Sparks Project

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SPARKS: Una plataforma de gamificaciu00f3n para incentivar y promover la formaciu00f3n 08/06/2023

We are thrilled to share that Sparks was recognized as a Good Practice Example by the Spanish network of the United Nations Global Compact!

The project was recognized for its contribution to the Sustainable Development Goals 4 “Quality Education” and 8 “Decent Work and Economic Growth”.

Check out the project page on the official website of the initiative:

SPARKS: Una plataforma de gamificaciu00f3n para incentivar y promover la formaciu00f3n La Gamificación es actualmente la última tendencia en métodos de enseñanza digital. Esta técnica de aprendizaje traslada la mecánica de los juegos al ..

New Education Forum Gdańsk 07/04/2023

We are thrilled to share our project results will be presented at the New Education Forum Gdańsk hosted by Uniwersytet Gdański. Representatives of our consortium will share the insights and lessons learned from our 2-year journey to policymakers, leaders and innovators in the fields of education and labour market, to contribute to the discussion of the role of education and training providers in pursuing the human-centric and sustainable vision of a digital society the European Union calls for.

Learn more and register at https://app.evenea.pl/event/nefgdansk/!

New Education Forum Gdańsk 18 kwietnia na Uniwersytecie Gdańskim odbędzie się kolejna edycja New Education Forum, na którą Was serdecznie zapraszamy. NEF Gdańsk będzie szczególnie ważny, ponieważ właśnie podczas wydarzenia zaprezentujemy Wam rezultaty 2-letniego projektu, który Cen...

Photos from Sparks Project's post 31/03/2023

Last Tuesday, we held the Final Conference of our project in the beautiful setting of the Chamber of Commerce in Caserta, Italy.

We could not have wished for a better conclusion to this extraordinary journey that allowed us to work alongside wonderful people and develop, together with more than a thousand teachers, trainers and students in Greece, Italy, Poland, Portugal, Romania and Spain, innovative resources and tools to facilitate the design and delivery of -based learning experiences.

Gamifying E-Learning: Learn how through our Guidance Materials 20/02/2023

🎮 Gamification has become increasingly popular in Education & Training: many teachers and trainers worldwide, across several disciplines, are using game design principles to create engaging, interactive, and immersive learning experiences that can be fun and effective. On the other hand, many struggle to identify the resources and tools to do it.

💡 Our consortium has developed a collection of Guidance Material to help you integrate gamification into your online or hybrid courses: e-learning modules, video tutorials, use cases and a user manual for students.

Whether you are an educator, a trainer, or a learning and development professional, our Guidance Material can help you take your e-learning programs to the next level, transforming your courses into a fun and engaging experience that will keep your learners motivated and excited to learn.

Learn more at https://bit.ly/sparks-guidance-material!

Gamifying E-Learning: Learn how through our Guidance Materials Gamification has become increasingly popular in the education and training world: many teachers and trainers worldwide, across several disciplines, are using ga...

20/02/2023

On 14 February, CIE Center for Innovative Education held the final national conference of the Sparks project in Przeworsk, Poland, to present the results of our project.

Together with the host of the event, the municipal office of Przeworsk, CIE had the pleasure of hosting teachers from schools in Podkarpackie, who, thanks to a round table discussion, shared their experiences of online teaching and the use of digital tools in schools.

The consortium member presented the Sparks project, tracing our history, from the first conversations and planning activities 2 years ago to the creation of our platform that enables teachers and vocational education and training students to easily create e-learning programmes based on .

We are grateful to all the people who participated and for the valuable feedback they shared!

30/12/2022

Exciting news! Our team is thrilled to announce the launch of our new e-learning platform for building and delivering gamified learning experiences!

After testing cycles with over 150 teachers, trainers and other vocational education and training experts, that supported us in developing a product that could be closer to the needs of educators and students, we’re excited to officially open the registrations for any VET professional.

The platform, available in English, Greek, Italian, Polish, Portuguese, Romanian and Spanish, seeks to make learning fun and more engaging for students of all fields of vocational education and training.

If you are a teacher or a trainer looking for innovative ways to engage your classroom, check out our platform now and join the fun!

👉🏻 https://app.projectsparks.eu/register.html

22/12/2022

🌲Season’s greetings from the Sparks Project consortium!

Today we had our last progress meeting before the Christmas holidays, preparing for the launch of our platform for teachers and trainers. We can't wait to show you the result!

Meanwhile, from all of us, our best wishes for a very Merry Christmas and a happy and healthy New Year! ✨

Photos from Sparks Project's post 31/10/2022

📣 Our Fourth Transnational Project Meeting
🗓 27-28 October 2022
📍Porto, Portugal

Last week, in Porto, we held our 4th Transnational Project Meeting, with the fantastic hospitality of Iscap Porto and the excellent coordination of ECOS - Cooperativa de Educação, Cooperação e Desenvolvimento, CRL .

We analysed the results we have achieved so far and reviewed the progress on the fourth Intellectual Output, the E-Learning Platform that will let VET educators gamify their online learning experiences in a few steps. The platform is ready to be tested with 180 VET teachers and trainers in our countries in the next two months!

We also discussed the work to get done to produce the final Output of the project: the Guidance Materials for VET professionals and students (i.e., e-learning modules, user manual, video tutorials and use cases) that we'll release by the end of January 2023 to facilitate and enhance the uptake of our project results.

We'll share more information about the platform soon. If you would like to join the pilot tests, send us a DM or contact us via https://www.projectsparks.eu/contatti.htm.

Lascò Cursos Femxa CIE Center for Innovative Education ΚΕΑΝ-Κύτταρο Εναλλακτικών Αναζητήσεων Νέων

15/07/2022

𝗢𝘂𝗿 𝗧𝗲𝗺𝗽𝗹𝗮𝘁𝗲𝘀 𝗼𝗳 𝗚𝗮𝗺𝗶𝗳𝗶𝗲𝗱 𝗘-𝗟𝗲𝗮𝗿𝗻𝗶𝗻𝗴 𝗣𝗿𝗼𝗴𝗿𝗮𝗺𝘀 𝗮𝗿𝗲 𝗼𝗻𝗹𝗶𝗻𝗲!

Building on the results of our international research on gamification and game-based learning and Conceptual Framework for Gamified E-Learning Programs, through this publication, we aim to share new guiding tools to enrich the toolbox of VET teachers and trainers and support them in creating their gamified programs.

📖 The publication collects:
• a set of Templates of Gamified e-Learning Programs, designed together with over 100 education and training experts in our six countries, using Sparks' Conceptual Framework;
• a "Facilitator Guide" providing a set of guiding questions and possible actions for implementing our Conceptual Framework and designing gamified eLearning programs with VET teachers and trainers through Co-creation Labs.

Read it now on our website 👇

https://www.projectsparks.eu/templates-for-gamified-e-learning-programs-our-epublication-is-now-availabile.html

Lascò Cursos Femxa ΚΕΑΝ-Κύτταρο Εναλλακτικών Αναζητήσεων Νέων ECOS - Cooperativa de Educação, Cooperação e Desenvolvimento, CRL CIE Center for Innovative Education

22/03/2022

⚠️ 𝗛𝗲𝘆, 𝘀𝘁𝗼𝗽 𝘀𝗰𝗿𝗼𝗹𝗹𝗶𝗻𝗴! Our Conceptual Framework for Gamified E-Learning Programs is out! 🤩

After four months of teamwork, interviews and discussions with over 200 VET providers and learners, our reference structure for vocational teachers and trainers to design gamified learning experiences is ready! Divided into eight conceptual blocks, the Framework proposes an iterative and incremental design process, articulated in 33 actions associated with combinations of 54 game elements.

𝗪𝗵𝗮𝘁 𝘄𝗶𝗹𝗹 𝘆𝗼𝘂 𝗳𝗶𝗻𝗱 𝗶𝗻 𝘁𝗵𝗲 𝗽𝘂𝗯𝗹𝗶𝗰𝗮𝘁𝗶𝗼𝗻?
- Information about the development process, built on the results of our transnational research on Gamification and Game-Based Learning, desk research and interviews with 90 VET learners;
- data from the validation questionnaires administered to 138 VET experts in Greece, Italy, Poland, Portugal, Spain and Romania;
- the structure and description of the Framework.

This result will guide us through the next phase of our project: we'll apply the Framework to co-create with 120 VET experts a set of 𝘁𝗲𝗺𝗽𝗹𝗮𝘁𝗲𝘀 of gamified programs, that will be provided on our e-learning platform.

📌 𝗗𝗼𝘄𝗻𝗹𝗼𝗮𝗱 the publication 𝗻𝗼𝘄 at https://bit.ly/3ufL4C5!

Lascò Cursos Femxa Constanta HUB ECOS - Cooperativa de Educação, Cooperação e Desenvolvimento, CRL ΚΕΑΝ-Κύτταρο Εναλλακτικών Αναζητήσεων Νέων CIE Center for Innovative Education

Photos from Sparks Project's post 14/03/2022

💡Inspiration, a lot of ideas and positive vibes: our third transnational project meeting has come to an end.

