“Adult learning: it is never too late to learn” communication from the EC outlined that adult learning is a key issue to handle as the “essential contribution of adult learning, through the acquisition of key competences by all, to employability and mobility. Aligned with this idea, Eurostat recent data1 on “Adult Learning Statistics” remarks the fact that “adults with a low level of educational attainment and a lack of skills are more likely to earn lower than average wages and are more vulnerable to the precarious nature of the labour market. These individuals often suffer from a lack of basic skills that are increasingly considered as essential for a modern-day economy: literacy, numeracy and technological skills (‘digital literacy’).”

Within this context, the App4Skills project was designed to contribute to the development of adult learners´ basic skills (mainly numeracy, literacy and digital skills) through the implementation of a set of proposed activities. The core approach of App4Skills has to do with the use of a webapp that offers adult learners the opportunity to engage on leisure activities in three specific areas: cooking, gardening and environment protection, and DIY – “do it yourself” and handcraft.

More than 60 activities on those areas are published, based on 3 levels of difficulty. Each activity is explained in a step-by-step format, and includes reference to the specific area, competence(s) addressed, language, difficulty level, additional examples and estimated implementation time. Users can select the preferred area, language and activity, and respond to the proposed challenges to gain points in an international competition. The best performers are listed in the leaderboard section. But App4Skills counts on also with some interesting features. Users can rate activities, share them through the social media, take the challenge or add their own activities. The webapp is a very versatile tool that can be used both by the professionals that work in adult education, who can use it to reinforce in a playful way the knowledge and competences they work with in their classes; as well as for those adults who wish to improve their basic skills on their own. App4Skills webapp contributes to:

  • Improve creativity, solve real problems in different contexts and develop in students the ability to create new activities and share relevant ideas.
  • Improve the perception of adults towards the learning of math, improve their literacy skills and promote their digital skills.
  • Prepare adults for continuous and autonomous learning, developing critical thinking, and promoting equity, social cohesion and an active citizenship.

The tool, which is free, was tested by more than 30 adult trainers and more than 120 adult learners in the project partners´ countries. This testing phase provided very useful feedback, so improvements are implemented in the final version. App4skills final webapp is available in 5 languages (English, Spanish, Italian, Finish, Turkish and Polish) at http://app4skills.fundacionjuandelostoyos.org from August 2019.

Get to know the project and follow the social media for news and updates:

Facebook

Twitter

Instagram

Website

Τετάρτη, 27 Δεκεμβρίου 2017 15:54

DQ-SKILLS for Digital Citizenship

In the last decades we have seen a transformation of our reality, each day more and more influenced and linked to the digital world. No one doubts that we are experiencing a profound change that, supported by new technologies in a massive way, offers us great opportunities and challenges.

We could say that mobile devices and the internet have been the two key elements that - as the printing appearance caused, or later other mass media, such as radio or television - reaches absolutely all the spheres of our lives: communication, information, entertainment, commerce, the provision of education, health and government services, and the production systems themselves. These elements not only provide new tools, but also influence our position in the world, in our role as citizens.

Thus, although the concept of "digital citizen" was initially created to define those people who were active on the Internet and who used it to interact with their public administrations or collaborate with social and political entities, this idea become obsolete, and it is now clear that digital citizenship is no longer a matter of choice, but there is a digital space in which all citizens must be present.

Rural regions not only offer natural and healthy life! They can also provide opportunities to develop innovative and successful business ideas where e-commerce can play a decisive role, bringing services and products where before could not come. TransForm@ is a Transnational project aimed at encouraging the digital transformation of commerce sector in rural areas, by enhancing people’s digital and e-business related skills through a game-based training.

Κατηγορία Serious Games

While digital divide and digital literacy have entered into common use the term digital inclusion is still quite new. The term describes a number of interrelated concepts, such as widening access to digital technology and services, the acquisition of digital competencies and literacies necessary to make smart use of technologies and services, empowering people in using technology for both, self-determined life and as means to participate in society.

The Erasmus+ strategic partnership UPTAKE ICT is promoting actions, at national and international scale with the purpose of strengthening digital inclusion through building contents, digital instruments and analyzing the impact of ICT in a global world.

Τετάρτη, 13 Μαϊος 2015 13:05

Quality for Innovation in European Schools

Q4I means Quality for Innovation, and is the core concept around which a number of European institutions and networks have joined forces to create an easy to use approach to quality management for innovative schools. The developed model identifies the core dependencies that schools should address before and during innovative processes.

Q4I is an easy to use approach to quality management for innovative schools. The developed model identifies the core dependencies that school should address before and during innovative processes. The Q4I model is based on seven Areas of change and four Engines of Change. The Q4I Focus Areas are: