Digital Facilitator Trainer Role Erasmus Project
General information for the Digital Facilitator Trainer Role Erasmus Project
Project Title
Digital Facilitator Trainer Role
Project Key Action
This project related with these key action: Cooperation for innovation and the exchange of good practices
Project Action Type
This project related with this action type : Partnerships for Digital Education Readiness
Project Call Year
This project’s Call Year is 2020
Project Topics
This project is related with these Project Topics: Open and distance learning; ICT – new technologies – digital competences; New innovative curricula/educational methods/development of training courses
Project Summary
CONTEXT
As a result of the situation derived from Covid19, the consortium fundamentally detected three needs that arose and that was the basis of the creation of this project, the absence of knowledge in educators in AI, gamification and data analysis to promote and engage educators in a safety, motivational and structured manner. The aim with the innovative methodology of the DFT figure is to provide educators with the values, attitudes, skills and knowledge to use the digital tools of today and tomorrow to participate in shaping and creating the future. The EU’s digital strategy will empower people with a new generation of technologies through education, and they are essential because of the ways and means by which information and communication technologies affect youth capacity and self-development.
AIM
The overall aim of the project is to design and test the new DFT in VET educators, making better use of digital technology for teaching and learning, developing digital competencies and skills and improving education through better uses of AI, gamification and data analysis.
OBJECTIVE
Improve the pedagogical and digital skills of 80 educators by using the DFT innovative methodology developed especially for fostering innovative learning opportunities and provide learning materials for professional development for VET teachers and trainers
Development of a Digital Community in the use of technology for digital training in VET in Europe, under the guidance of 90 educators with increased pedagogical skills by using this model.
Increasing awareness of young people and 150 youth workers from partner countries about the use of innovative methodologies.
NEEDS
VET educators interested in improving their digital skills in the 3 fields. They need to add to their toolbox of non-formal education methods using digital resources in EN and own languages (TR, RO, ES). The few existing resources are mainly in English, rarely accompanied by lesson plans to support their implementation.
Youth (18-29) need new ways of learning. We will provide the new knowledge, skills and attitudes, which in turn can contribute to their employability and improve their social inclusion prospects.
Youth organizations, institutes, VET centres, NGO´s, foundations and other non-profit organizations collaborating with youth, private companies. They need to harness the potential that digitalization represents to prepare youth for a society immersed in technology.
CONSORTIUM
A multi-disciplinary, complementary partnership consisting of 3 different partners: NGO from Romania, NPO from Turkey and SME from Spain, to consider all the educational aspects; also, the associated partners will contribute to reaching the target groups and supporting the dissemination and sustainability of the projects.
METHODOLOGY/ACTIVITIES
We are using the EC OpenPM methodology and PMI PMBOK for managing the project. The project objectives will be achieved by completing 2 intellectual outputs:
1) IO1 – IO1: Designing the Digital Facilitator Trainer (DFT) role: Secondary (desk) and primary (questionnaire and interview) involving educators, as youth advisory board. Using:
ASSURE model – Analyse TG needs, State Objective of IO, Select methods, Utilize media and materials, Require TG’s participation, Evaluate the final version before transferring to TGs.
ADDIE Model and Bloom taxonomy
2) IO2 – IO2: Open Digital Community-Educational Materials for digital fields. Based on IO1, we will design a Model Course and educational materials on 3 strands: BEING ONLINE (Access and Inclusion, Learning and Creativity, Media and Information Literacy), WELLBEING ONLINE (Ethics and Empathy, Health and Wellbeing, e-Presence and Communications) and RIGHTS ONLINE (Active Participation, Rights and Responsibilities, Privacy and Security, Consumer Awareness). We will use Moodle platform to host online course; will design recognition badges and an evaluation and recognition system.
4 TPM, 3 ME, 3 LTTA, 9 dissemination and exploitation and 4 PM activities will support the main activities.
RESULTS AND OUTCOMES
6 educators from the Youth Advisory Board with developed management and analytical skills
90 educators and youth leaders with improved teaching skills using the online course
Strengthened relationships between institutions, organizations, youth workers, policymakers, partners and associated partners
Improved capabilities of partners
IMPACT
The online course will reach out to educators at the local, regional, national level and will equip them with the competencies for implementing and assessing the DFT role. The project will improve the recognition and will support the validation of competences acquired through non-formal learning.
L-T BENEFITS
Access of educators to quality non-formal education and recognition
Educators empowered to acquire more digital competencies
Educators, trainers, teachers, youth workers equipped with a range of tools to address the needs of young people after Pandemic
EU Grant (Eur)
Funding of the project from EU: 104100 Eur
Project Coordinator
OSMANIYE IL MILLI EGITIM MUDURLUGU & Country: TR
Project Partners
- FEMXA FORMACIÓN S.L.U
- Asociatia TEAM 4 Excellence

