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57activities

5
Pathways to Creative Youthwork
Beasily
#Self-regulation, #Flexibility, #Empathy, #Growth mindset, #Managing learning
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1
Assessing and evaluating
1
1
1
1
15 nov., 17:00
Technology and computers
Awero
#Ability to create and disseminate digital contents as videos, podcasts, memes, digital presentation formats etc., #Addresses the specific risks related to participants’ data safety when in digital environments, #Applies digital technologies, tools and e-learning where necessary/relevant in planning, designing, delivering and evaluating activities, #Builds on resources and opportunities from partnerships to increase quality and impact of the project, including the use of digital tools to maintain it, where appropriate
7
Awero
#innovate, #Choose and designing appropriate methods for collecting, interpreting and disseminating information (data, resources, findings, etc.), #Where applicable, includes the community’s needs in the programme design, #demonstrate empathy, #Aiming at reaching educational aims by using specific ways and methods that encourage creativity, problem solving, ‘out-of-the-box’ thinking, in different environmental aspects, #Facilitates problem solving, #Aiming at reaching educational aims by using specific ways and methods that encourage creativity, problem solving, ‘out-of-the-box’ thinking, in different environmental aspects, #Enables participants to be creative and think out of the box, #brainstorming ideas, #Openness to using different ways and methods to encourage creativity, problem solving and ‘out-of-the-box’ thinking, #Understands the impact of Artificial Intelligence on choosing learning objectives when using online platforms for learning, #innovate, #build craft prototypes, #Aiming at reaching educational aims by using specific ways and methods that encourage creativity, problem solving, ‘out-of-the-box’ thinking, in different environmental aspects
1
Technology and computers
Awero
#Understands the impact of Artificial Intelligence on choosing learning objectives when using online platforms for learning, #innovate
1
Creativity and design
Awero
#Aiming at reaching educational aims by using specific ways and methods that encourage creativity, problem solving, ‘out-of-the-box’ thinking, in different environmental aspects, #Enables participants to be creative and think out of the box, #brainstorming ideas, #Openness to using different ways and methods to encourage creativity, problem solving and ‘out-of-the-box’ thinking
1
Creativity and design
Awero
#Aiming at reaching educational aims by using specific ways and methods that encourage creativity, problem solving, ‘out-of-the-box’ thinking, in different environmental aspects, #Facilitates problem solving
1
Crafts and making
Awero
#build craft prototypes, #Aiming at reaching educational aims by using specific ways and methods that encourage creativity, problem solving, ‘out-of-the-box’ thinking, in different environmental aspects
1
Creativity and design
Awero
#Choose and designing appropriate methods for collecting, interpreting and disseminating information (data, resources, findings, etc.), #Where applicable, includes the community’s needs in the programme design, #demonstrate empathy
Awero not-for-profit organisation manages this platform and develops it together with leading educational organisations. The European Union's programme Erasmus+ granted co-funding for building the first version of this platform. Contact support@awero.org.
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Co-funded by the Erasmus+ programme of the European Union
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