Hosted by Bexley-C Level IT (Constanta HUB ) in Constanta, the Sparks consortium met on the 12 and 13 March to

▪analyze the results of Sparks’ second intellectual output, a 𝗖𝗼𝗻𝗰𝗲𝗽𝘁𝘂𝗮𝗹 𝗙𝗿𝗮𝗺𝗲𝘄𝗼𝗿𝗸 𝗳𝗼𝗿 𝗚𝗮𝗺𝗶𝗳𝗶𝗲𝗱 𝗲𝗟𝗲𝗮𝗿𝗻𝗶𝗻𝗴 𝗣𝗿𝗼𝗴𝗿𝗮𝗺𝘀, validated and refined with over 130 Vocational Education and Training experts in Greece, Italy, Spain, Romania, Portugal and Poland;

▪discuss the work ahead to implement the Framework with VET teachers and trainers and ultimately translate it into 𝗧𝗲𝗺𝗽𝗹𝗮𝘁𝗲𝘀 𝗼𝗳 𝗚𝗮𝗺𝗶𝗳𝗶𝗲𝗱 𝗲𝗟𝗲𝗮𝗿𝗻𝗶𝗻𝗴 𝗣𝗿𝗼𝗴𝗿𝗮𝗺𝘀 to support teachers and trainers to develop autonomously gamification-based learning experiences for their students.

Coming 🔜 www.projectsparks.eu

Lascò CIE Center for Innovative Education Cursos Femxa ΚΕΑΝ-Κύτταρο Εναλλακτικών Αναζητήσεων Νέων ECOS - Cooperativa de Educação, Cooperação e Desenvolvimento, CRL

24/02/2022

𝗪𝗵𝗮𝘁 𝗶𝗳, 𝗼𝗻 𝗮𝗻 𝗼𝘂𝘁𝗱𝗼𝗼𝗿 𝗲𝘅𝗽𝗲𝗱𝗶𝘁𝗶𝗼𝗻 𝗶𝗻 𝘁𝗵𝗲 𝗺𝗶𝗱𝗱𝗹𝗲 𝗼𝗳 𝗻𝗼𝘄𝗵𝗲𝗿𝗲, 𝘆𝗼𝘂 𝗿𝗲𝗮𝗹𝗶𝘇𝗲 𝘁𝗵𝗮𝘁 𝘆𝗼𝘂𝗿 𝗴𝗿𝗼𝘂𝗽 𝗹𝗲𝗮𝗱𝗲𝗿 𝗶𝘀 𝗺𝗶𝘀𝘀𝗶𝗻𝗴? Don't worry, it's not the beginning of a horror movie. This is how "Search and Rescue" gets started!

𝘚𝘦𝘢𝘳𝘤𝘩 𝘢𝘯𝘥 𝘙𝘦𝘴𝘤𝘶𝘦 is one of the best practices identified during our research on gamification and game-based learning. It was implemented during the outdoor expeditions of the FOLM ("From Outdoor learning to the Labour Market") international project, led by CIE Center for Innovative Education.

🔎 Learn more: https://www.projectsparks.eu/project-results.htm

21/02/2022

💡 An online educational platform that helps students learn Greek by using a unique combination of fun games, interactive educational activities and videos based on the most recent advances in linguistic and educational research: meet 𝗘𝗹𝗹𝗶𝗻𝗼𝗽𝗼𝘂𝗹𝗮, one of the best practices identified in Greece by ΚΕΑΝ-Κύτταρο Εναλλακτικών Αναζητήσεων Νέων in the scope of our research on and .

🔎Ellinopoula is a safe no-ads environment, designed to make Greek for students exciting and to help parents and teachers pass on Greek heritage.

➕Would you like to learn more? Check out the results of our transnational research on gamification and game-based learning: www.projectsparks.eu/project-results.htm

11/02/2022

An educational project to explore the Architecture of the 20th century Modernist Movement, in the municipality of Faro, using Minecraft Education: 𝗠𝗜.𝗠𝗢𝗠𝗢.𝗙𝗔𝗥𝗢, promoted by the Faro 2027 Team, responsible for Faro's Candidacy for European Capital of Culture 2027, is one of the best practices on game-based learning identified by ECOS - Cooperativa de Educação, Cooperação e Desenvolvimento, CRL .

🔎 𝐖𝐡𝐚𝐭 𝐝𝐨𝐞𝐬 𝐭𝐡𝐞 𝐚𝐜𝐫𝐨𝐧𝐲𝐦 𝐬𝐭𝐚𝐧𝐝 𝐟𝐨𝐫? MI is a reference to Minecraft Education resources, MOMO is the acronym for Modernist Movement, in this case in the city of Faro.

💡Developed with the support of Microsoft Portugal and the National Arts Plan, it is an interdisciplinary initiative involving more than 150 students aged 13 to 15 and 7 schools in the municipality of Faro.

