SOCIAL ENTREPRENEURSHIP & INNOVATION

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YE- COVID - Youth Escape COVID

The vision of the project "Youth Escape COVID" is to develop a highly innovative non-formal educational method and tool-using culture as a foundation for this endeavor, while the scope of the project is to combat the negative effects of the COVID-19 pandemic on European youth in a creative and innovative manner.


We contribute to the development of youth work tools that can address a wide range of issues through our project proposal (i.e., employment, active participation, foster creativity, sustainable development, social inclusion through the arts, enhance digital skills, foster entrepreneurship, boost creative domains). There have been some positive initiatives in providing digital youth work and increasing the use of digital tools in working with young people, but these have had limitations due to: IT tool availability, practitioner knowledge in youth work. However, the majority of young people's problems, including those of disadvantaged young people, have worsened, leaving many to deal with issues such as social exclusion, discrimination, and a redefinition of social and safety nets. According to the EU-Council of Europe, there are also questions about changing relationships and behavior, changing perspectives on connection to friends and community, impact on well-being and mental health, employment, participation, activism, youth organizations, and many other aspects of young people's lives.

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The Green Step - Green skills in adult education: A curriculum for the future

The Green Step project acknowledges the fact that non-formal adult education can effectively intervene and become one of the most powerful and proven vehicles for sustainability both by enhancing the competences of adult educators with low sustainability skills and by empowering adult learners to transform themselves and the society they live in.

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Game4CoSkills

Adults with intellectual disabilities frequently exhibit a number of characteristics that impede their development. They have a lower-than-average IQ, speech difficulties, poor memorization, attention, perception, and thinking skills. They frequently struggle with social adjustment, which leads to low self-esteem and emotional instability. All of these characteristics contribute to their cognitive stagnation.


Assistive technology systems, such as mobile games, have the potential to assist adults with intellectual disabilities in learning, communicating, playing, and becoming more independent. As a result, more attention is being paid to the design and development of accessible mobile games for people with cognitive impairments.


The "Game4CoSkills Project" aims to create a mobile game for cognitive skill development and concept teaching for adults with intellectual disabilities that can be used individually or in a group setting. The mobile game covers a variety of cognitive skill development and concept teaching strategies, becoming more difficult as performance improves in color, memory, math, accuracy, logic, dexterity, multitasking, and attention to detail. Adults with intellectual disabilities will be able to experience mobile games by participating in enjoyable group activities in this manner.

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VET VR ACADEMY

The Covid-19 crisis had a significant impact on vocational education and training. The hotel and restaurant industry is one of the hardest hit. Because of all of these closures, thousands of young trainees were unable to complete their professional internships. This raises real issues, to which this project hopes to contribute a concrete solution through e-learning and virtual reality.


The primary goal of the VET VR ACADEMY is to promote the use of digital tools in vocational education and training, to facilitate the digital transition, and to strengthen the capacity of VET organizations in the field of digital training.


The project outcomes aim to improve the attractiveness of VET trainings and to develop new ecological approaches through e-learning activities, addressing the needs of emerging learners in response to the impact of the Covid-19 pandemic.

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HANGOUT - Digital Native NEETs - Pathways to Skills Development

Through the HANGOUT project, partners will engage with NEETs in the categories of: long-term unemployed, family responsibilities, illness and disability and discouraged. The HANGOUT approach to re-engaging NEETs and marginalised young adults in education, to provide pathways to progression in economic and educational sectors, is a flexible approach that is not based in the classroom, and so fits perfectly within the sphere of non-formal adult and community education. Through our planned Continuous Professional Development (CPD) programme for educators, what we hope to achieve is to build their digital competence so that they can engage NEETs remotely, overcoming some barriers to participation for NEETs in the Illness, Disability and Family Responsibilities sub-groups.

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Pla(i)n VET - Inclusion of young learners with special needs into VET through the use of Plain Language

Pla(i)n VET aims to support young learners with special needs in the transition period between school and labour market entry. To obtain a successful bridging of this gap, the learners are empowered and given a voice within VET to decide their own path for allowing professional self-realization. By creating adequate and comprehensive material in Plain Language, a contribution to a more inclusive VET system is made. In the long term, the disadvantaged target group will be considered on the primary labour market, rendering the latter more inclusive. One key objective of Pla(i)n VET is the use and application of Plain Language for the integration and inclusion of learners with special needs. The concept of the project relies on the fact that accessibility includes overcoming language barriers and should therefore be part of an inclusive strategy in VET. Plain Language follows a certain structure, design, and expression and needs to be evaluated - these rules are firm, also on a European wide level. In our project, Plain Language is used to make content easier and faster to understand for the target group. This leads to a better involvement of the target group in decisionmaking processes about their professional future and simultaneously brings about a broader understanding of the use of Plain Language in VET.

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TRAIN-SUSTAIN - Professionalizing Trainers of Disadvantaged Citizens in Creating Sustainable Jobs

The TRAIN SUSTAIN project aims to enhance the competencies of VET-trainers and volunteers who teach recycling/upcycling, and equip disadvantaged groups with the knowledge, skills, and competencies to thrive in an evolving labor market with emerging green business opportunities. The disadvantaged groups will not just receive training but also improve their employability and gain better access to the job market. The project has two target groups: the primary target group: teachers and volunteers (seniors, retired teachers, professional craftsmen) that teach practical craft skills used for repairing, renovating, and restoring secondhand items to citizens; secondary target group: disadvantaged groups - people with learning disabilities and mentally vulnerable, unemployed people on the periphery of the labor market. By developing a curriculum and a training program (PR1), TRAIN-SUSTAIN addresses the need for professionalizing trainers of disadvantaged VET-students in the field of recycling/upcycling furniture, appliances, clothes, etc. The training program will focus on qualifying the social and technical competencies of teachers and volunteers. In addition, the project will produce a handbook for future VET-trainers and a compendium of good practices on socioeconomic business models to serve as inspiration to the partnership and eventually to organisations across Europe.