Education 4.0 for Youth Erasmus Project

General information for the Education 4.0 for Youth Erasmus Project

Education 4.0 for Youth Erasmus Project
September 14, 2022 12:00 am
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Project Title

Education 4.0 for Youth

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 : Strategic Partnerships for youth

Project Call Year

This project’s Call Year is 2020

Project Topics

This project is related with these Project Topics: Cooperation between educational institutions and business; ICT – new technologies – digital competences; New innovative curricula/educational methods/development of training courses

Project Summary

CONTEXT / BACKGROUND
The popular catchword in academia today is Education 4.0, but what exactly does it mean? Do educators really understand the rationale behind the concept, or are they blindly following what others are doing? In order to understand Education 4.0, it is necessary to first understand what the 4th Industrial Revolution (IR4.0) is all about.
In addition, a lot of educater and researcher explains that the new vision of learning promotes learners to learn not only skills and knowledge that are needed but also to identify the source to learn these skills and knowledge.

The Education 4.0 for Youth project will take a look at IR4.0 and how it has affected changes in education, while also addressing the following questions and trends:

What is Education 4.0?
What are the preferred teaching methodologies and preferred learning styles of today’s students?
What skills are necessary for 21st century teachers?
What is Lifelong Learning and to whom does it apply?
How can educators and industry collaborate to create new teaching methodologies and curriculum?

Trends:
*Learning can be taken place anytime anywhere.
*Learning will be personalized to individual students.
*Students have a choice in determining how they want to learn.
*Students will be exposed to more project-based learning.
*Students will be exposed to more hands-on learning through field experience such as summer jobs, internships, mentoring projects and collaborative projects.
*Students will be exposed to data interpretation in which they are required to apply their theoretical knowledge to numbers and use their reasoning skills to make inferences based on logic and trends from given sets of data.
*Students will be assessed differently and the conventional platforms to assess students may become irrelevant or insufficient.
*Students’ opinion will be considered in designing a new teaching/learning methodology.
*Students will be more independent and responsible for their own learning, with teachers assuming the role of facilitator, guiding students through the learning process.

OBJECTİVE
Our objectives in this project, to achieve following outputs while answer the questions and explain the trends mentioned in context section.
*Creating a Skill Competency Map,
*Creating a digital platform,
*Creating a new approach and content for learning and teaching,
*Increase awareness about “education 4.0”

Number and Profile of Participants
The project will encompass 25 state, private and VET high schools in Kahramanmaraş. Digital surveys will be given to 25 school administrators, 100 teachers and 2,500 students.

Description of Activities
Project activities will include a kick-off meeting, 2 seminars for the target groups and stakeholders, surveys and their analysis, the creation of a Skills Competency Map, the design of new a new teaching methodology and curriculum. The project and its activities will be supported by a digital platform, website and social media. Dissemination activities will include PR reports, TV interviews and promoting the project and its activities to social media.

Methodology in Carrying Out the Project
The digital platform, project and time management software tools will be used to help keep the project and partners on time, on budget and prepared for any risks.
The project plan will be divided into smaller more manageable projects within the greater project plan. This will allow the team to better understand and undertake all project tasks. Deadlines will be strictly adhered to and the team will remain disciplined, working methodically towards the end goal.

Results and Impact Envisaged
The results of the project will present a comprehensive mapping of the digital and technological competencies of youth in Kahramanmaraş high schools. The Skills Competency Map will indicate areas of strengths and weaknesses, enabling the accurate design of a new teaching methodology that will effectively close skills gaps. Turkey has one of the highest student drop-out rates in Europe. Appealing to the interests of youth will keep them motivated to complete their education. The website, mobile app, digital platform and white paper report will continue to be maintained, with free access.

Potential Long Term Benefits
Long-term relationships between schools and industry will now have been forged. Major industry employers will invest in the schools they have networked with in the project. This will allow schools, especially state schools, which are under-funded and lack the amenities of private schools, to have the equipment, materials and trained personnel necessary to teach the digital and technological skills required by their industry benefactors. In turn, industry will receive a continued flow of ready-skilled workers from their investment. Using the results of the project, industry and schools will join together to petition the Ministry of Education to include digital and technical skills in the national curriculum.

EU Grant (Eur)

Funding of the project from EU: 158530 Eur

Project Coordinator

Kahramanmaras Teknokent Yonetici A.S. & Country: TR

Project Partners

  • Drustvo Bodi svetloba
  • Ecological Future Education
  • CET PLATFORMA SKOPJE
  • ASOCIATIA TINERILOR CU INITIATIVA CIVICA
  • INSTITUTE OF ENTREPRENEURSHIP DEVELOPMENT