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Youth smARTS
PROJECT PRESENTATION
“Youth smARTS & Creative for Inclusion and Participation!”
Intellectual outputs

General information

Education frequently fails to deliver skills important for employment&life, so that arts and culture should be seen as ”forces” to deliver relevant skills. Traditional teaching&learning collapses across UE becoming obsolete because European societies will be more inter-cultural, flexible and inclusive.

In our countries, traditional education system fails as long as generations leaving school become NEETs. Eurostat statistics show that: RO 17,3%, ES 16%, FR 14%, PT 9,5%.

Youth work must increase inclusion&narrow gap between competences acquired by young people&needs labour market including by using methods based on arts&culture. Societal&technological changes are transforming what it means to express oneself creatively. Youth are now able to access instruction&inspiration, produce their own content, reach audiences in ways that were impossible before social media advent&affordable technology (Instagram, YouTube etc.). And yet, a fifth of young people aged 16-24 do not create or participate in arts.

Partnership transnational assessment pointed out the following needs:

- poor access to art&culture for young people in general, for the vulnerable in particular.

- youth workers are not enough prepared for creating inclusive settings through arts&multiculturalism.

- limited acces to digital resources&tools to foster youth entrepreneurship in cultural and creative domains.

Project partners respond with difficulty to these challenges too. Similar needs are highlighted: youth demand to be equipped with transversal skills otherwise they would fail. Failing leads to EXCLUSION throughout their lives. Youth should find different activities&artistic projects to develop their creativity, talents and potential. Experts&youth workers, other key actors need a renewed&fresh approach to be inclusive&supportive for all.

AIM of the project

To create a collaborative framework enabling youth workers and other professionals involved in youth work to increase the quality of their work and their initiatives&services for supporting young people (including the vulnerable ones) to develop their creative potential, to have professional&personal success and to be connected to the cultural and creative sectors through Arts&Creativity Programs and an entrepreneurial mindset.

Specific objectives

O1 Creating at least 4 innovative resources (methodological&pedagogical resources) to support quality work, practices&activities for innovatively stimulate new settings that support youth in higher competences on labour market&social inclusion through arts&culture in 4 countries/at european level.

O2 Providing support for more real-world applications, trans-disciplinary inclusive learning environments that stimulate at least 2 transferable competences of 21st Century (creativity, entreprenuerial mindset) of youth in a larger context of community (arts, culture, digitalizations, social trends, creative sectors).

Target groups addressed

Youth workers, as well as other experts involved in youth work.

Youth NGOs/NGOs with programs for vulnerable young people&informal groups to adopt a flexible approach to support youth inclusion through arts, culture related education, talents capitalizing.

youth at risk (unemployed, NEETs, facing economic, social barriers, disabled youth etc.).

Resource centers for young people&volunteers.

Public authorities with youth focus.

Intellectual outputs (4 complex IOs)

Entire project outcome - it gives an impetus to youth&youth worker&NGOs to adopt and use high quality&innovative tools in their work, progressively redefine the boundaries between formal, non-formal and informal learning of youth using the tools&methods based on Arts&Creativity.

IO1 ”Out of the Box”

- Digital Cards for developing Creativity using STAR Technique.

IO2 ”Connected2smARTS”

- as a virtual space where young people can freely collaborate with other people from any domain of arts. They can interact, connect and create own artistic stuff around transversal themes of humanity (as Inclusion, Solidarity, Love, Participation, Tolerance, Life etc.).

IO3 ”Youth workers - let’s be smARTS”

- a digital kit for planning, developing&implementing Arts&Creativity Programs using digital tools.

IO4 ”Social Entrepreneurship for smARTS”

- a Training Pack with 5 modules (as OER – Open Educational Resources) developing abilities so important for running a successful social business in arts and creative sectors by youth.

Project period - 24 months.

- Federation for Accessibility of Romania is lead partner. Consortium consists of:

ACE-ES Romania

Fundación COREMSA, Spain

Embaixada da Juventude (Youth Embassy), Portugal

Tous pour l'Europe, France.

EXPECTED RESULTS

The results of the project are of several categories: tangible and intangible.

Tangible results:


A) Regarding the intellectual results created - there are 4 complex and innovative IOs that have a strong applicative character for youth workers, trainers and other professionals working with young people:
IO1 - "Out of the Box" - Digital cards for the development of creativity using the STAR technique. A package of digital books will be created with at least 40 interactive books built around the 4 dimensions of creativity: Flexibility, Originality, Fluency and Elaboration.
IO2 - "Connected2smARTS" - as a virtual space where young people can collaborate freely with other people in any field of arts. They can interact, connect and create new things around the cross-cutting themes of humanity (such as Inclusion, Solidarity, Love, Participation, Tolerance, Life, etc.).
IO3 - “Young workers - to be smARTS” - a digital kit for planning, developing and implementing art and creativity programs using digital tools with young people to promote active citizenship and social inclusion through art (kit that also includes a concept by MULTIARTS - an interactive cultural event + free tools available related to digital art - for example, free software and open content, such as collaborative development and licensing).
IO4 - "Social Entrepreneurship for smARTS" - a training package with 5 modules (as OER - Open Educational Resources) that develops such important skills for leading a successful social business in the arts and creative sectors by young people.