➕Learn more and discover the 𝗼𝘁𝗵𝗲𝗿 𝟰𝟳 𝗯𝗲𝘀𝘁 𝗽𝗿𝗮𝗰𝘁𝗶𝗰𝗲𝘀 identified in the scope of our research: www.projectsparks.eu/project-results.htm

09/02/2022

"𝘞𝘦 𝘪𝘯𝘧𝘰𝘳𝘮 𝘺𝘰𝘶 𝘵𝘩𝘢𝘵 𝘵𝘩𝘦 𝘤𝘰𝘮𝘱𝘶𝘵𝘦𝘳 𝘴𝘺𝘴𝘵𝘦𝘮𝘴 𝘰𝘧 𝘊𝘌𝘍-𝘜𝘋𝘐𝘔𝘈 𝘢𝘳𝘦 𝘩𝘢𝘷𝘪𝘯𝘨 𝘪𝘯𝘤𝘪𝘥𝘦𝘯𝘵𝘴, 𝘢𝘯𝘥 𝘴𝘰𝘮𝘦𝘵𝘪𝘮𝘦𝘴 𝘸𝘦𝘣 𝘣𝘳𝘰𝘸𝘴𝘪𝘯𝘨 𝘪𝘴 𝘯𝘰𝘵 𝘱𝘰𝘴𝘴𝘪𝘣𝘭𝘦. 𝘞𝘦 𝘣𝘦𝘭𝘪𝘦𝘷𝘦 𝘵𝘩𝘢𝘵 𝘪𝘵 𝘮𝘢𝘺 𝘣𝘦 𝘥𝘶𝘦 𝘵𝘰 𝘢 𝘤𝘰𝘮𝘱𝘶𝘵𝘦𝘳 𝘢𝘵𝘵𝘢𝘤𝘬 𝘣𝘺 𝘢 𝘩𝘢𝘤𝘬𝘦𝘳. 𝘖𝘶𝘳 𝘴𝘶𝘴𝘱𝘪𝘤𝘪𝘰𝘯𝘴 𝘢𝘳𝘦 𝘣𝘢𝘴𝘦𝘥 𝘰𝘯 𝘵𝘩𝘪𝘴 𝘷𝘪𝘥𝘦𝘰 𝘸𝘦 𝘩𝘢𝘷𝘦 𝘳𝘦𝘤𝘦𝘪𝘷𝘦𝘥. 𝘞𝘦 𝘥𝘦𝘤𝘪𝘥𝘦𝘥 𝘵𝘰 𝘮𝘦𝘦𝘵 𝘸𝘪𝘵𝘩 𝘵𝘩𝘦 𝘣𝘦𝘴𝘵 𝘴𝘵𝘶𝘥𝘦𝘯𝘵𝘴 𝘵𝘰 𝘴𝘰𝘭𝘷𝘦 𝘵𝘩𝘦 𝘱𝘳𝘰𝘣𝘭𝘦𝘮."

This is the message the Innovation Department of the CEF Centro de Estudios Financieros - Universidad Udima Group addressed to over 380 students of its distance learning Master's Degree Programmes in 2021, engaging them in a virtual Escape Room on Zoom.

The game managed to connect students in distance learning courses from Madrid, Barcelona, Valencia, and the Dominican Republic, enhancing social interaction and teamwork.

𝗪𝗵𝗮𝘁 𝗺𝗮𝗱𝗲 𝘁𝗵𝗶𝘀 𝗲𝘅𝗽𝗲𝗿𝗶𝗲𝗻𝗰𝗲 𝘀𝘂𝗰𝗰𝗲𝘀𝘀𝗳𝘂𝗹? 𝗛𝗼𝘄 𝘄𝗮𝘀 𝗶𝘁 𝗱𝗲𝘃𝗲𝗹𝗼𝗽𝗲𝗱?
👉🏻 Femxa Formación (Cursos Femxa) highlighted it in our Research Reports: https://www.projectsparks.eu/project-results.htm

07/02/2022

Supporting adults with disability to gain knowledge and skills to start a social enterprise: this is the goal of Ready4Impact, one of the 48 best practices identified in the scope of our transnational research on game-based learning.

📍The game was developed by the Federation for Accessibility of Romania (FAR), in partnership with other 5 institutions from Belgium Greece, France, Romania and Spain, in the context of the "ALL IN!" Erasmus+ project.

Would you like to learn more about it? If you haven't yet, check out our research reports: www.projectsparks.eu/project-results.htm

04/02/2022

Pills of our international 𝘙𝘦𝘴𝘦𝘢𝘳𝘤𝘩 𝘰𝘯 𝘎𝘢𝘮𝘪𝘧𝘪𝘤𝘢𝘵𝘪𝘰𝘯 & 𝘎𝘢𝘮𝘦-𝘉𝘢𝘴𝘦𝘥 𝘓𝘦𝘢𝘳𝘯𝘪𝘯𝘨: get inspired by 𝗚𝗢 𝗔𝗟𝗟! 𝗧𝗵𝗲 𝗚𝗮𝗺𝗲 𝟮.𝟬, one of the 48 best practices identified in Italy, Greece, Poland, Portugal, Romania and Spain.

