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Accredited project in the field of youth

2022-1-ES02-KA151-YOU-0000517302022Mobility of young people for accredited organisationsfinalized
Countries: ES · Grant: €76,620

Objectives

We have carried out 2 YE and 1 TC, we will detail them below: YE EUROKITCHEN With this YE, we wanted to propose an idea for change: fight xenophobia and racism through universal action on all living beings on this planet, food! This YE opted for a culinary cultural exchange that, through the learning of social skills and the culinary actions that took place, allowed the sharing of cultural experiences, stories, traditions, etc., to promote camaraderie, empathy, knowledge of new cultures and eliminate those xenophobic and racist barriers transmitted by society, the family and other social agents. We created our own project within the YE, based on an alternative program structure, programmed between families belonging to a school or schools, in which we could eliminate labels, prejudices and behaviors that promoted the cultural, linguistic and ethnic separation of people. Through something as simple as the action of eating foods other than everyday foods once a week while we shared a relaxed chat. Throughout the project, activities were developed to exchange experiences on the topic, talks by experts, visits to related centers, games and group dynamics, with the aim of not only raising awareness and advancing new tactics and strategies, but also develop information dissemination elements to create a multiplier effect for young people once in their places of origin. At the end of the project, we developed a short documentary, a virtual blog and informative brochures with useful information about it. MAIN OBJECTIVES - Promote social inclusion and equality. - Detect and confront xenophobic and racist behavior and actions. - Promote intercultural dialogue, social inclusion and solidarity. YE HIDDEN SHADOW: With the development of this YE we discovered the numerous advantages of the Internet, in the same way that we find benefits, there are also dangers, and although these threats can affect any Internet user without particular conditions, the worrying thing is that minors have also become target of aggressors. This threat refers to all forms of sexual abuse facilitated by information technologies and/or disseminated through Internet media, where sexual exploitation, harassment and abuse increasingly take place on the Internet. These threats translate into practices such as cyberbullying, sexual exploitation of girls, boys and adolescents, exposure to harmful content, Grooming, digitally generated sexual abuse materials of girls, boys and adolescents, publication of private information, happy slaps, sexting, sexualtortion, dangerous communities, etc. The objectives of this proposal are: 1-Learn what cybersecurity is and how to apply it. 2-Increase the cybersecurity capabilities of the young participants and the target audience of the proposal. 3-Increase the digital skills of young participants to ensure they can have access to better resources and tools to prevent threats. 4-Get to know 6 different cultures, creating spaces for synergies that promote skills such as empathy, teamwork, linguistics TC TO LEARN TO PLAY Regarding the development of the TC “TO LEARN TO PLAY”, the youth workers of the partner entities were able to recognize, learn, share and experience the role of the game in the non-formal learning process and discover the types of games, their structure and system. We are ready to share what we have developed in our youth work and created with participants during the development of the TC. During the TC, the youth workers participated not only in practical things like playing games and applying them to their activities and different contexts with their young people but also involving them in the self-assessment process. Each participant had the opportunity to recognize the "game" method in the non-formal learning process and plan, how it could be useful, formative, productive and beneficial in her work. Main objectives: • Involve youth workers in recognizing the “game” method in non-formal education and becoming part of the “learning by playing” process; • Try different types of games in action and understand the content (structure) of this instrument (start of the game, main process and evaluation of the game); • Provide an introduction, informing about the basics of the Erasmus+ Programme, focusing on youth, exchanges and training courses and their ability to improve the active participation of young people in the building of Europe (but not exclusively) for newcomers to programming; • Provide an individual and group learning experience through a process modeled on the creation ​

Project partners (1)