Our Partners:
The coordinator:
FA-Magdeburg GmbH, Germany
The Partners:
SC ROGEPA SRL Romania
Be - Creative association Sweden
Project Summary:
Digital progress has taken its head so fast and it is moving forward quickly, low-skilled adults who cannot reach this speed either tend to be left behind or fall into technological traps. Digital ignorance reduces their quality of life by creating obstacles to adults, whether in everyday life, business life or social environment. It is therefore widely accepted that adults tend to withdraw completely from the educational process. Because adult learners have left the age of learning after finishing the school period and are the ones who have mastered the idea that the idea of continuing to school is a waste of time. The only reasons why this idea prevailed emerged early as lack of motivation, skill difficulties and false expectations from courses. Contrary to these negative situations, the richness and critical thinking type of advertising and news flow is considered as one of the necessary skills of the twenty-first century. Adult education instructors and Adult education stakeholders are in constant struggle to overcome this skill gap between generations. In this context, adult education trainers and Adult education stakeholders have developed a number of attractive solutions. For example, describing market needs, demonstrating the benefits of acquiring the skills required for the labor market and the daily life of the 21st century are attractive solutions. Nevertheless, educators with adult education and stakeholders of adult education face the need to maximize the attention of trainees, maintaining the focus of the group and increasing the absorption of information during the session has been the main approach. it is compulsory for the Adult Education process to be held in modern and innovative ways, using modern techniques which include more critical thinking and understanding over memorizing and assimilating information, and which take advantage of the technology at hand. The objective of our project is to hold a series of Training Activities, where the related institutes will be able to share the educational methods/tools they use with one another, and be able to locate the differences and benefits of integrating each methodology/tool in their own processes. The partners from Turkey,Ayeksa (NGO),Sweden Be Creative Association,Romania Rogepa will each task 3 adult trainers related to their institutions to attend the LTTAs, and understand/discuss the processes suggested by the host partner organizations, such as -Game Based Learning (5-day activity) -Critical Thinking and Information Filtering (5-day activity) -Augmented Reality in the Classroom (5-day activity) .
The target groups regarding this project are: Adult Education Trainers, who will be able to share experiences and upgrade their skillset, Adult Education Stakeholders who will make use of the enhanced skillset of the Trainers, and finally Adults wanting to learn and keep abreast of 21st century skills. Principally, the expected outcomes of the project for the organizations are: -Boost the Trainer skill set on Game Based Learning -Boost the Trainer skill set on Critical Thinking and Information Filtering -Boost the Trainer skill set on Augmented Reality -Presentations of the context and content of each LTTA -Present the results of satisfaction questionnaires The expected results of the project's activities for the participants are summarized as they will: -be able to use Augmented Reality apps for educational purposes -be able to understand & apply key concepts in logical and critical thinking -be able to apply logic trees (decision trees) -Use GBL and integrate it in their sessions -Design their sessions based on GBL -obtain a better understanding and respect for the cultural diversity within the EU -understand more clearly their European identity The project has a detailed management plan in effect including 4 TPMs, where the main focus is the qualitative preparation of the participants, the activities and the dissemination activities. Dissemination for the project will occur in often intervals to succeed the maximum impact and keep the target groups' interest of the project peaked. The potential impact is expected to reach a minimum of 1.000 Adult Trainers via the dissemination activities of the project and the dissemination of the associated partners of each participating organization. Of course, locally the participants will greatly add to the dissemination via telling of their experience. The participants and through them and the internal dissemination actions their peers and the organizations will greatly benefit in the long-term as the enhanced skill set of the Adult Trainers will have an added value to the organizations' prestige. The organizations will be able to create courses of increased value, and be able to attract Adult Learners via the new educational methods. The Adult Learns will also clearly benefit and increase their modern day skill sets.
The coordinator:
FA-Magdeburg GmbH, Germany
The Partners:
SC ROGEPA SRL Romania
Be - Creative association Sweden
Project Summary:
Digital progress has taken its head so fast and it is moving forward quickly, low-skilled adults who cannot reach this speed either tend to be left behind or fall into technological traps. Digital ignorance reduces their quality of life by creating obstacles to adults, whether in everyday life, business life or social environment. It is therefore widely accepted that adults tend to withdraw completely from the educational process. Because adult learners have left the age of learning after finishing the school period and are the ones who have mastered the idea that the idea of continuing to school is a waste of time. The only reasons why this idea prevailed emerged early as lack of motivation, skill difficulties and false expectations from courses. Contrary to these negative situations, the richness and critical thinking type of advertising and news flow is considered as one of the necessary skills of the twenty-first century. Adult education instructors and Adult education stakeholders are in constant struggle to overcome this skill gap between generations. In this context, adult education trainers and Adult education stakeholders have developed a number of attractive solutions. For example, describing market needs, demonstrating the benefits of acquiring the skills required for the labor market and the daily life of the 21st century are attractive solutions. Nevertheless, educators with adult education and stakeholders of adult education face the need to maximize the attention of trainees, maintaining the focus of the group and increasing the absorption of information during the session has been the main approach. it is compulsory for the Adult Education process to be held in modern and innovative ways, using modern techniques which include more critical thinking and understanding over memorizing and assimilating information, and which take advantage of the technology at hand. The objective of our project is to hold a series of Training Activities, where the related institutes will be able to share the educational methods/tools they use with one another, and be able to locate the differences and benefits of integrating each methodology/tool in their own processes. The partners from Turkey,Ayeksa (NGO),Sweden Be Creative Association,Romania Rogepa will each task 3 adult trainers related to their institutions to attend the LTTAs, and understand/discuss the processes suggested by the host partner organizations, such as -Game Based Learning (5-day activity) -Critical Thinking and Information Filtering (5-day activity) -Augmented Reality in the Classroom (5-day activity) .
The target groups regarding this project are: Adult Education Trainers, who will be able to share experiences and upgrade their skillset, Adult Education Stakeholders who will make use of the enhanced skillset of the Trainers, and finally Adults wanting to learn and keep abreast of 21st century skills. Principally, the expected outcomes of the project for the organizations are: -Boost the Trainer skill set on Game Based Learning -Boost the Trainer skill set on Critical Thinking and Information Filtering -Boost the Trainer skill set on Augmented Reality -Presentations of the context and content of each LTTA -Present the results of satisfaction questionnaires The expected results of the project's activities for the participants are summarized as they will: -be able to use Augmented Reality apps for educational purposes -be able to understand & apply key concepts in logical and critical thinking -be able to apply logic trees (decision trees) -Use GBL and integrate it in their sessions -Design their sessions based on GBL -obtain a better understanding and respect for the cultural diversity within the EU -understand more clearly their European identity The project has a detailed management plan in effect including 4 TPMs, where the main focus is the qualitative preparation of the participants, the activities and the dissemination activities. Dissemination for the project will occur in often intervals to succeed the maximum impact and keep the target groups' interest of the project peaked. The potential impact is expected to reach a minimum of 1.000 Adult Trainers via the dissemination activities of the project and the dissemination of the associated partners of each participating organization. Of course, locally the participants will greatly add to the dissemination via telling of their experience. The participants and through them and the internal dissemination actions their peers and the organizations will greatly benefit in the long-term as the enhanced skill set of the Adult Trainers will have an added value to the organizations' prestige. The organizations will be able to create courses of increased value, and be able to attract Adult Learners via the new educational methods. The Adult Learns will also clearly benefit and increase their modern day skill sets.