📍𝗚𝗢 𝗔𝗟𝗟! 𝗧𝗵𝗲 𝗚𝗮𝗺𝗲 𝟮.𝟬 (🇮🇹)was an initiative of Allianz and their technical partner AlittleB to create an interactive and immersive experience to effectively teach agile management, open leadership, and other soft skills to over 4.500 employees.

👉The structure of training experience structure was based on teams’ competition and revolved around learning objects (incl., interactive videos, scenarios and levels-based pathways), self-consistent learning resources, characterized by modularity, availability, reusability, and interoperability.

💡Among the features that were conducive to the success of the project: microlearning, interaction and social learning mechanics, personalized content through an internal algorithm, highly interactive content and bets, the possibility for users to spend part of their points on training quizzes.

➕Learn more about GO ALL! The Game 2.0 and discover the 𝗼𝘁𝗵𝗲𝗿 𝟰𝟳 𝗯𝗲𝘀𝘁 𝗽𝗿𝗮𝗰𝘁𝗶𝗰𝗲𝘀:
💻 www.projectsparks.eu/project-results.htm

22/12/2021

To all of you, 𝗵𝗮𝗽𝗽𝘆 𝗵𝗼𝗹𝗶𝗱𝗮𝘆𝘀! ✨

21/12/2021

🗞️ Today, the Portuguese newspaper Algarve Primeiro dedicated some space to our project and to the great work our consortium member, ECOS - Cooperativa de Educação, Cooperação e Desenvolvimento, CRL, is doing in Faro to bring innovation in Vocational Education and Training through .

👇🏻
https://www.algarveprimeiro.com/d/cooperativa-ecos-integra-projeto-europeu-que-visa-a-inovacao-na-formacao-profissional-/42203-1

29/11/2021

🗞️ Thanks to the press agency Nova for sharing the results of our international research!

👇🏻 The full article (in Italian)
https://bit.ly/sparks-nova

Photos from Sparks Project's post 02/10/2021

📍Partnership meeting in Athens 🇬🇷

Yesterday we kicked off our second transnational project meeting in Athens, hosted by ΚΕΑΝ-Κύτταρο Εναλλακτικών Αναζητήσεων Νέων.

We analysed the progress and results of our transnational research on game-based learning in Vocational Education and Training, implemented by Lascò, Femxa Formación, KEAN, CIE, Constanta Hub and ECOS in Italy, Greece, Spain, Portugal, Poland and Romania. The publication will be available at the end of October on our project website and on the Erasmus+ Project Results Platform of the European Commission.

Meanwhile, we are getting ready for our second intellectual output: a new conceptual framework to support VET teachers and trainers to create innovative learning programs for their students through !

27/08/2021

📢 𝗢𝘂𝗿 𝘃𝗮𝗹𝗶𝗱𝗮𝘁𝗶𝗼𝗻 𝘀𝘂𝗿𝘃𝗲𝘆 𝗶𝘀 𝗼𝗻𝗹𝗶𝗻𝗲!

Until the 12th of September 2021, 𝗩𝗼𝗰𝗮𝘁𝗶𝗼𝗻𝗮𝗹 𝗘𝗱𝘂𝗰𝗮𝘁𝗶𝗼𝗻 𝗮𝗻𝗱 𝗧𝗿𝗮𝗶𝗻𝗶𝗻𝗴 𝗽𝗿𝗼𝘃𝗶𝗱𝗲𝗿𝘀 𝗰𝗮𝗻 𝘀𝘂𝗽𝗽𝗼𝗿𝘁 𝗼𝘂𝗿 𝘁𝗿𝗮𝗻𝘀𝗻𝗮𝘁𝗶𝗼𝗻𝗮𝗹 𝗿𝗲𝘀𝗲𝗮𝗿𝗰𝗵 on "Game-Based Learning: Best Practices and Requirements for Digital Environments" by participating in the online validation survey of the best practices we analyzed in Spain, Italy, Greece, Romania, Portugal, and Poland, and particularly the game elements that were found as the key to the successful game-based learning experiences in the six countries involved:

🌏 The survey is available in Greek, Italian, Polish, Portuguese, Romanian, and Spanish.

👉 Help us tailor our project results around what professionals like you value the most: 𝘁𝗮𝗸𝗲 𝘁𝗵𝗲 𝟱-𝗺𝗶𝗻𝘂𝘁𝗲 𝘀𝘂𝗿𝘃𝗲𝘆 𝗻𝗼𝘄 at https://bit.ly/3yi8iax.

15/07/2021

Information and news about our project and its results, tips and insights about game-based learning, announcements of upcoming project events:
👉if you haven't yet, explore our website at www.projectsparks.eu.
📍 We'll be waiting for you there!

