
1. Onwards and Upwards
Project Results (products) updating, upgrading development
A continuous improvement programme is a valuable method to increase awareness of key project results and disseminate knowledge to the Project Team and the stakeholders.
1.1 Internal
After the completion of an Erasmus+ KA2 project, the content of the work should not remain the same forever. As time goes by and technology evolves, so should the materials in order to keep up with the times. If it is not feasible to do so within the actual project then through other media of your organisation.
For example, here is an example of a good practice project CODE@YOUTH: ‘coding and youth: an innovative programme in the digital era’. (Website: http://codeandyouth.eu/ Platform: http://codeandyouth.iit.demokritos.gr/ ) The aim of this project was to open up new routes into not only teaching coding and programming to young teenagers (14-16 years old), but also to open up their career options in order to initially have a first-hand experience of the various field of computing and then choose to study in a related topic. Taking into consideration the success of this particular project our organisation decided to enrich and enhance this particular project with more coding and robotics for those age groups, by reaching out to trainers all around Europe, by creating and offering KA1 courses https://erasmuscoursescyprus.com/courses/robotics-for-educators/ . Thus, having the flexibility to update and upgrade the course to meet today’s needs of the market.
Other points to cover:
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Expansion of STEM courses at Emphasys centre to STEAM
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Summer school
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Open Badges system – Code@Youth was the first project to use OB and are now used in many other KA2 projects
1.2 Expanding further
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Getting stakeholders and experts involved and asking for feedback and what is trending in the current market.
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Expand to other target groups (younger/older) – adapt to those age groups
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The learning Hub (Emphasys)
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Social Impulse Hub (CGE)
2. Getting it out there
Dissemination, using and sharing project results
Getting the audience interested into a project is always a challenge.
2.1 National Level
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MEs and Pilot testing – Keep those contacts – do not forget them after the completion of a project.
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Organising a big event (CGE) Social Impulse Hub
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Participating in big events (Edufair)
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Keynote speakers
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Collaboration with other influential organisations (National and EU level)
National: CCS, Nicosia Municipal Multifunctional Foundation, Agia Marina etc…
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Publications of articles about the project in Newsletters/Magazines/Newspapers
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Participation in EU weeks to promote materials (i.e code@youth EU Code Week, EU Robotics weeks etc). OFFLINE
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Open/Info days
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Sign memorandums, declarations, petitions for people to engage and support the projects (e.g D@YW).
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Final Newsletters/leaflets with project results (create one at the beginning to generate awareness and a final one with the products/results).
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Going to the right audience – promoting (including local TV and Radio stations ANT1 TV & Radio)
2.2 EU level
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Collaboration with other influential organisations (National and EU level)
EU Level: Dlearn Newsletter, EU platforms – EPALE, EU project results platform etc…
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Keynote speakers
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Publications of articles about the project in Newsletters/Magazines/Newspapers
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Expansion of Network to other organisations through successful proposals.
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Participation in EU weeks to promote materials (i.e code@youth EU Code Week, EU Robotics weeks etc). ONLINE
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Creation of an online platform to promote the content and materials after its completion
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Creation of backlink to promote to visitors of your organisation to learn about this project
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Can the project results be used to generate sales as they will be part of the case studies to be presented to prospective customers from the educational publishing sector? (examples: 1 AdminTool. 2. PLAY2LEARN consoles)
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Use of intro videos to promote materials (ex. D@YW)
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OB to be used as an incentive to complete the training modules.
3. The aftermath
Impact Measuring
3.1 Numbers:
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Number of people visiting the website and platform
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Number of people attending events
3.2. Positive/Negative Feedback
- To you
– Your growth through this project and knowledge gained.
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Your organisation
– Open Badges system – Code@Youth was the first project to use OB and are now used in many other KA2 projects
– You and your organisation have obtained new valuable knowledge through this project, how will you apply it later?
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Your community
– How has the project had an impact in your community. What has been adapted and being learnt/taught in your community?
– Now that the participants have been trained and have become mentors they can now train others (Youth workers)
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The participants
– Testimonials – having the participants testifying about the project (examples Entre4all, eskills, seniors)
– Now that the participants have been trained and have become mentors they can now train others (Youth workers)
– Interest in contacting the organisation and learning more about the topic again
– Summer school – students were inspired to follow these subjects at university