proper graphical tools. Evaluation tools that will help us to improve our actions and outputs will be prepared by the Maltese partner. Both activities will be covered by management costs. Outputs: Multiplier events: - Virtual games - (in total 4) - Each partner will organize the same amount of virtual game for the same amount of participants (30) - Conference - incluging lectures, presentations and speeches and the small sessiions (80 participants)

Objectives

Project goals: - increasing the knowledge of digital tools by young people, people working with youth, educational leaders - increasing knowledge and interest in international initiatives: projects, (e)-volunteering, internships. - increasing knowledge and interest in international initiatives: projects, volunteering, e-volunteering, internships - the ability of young people to choose the appropriate form of self-development based on their capabilities - increasing the digital competence of youth workers, educators, etc. who work with young people and organize educational events for them, such as virtual games – an increase in the willingness to learn throughout life among young people – growing importance of digital forms of learning – including edutainment (a combination of education and entertainment) in the process of working with and teaching young people – increasing the ability of non-governmental organizations and young people to make the right choices by completing the test and checking at what level you meet mutual expectations (this increases the accuracy of the choice of international initiatives for both non-governmental organizations and young people) - increasing the willingness of young people to participate in international forms of self-development - increasing the willingness of young people to undertake activities among volunteering (and e-volunteering)

Background

The project is a response to the need to motivate young people to take additional actions and show them opportunities that they can use to improve their skills and gain valuable experience. The project is also intended to support youth workers and educational leaders. In addition, due to the pandemic, young people faced many difficulties to improve their skills and professional experience. Many roads have been closed for them due to the lockdown. Therefore, we want to show them the opportunity to work on their skills even in such conditions. We will show them the possibilities of e-volunteering by learning about such opportunities during virtual games. Our priority is to promote quality, innovation and recognition of youth work. Youth will be encouraged to acquire knowledge through digital tools through learning by doing, including edutainment-education and entertainment. Thanks to the check-test, both young people and organizations that are looking for volunteers will be able to complete the test and check to what extent you meet each other's expectations in order to increase the accuracy of the choice for both non-governmental organizations and young people.

Project partners (4)