Photos from Sparks Project's post 05/07/2021

The first transnational meeting of the Sparks project has come to an end after three productive days. An opportunity for the project team to finally meet face-to-face, after almost a year of virtual interactions, to present the project roadmap and plans and the activities to produce our first intellectual output, the 𝗧𝗿𝗮𝗻𝘀𝗻𝗮𝘁𝗶𝗼𝗻𝗮𝗹 𝗿𝗲𝘀𝗲𝗮𝗿𝗰𝗵 𝗼𝗻 𝗚𝗮𝗺𝗲-𝗕𝗮𝘀𝗲𝗱 𝗟𝗲𝗮𝗿𝗻𝗶𝗻𝗴, led by Femxa Formación.
👉 In the next five months, we’ll analyze best practices and collect the needs of VET teachers, trainers, and learners through focus groups in Italy, Spain, Romania, Poland, Portugal, and Greece. We will study successful applications of gamification in education and training, and collect real-life inputs, personal knowledge, experiences, and practices in the field of game-based learning.

Lascò ΚΕΑΝ-Κύτταρο Εναλλακτικών Αναζητήσεων Νέων Cursos Femxa ECOS - Cooperativa de Educação, Cooperação e Desenvolvimento, CRL Constanta HUB

28/06/2021

⏳ Three days to our first 𝗧𝗿𝗮𝗻𝘀𝗻𝗮𝘁𝗶𝗼𝗻𝗮𝗹 𝗣𝗿𝗼𝗷𝗲𝗰𝘁 𝗠𝗲𝗲𝘁𝗶𝗻𝗴!

From July 1st to July 4th, Lascò, Cursos Femxa, Constanta HUB, ECOS - Cooperativa de Educação, Cooperação e Desenvolvimento, CRL, CIE Center for Innovative Education and ΚΕΑΝ-Κύτταρο Εναλλακτικών Αναζητήσεων Νέων will meet in Caserta, Italy, for Sparks' Kick-Off Meeting.

📻 Stay tuned to learn more.

25/06/2021

🤝 𝗠𝗲𝗲𝘁 𝘁𝗵𝗲 𝗽𝗿𝗼𝗷𝗲𝗰𝘁 𝗽𝗮𝗿𝘁𝗻𝗲𝗿𝘀

🇬🇷 KEAN

Founded in 2004, KEAN is a nonprofit organization, whose mission is to develop and implement humanitarian programs for the protection of the social and physical environment. Its ultimate goal is upgrading the lives of young people and vulnerable social groups, combating social exclusion and poverty, promoting a better-organized society with respect for human rights and the environment, and promoting volunteering spirit and familiarity with the new technologies.

The organization has wide experience and expertise in the implementation of projects aimed at promoting employability, enhancing job-related skills, and promote entrepreneurship. It offers young people and adults a wide range of opportunities to participate in EU programs, practical and VET opportunities, and volunteering for personal and professional development. Initiatives to familiarize citizens with new technologies, to develop their digital skills, and to ensure safe use of new technologies and modern media are at the core of its activities. It has participated in Lifelong Learning, Youth in Action, E+, EuropeAid, DAPHNE, REC, H2020.

🎲 Furthermore, KEAN developed the "Planetbook Game", the first educational board/floor game about the environment and climate changes. The game, consisting of 700 knowledge questions about environmental issues, the NGOs for its protection, and Nature’s four basic elements. Through the “PLANETISE” project, co-funded by the Erasmus+ Programme, KEAN transferred and further developed the game with NGOs and universities of 6 different EU countries.

👉 𝗟𝗲𝗮𝗿𝗻 𝗺𝗼𝗿𝗲: www.kean.gr | ΚΕΑΝ-Κύτταρο Εναλλακτικών Αναζητήσεων Νέων

23/06/2021

🤝 𝗠𝗲𝗲𝘁 𝘁𝗵𝗲 𝗽𝗿𝗼𝗷𝗲𝗰𝘁 𝗽𝗮𝗿𝘁𝗻𝗲𝗿𝘀

🇷🇴 Bexley-C Level IT

Founded in 2017, BCLIT is an entrepreneurial hub specialized in IT solutions for education. The company provides digital teaching solutions for educational organizations including kindergartens, schools, high schools, VET schools, universities, NGOs, and SMEs delivering education to youth and adults. In its local environment, BCLIT accelerates interactions between academia, government institutions, industry & civil society (quadruple helix) to create learning opportunities for individuals and development opportunities for organizations (NGOs, schools, universities, and enterprises). Its staff praises mobility, voluntarism, diversity, equality, tolerance, involvement, participation, engagement, and empowerment, and supporting people to develop and improve knowledge, attitudes, transversal competencies, and skills.

