E-volunteering – Key to be active Erasmus Project
General information for the E-volunteering – Key to be active Erasmus Project
Project Title
E-volunteering – Key to be active
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 Creativity
Project Call Year
This project’s Call Year is 2020
Project Topics
This project is related with these Project Topics: Civic engagement / responsible citizenship; Labour market issues incl. career guidance / youth unemployment; Creativity and culture
Project Summary
Currently many young people expect quick results with low effort.Due to what,they are not willing to take unpaid actions, but still they often have high expectations towards e.g.future employer.Having such attitude stops from selfdevelopment.The project is also a response for the need of motivating young people to take up additional actions and show them they possibilities which they can use in order to increase their skills,and bring them valuable experience.
We will support educators, youth workers, educational leaders and support staff by teaching them the methods which they will use while working with youth. In this way youth will benefit directly from the project, as the project objective.
Moreover due to the pandemic, young people face many difficulties in order to increase their skills, competences and professional experience.Many ways have been closed for them due to lockdown, quarantine,closed borders etc.Due to that we want to show them the possibility of working on their skills even in such conditions, in which they can’t participate in internatioan activities on site.We will show them the possibilities of e-volunteering by getting to know such possibilities during the virtual games.
During the dissemination event, we will involve young people, including a minimum of 30 people in a virtual game about volunteering. Our game will include a variety of tasks prepared by partners in IO2. It will give us a chance to test it and adjust to young people’s needs. Each partner will be able to choose tasks for games, the so-called cards with tasks that will be given to game participants during the event. Participants will work in groups. In addition, each game is attended by min.10educators/teachers who will see live the formula of the game, technical implementation and how young people are doing, and how they can be helped to overcome various technical barriers during online classes. For educators, it will be the so-called mini job shadowing,which in practice will give them the opportunity to work online with young people in the field of volunteering. In addition, the form of the game will be easy to adapt to other areas of educators’ activity, e.g.educational education, tolerance, cybersecurity, etc.In this way we will have an impact that youth workers and educators will not be excluded from the selfdevelopment during the pandemic, due to lockdown or lack of digital skills.
As the youth priority for us is to promote quality, innovation and recognizion of youth work. Youth will be encouraged to get the knowledge through digital tools by learning by doing including edutainment – education and entertainment – in this way we reached the idea of virtual games as the key factor of learning by doing in innovative way.Due to the IO3 both the youth and the organizations which are searching volunteers, will be able to fill in the test and check in what level thy meet each other’s expectations in order to raise the correctness with the choice of international initiatives both for NGOs and youth.
Objectives of the project:
– increase the knowledge of digital tools by youth, youth workers, educational leaders
– increase the knowledge and interest in international initiatives:projects,(e)-volunteering,internships.
As the result of the project we will have two intellectual outputs:
O1 – Research – each partner will be involved in the process on each level to reach different organizations through Europe. They will contact local organization, but also their partners, those from different countries to make more quantitive and qualitative results
O2 – Virtual game – each partner will prepare tasks for a virtual game to be prepared in national and English language
O3 – Check-test – we will involve each partner in creating the psychological questions that are able to fit the needs and expectations of volunteers and organizations in Europe.
Transnational Project Meetings – the organizational meetings of the staff involved in the project from each organization, on different stages of the project, which will assure proper project management:
– TPM 1 – kick-off – will be organized by the Austrian partner,
-TPM 2 – midterm meeting – by Maltese partner
-TPM 3 – evaluation meeting – by the applicant organization
Joint Staff Training –
– JST – will be organized by the Greek partner, who has big experience in ITC activities
Visual materials for the project will be prepared by the Austrian partner, due to their knowledge of proper graphical tools. Evaluation tools that will help us to improve our actions and outputs will be prepared by the Maltese partner. Both activities will be covered by management costs.
Outputs:
Multiplier events:
– Virtual games – (in total 4) – Each partner will organize the same amount of virtual game for the same amount of participants (30)
– Conference – incluging lectures, presentations and speeches and the small sessiions (80 participants)
Project Website
http://levelupngo.com/en/project/e-volunteering-key-to-be-active/
EU Grant (Eur)
Funding of the project from EU: 92955 Eur
Project Coordinator
Stowarzyszenie Level UP & Country: PL
Project Partners
- Proutist Universal Malta
- INSTITUTE OF ENTREPRENEURSHIP DEVELOPMENT
- VIENNA ASSOCIATION OF EDUCATION VOLUNTEERS