👉 𝗟𝗲𝗮𝗿𝗻 𝗺𝗼𝗿𝗲: www.constantahub.ro | Constanta HUB

22/06/2021

🤝 𝗠𝗲𝗲𝘁 𝘁𝗵𝗲 𝗽𝗿𝗼𝗷𝗲𝗰𝘁 𝗽𝗮𝗿𝘁𝗻𝗲𝗿𝘀

🇵🇹 - Cooperativa de educação cooperação e desenvolvimento CRL

Founded in the region of Algarve in 2010, ECOS is a social cooperative, composed of professional social workers and educators from diverse professional backgrounds, such as social education, sociology, psychology, economics, sports, sea biology, and law. Its mission is to contribute to the promotion, recognition, and valorization of methodologies that can enhance learning, personal development, and social transformation, to contribute to social inclusion and strengthen social cohesion, towards the community sustainable development.

𝗠𝗮𝗶𝗻 𝗮𝗿𝗲𝗮𝘀 𝗼𝗳 𝗮𝗰𝘁𝗶𝘃𝗶𝘁𝘆
• creation of spaces for structured dialogue, cooperation, and collective construction among different actors, such as social, business, and institutional actors;
• promotion, design, implementation, and evaluation of educational, social, cultural, and sustainable development projects, through informal and non-formal education;
• development of organizations’ capacity towards more efficient management of their resources and projects through training and new Information and Communication technologies;
• monitoring, support, assessment, and consultancy to individuals, organizations, institutions, and respective educational programs and social intervention projects;
• promotion, recognition, and validation of non-formal education and other alternative pedagogical methodologies that contribute to social transformation.

👉 𝗟𝗲𝗮𝗿𝗻 𝗺𝗼𝗿𝗲: ECOS - Cooperativa de Educação, Cooperação e Desenvolvimento, CRL

21/06/2021

🤝 𝗠𝗲𝗲𝘁 𝘁𝗵𝗲 𝗽𝗿𝗼𝗷𝗲𝗰𝘁 𝗽𝗮𝗿𝘁𝗻𝗲𝗿𝘀

🇵🇱 Centrum Innowacyjnej Edukacji (CIE)

CIE Center for Innovative Education is a foundation, established in 2015 as a training institution of the Mazowieckie voivodship in Poland. It creates and promotes social innovation, in particular in the field of education, working with regional and national governments, employers and employers organizations, European institutions, Academic institutions, and research centers worldwide. Its educational activities are addressed to children, adolescents, and adults, and include formal, informal, and non-formal forms of education. CIE has many years of experience in creating and implementing its own educational solutions, focusing on learning programs that strengthen basic skills and transversal competencies.

𝗠𝗮𝗶𝗻 𝗮𝗿𝗲𝗮𝘀 𝗼𝗳 𝗮𝗰𝘁𝗶𝘃𝗶𝘁𝘆
• development of educational models, programs, and solutions to improve professional training, based on the changing needs of the labor market;
• design and implementation of research and innovation projects with regional and EU structural and investment funds;
• management of an international platform of experts and authorities dedicated to sharing good practices in education and the labor market, tourism, agritourism, new technologies, and food by organizing the New Education Forum;
• development of recommendations for EU institutions and cooperation with them on improvement of labour market policies and influencing national and regional governments as to their implementation.

👉 𝗟𝗲𝗮𝗿𝗻 𝗺𝗼𝗿𝗲: www.ciedu.eu

18/06/2021

🤝 𝗠𝗲𝗲𝘁 𝘁𝗵𝗲 𝗽𝗿𝗼𝗷𝗲𝗰𝘁 𝗽𝗮𝗿𝘁𝗻𝗲𝗿𝘀

🇪🇸 Femxa Formación SL

With 20 years of experience in the development and implementation of training plans in different business sectors and more than 60.000 people trained annually in Spain and Latin America, Femxa Formación is a company highly specialized in consulting and training for employment, addressed to companies, public administration, consulting, professional offices, training centers, and individuals.

𝗜𝘁𝘀 𝗴𝗼𝗮𝗹: to increase the competitiveness of organizations, employability, and professional qualification of people.

𝗛𝗼𝘄? Femxa provides tailored comprehensive training solutions, from the analysis of the training needs of an entity, organization, or public administration, to the design of the training plan that provides the specific solutions to these needs, through the development of materials and didactic means, the selection of teaching experts or advisors in the teaching process, the delivery of training activities, conferences, coaching sessions, workshops, conferences, et al.

👉 𝗟𝗲𝗮𝗿𝗻 𝗺𝗼𝗿𝗲: Cursos Femxa | https://www.cursosfemxa.es/

15/06/2021

🤝 𝗠𝗲𝗲𝘁 𝘁𝗵𝗲 𝗽𝗮𝗿𝘁𝗻𝗲𝗿𝘀

🇮🇹 Lascò

Corporate innovation company, whose mission is to guide companies, people, and organizations in paths of innovation and digital transformation, through a human-centered, lean, smart, agile approach to creating small innovation ecosystems within or around organizations.

𝗔𝗿𝗲𝗮𝘀 𝗼𝗳 𝗮𝗰𝘁𝗶𝘃𝗶𝘁𝘆

▪ 𝗜𝗻𝗻𝗼𝘃𝗮𝘁𝗶𝘃𝗲 𝘀𝗼𝗹𝘂𝘁𝗶𝗼𝗻𝘀: Lascò develops management software, platforms, and innovative tools, building an ecosystem of products, methodologies and tools to carry out corporate digital transformation projects.

▪ 𝗧𝗿𝗮𝗶𝗻𝗶𝗻𝗴: together with its partners, it designs and implements training experiences aimed at spreading digital skills, fostering entrepreneurship among young people, and innovation management within organizations. It organizes workshops with the Startup Grind community to inspire and connect entrepreneurs, holds coaching and mentorship activities for young entrepreneurs and innovation teams, and designs workshops and training experiences to think, work, and design through Lean, Design Thinking, and Agile methodologies.

▪ 𝗜𝗻𝗻𝗼𝘃𝗮𝘁𝗶𝗼𝗻 𝗠𝗮𝗻𝗮𝗴𝗲𝗺𝗲𝗻𝘁: through Open and Corporate Innovation, Open Integration and Innovation Labs, Lascò develops programs aimed to: connect organizations with startups, innovation laboratories, incubators, and accelerators; structure and support intrapreneurship programs; spreading around organizations a culture of innovation, entrepreneurial mindset, and new skills, experimentation, agile and lean prototyping.

▪ 𝗦𝘁𝗮𝗿𝘁𝘂𝗽 𝗦𝘁𝘂𝗱𝗶𝗼: Lascò offers startups and innovation teams tailored support for a quick and effective launch on the market of innovative products and services, thus significantly shortening their time-to-market, through organizational, operational, and strategic support, via highly customized programs designed according to their real needs.

👉 Learn more: https://xn--lasc-oqa.com/

27/05/2021

𝗛𝗼𝘄 𝘄𝗶𝗹𝗹 𝘄𝗲 𝗽𝗼𝘄𝗲𝗿 𝗶𝗻𝗻𝗼𝘃𝗮𝘁𝗶𝘃𝗲 𝗴𝗮𝗺𝗶𝗳𝗶𝗲𝗱 𝗲-𝗹𝗲𝗮𝗿𝗻𝗶𝗻𝗴 𝗲𝘅𝗽𝗲𝗿𝗶𝗲𝗻𝗰𝗲𝘀?

• We'll carry out the international research "Game-Based Learning: Best Practices & Requirements for Digital Environment", through collection and analysis of best practices and focus groups with Vocational Education and Training providers and learners in Greece, Italy, Poland, Portugal, Romania, and Spain.
• We'll develop an innovative Conceptual Framework for Game-Based E-Learning Programs by integrating findings from the research and experiential knowledge of VET experts.
• We'll implement Co-design Labs with VET teachers and trainers to create Game-Based E-Learning Programs Templates, designed to be customizable, flexible, and work with any curriculum.
• We'll develop an E-Learning Platform, which will provide a system to create gamified learning programs by simply choosing and filling out the desired Template, managing the program, and monitoring learners' progress, behavior, and engagement. The platform will also host a long-term virtual transnational community composed of education and training providers interested in innovating their practices through digital game-based learning and sharing knowledge and experiences.
• We'll produce Guidance Material for the platform users: video tutorials, e-learning modules and use cases for teachers and trainers, and an interactive user manual for learners.

21/05/2021

𝗞𝗶𝗰𝗸-𝗼𝗳𝗳 𝗣𝗼𝘀𝘁
📢 The Sparks project has started!�
A Partnership for Digital Education Readiness, co-funded by the Erasmus+ Programme of the European Union. During 24 months, six organizations, Companies and NGOs from Greece, Italy, Spain, Poland, Portugal, and Romania, will develop a new Conceptual Framework and a Digital Platform to let Vocational Education and Training providers design and create innovative online learning experiences, able 𝘁𝗼 𝗯𝗼𝗼𝘀𝘁 𝗹𝗲𝗮𝗿𝗻𝗲𝗿𝘀’ 𝗺𝗼𝘁𝗶𝘃𝗮𝘁𝗶𝗼𝗻 𝗮𝗻𝗱 𝗲𝗻𝗴𝗮𝗴𝗲𝗺𝗲𝗻𝘁 𝗶𝗻 𝗹𝗲𝗮𝗿𝗻𝗶𝗻𝗴 by adopting 𝗴𝗮𝗺𝗲 dynamics, mechanics, and components.
📍Stay tuned: we’ll share our roadmap soon.

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