B) Regarding training programs - there is such an event organized within the project: - 1 short-term personal training event, giving experts the chance to practice together in a concrete way how to use and adapt digital tools in the design / implementation of art and creativity programs with young people (ACP). The main result of this training event is a rich form of exchange of ideas to support the results and impact of the project - increasing the quality of expert work and their initiatives and services to support young people (including the vulnerable) to develop their creative potential, to be professionally and personally successful and connected to the cultural and creative sectors using digitization through the "Arts and Creativity Programs" (ACP). In addition, the following qualitative effects are obtained: - the exchange and dissemination of inspirational ideas and practices among participants from different types of organizations and cultures, enabling a "transnational" and European journey of skills and emotions; - receptivity and ability to investigate and generate solutions to the needs and challenges of young people through "Art and Creativity Programs" (ACP);


The complexity and diversity of activities require a distribution of the roles played by each organization, taking into account: - experience in implementing transnational projects; - expertise in certain types of activities - training, research, methodologies and tools, M & amp; E; - human resources with abilities and skills in the project teams; - logistical capacity to organize different types of events. Tasks are distributed fairly, both in management and coordination, and those related to project-specific activities.

CROSS-CURRICULAR ACTIVITIES:


FAR as Applicant plays the role
A1. Management and coordination. A coordination working group (CTF) consisting of each partner coordinator has the role of supporting the FAR manager with the most appropriate decisions throughout the life of the project in order to avoid unexpected delays or risks; to prepare the Interim and Final Report requested by the NA; to act as a "tutor" with regard to the quality of IOs and other activities; to support the involvement of expert teams at appropriate levels. The main role of the other two transversal projects is played by:
A2. Monitoring and evaluation (M&E) - due to its extensive experience in the ERASMUS + project, the Coremsa Foundation is responsible for M&E, but each partner will perform roles and tasks related to this activity.

A3. Dissemination and exploitation (D&E) - The Embassy of Juventude is responsible for the dissemination activities and ACE-ES Romania with exploitation due to their expertise in implementing complex Erasmus + projects. At consortium level, each partner will perform specific roles and tasks so that the quality of this cross-cutting activity is not affected.

INTELLECTUAL PRODUCTION DEVELOPMENT:

a) IO1 has as a coordinating partner Fundación Coremsa (has expertise in creating e-learning and digital resources). Co-leader is ACE-ES Romania.
b) IO2 - coordinating partner FAR + co-leader Coremsa Foundation both organizations with experience in developing online products etc.
c) IO3 has as coordinating partner Embaixada da Juventude + co-leader TPE due to the fact that they have numerous projects and actions related to community and arts projects with different stakeholders.
d) IO4 - ACE-ES Romania is the main organization in the production of this intellectual result and co-leader is the Embaixada da Juventude due to its capabilities related to social entrepreneurship and the development of training modules.

All partners have concrete roles on each IO - content creation and tools, peer review, piloting, organizing different actions, etc.

TRAINING EVENT: - The joint short-term staff training event C1 is hosted by the Coremsa Foundation due to its human resources able to facilitate such an event with extensive expertise in projects (it also has access to a very modern training center of the Coremsa Group), as well as its logistical capacity to organize such activities.

MULTIPLIED EVENTS:

E1 - FAR
E2 - ACE-ES Romania
E3 - Coremsa Foundation
E4 - Embassy of Youth
E5 - All for Europe (TPE)

TRANSNATIONAL MEETINGS:

M1 - start meeting takes place in Bucharest, Romania, FAR + ACE-ES Romania as organizers.
M2 takes place in Mountrouge, France, TPE as an organizer.
M3 takes place in Paredes, Portugal, Embaixada da Juventude as organizer.
M4 takes place in Malaga, Spain, Coremsa Foundation as organizer.
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Please describe briefly how you will select and involve participants in the various activities of your project.

The participants in this project will be:
A) Youth workers, as well as other experts involved in youth work (trainers, educators, professional counselors, etc.): There will be open calls to promote this opportunity, therefore, all partners will promote it on different channels communication (online platforms, forums, networks, social media, etc.). They are selected and integrated into the project based on the following criteria: - high level of motivation to learn and use modern pedagogies - new non-formal methods and tools based on arts and creativity as a way to stimulate inclusion and 21st century skills; - the ability and interest to share these resources both in their organizational framework, with other colleagues, and in external contexts such as working groups, communities of practice, etc .; - open-minded in dealing with the diversity of their beneficiaries; - experience working with young people at risk; - ready to contribute to the exploitation and sustainability of resources by enriching them with personal imputations; - Proficiency in English. They are involved in providing suggestions and feedback about resources; piloting creativity cards (IO1), virtual space (IO2), IO4 modules; contributing to IOs and proposing ways to enrich them; participation in C1 and multiplier events. They support the M&E process and also the D&E activities.

B) young people with special emphasis on the risk of young people (with disabilities, unemployed, low socio-economic environment, etc.) who want to acquire new skills through arts and creativity, as a basis for inclusion and personal development. Each partner will involve at least 25 young people. These will be integrated into various activities: providing feedback and comments about IOs; piloting; participation in multiplier events; contributing to M&E actions and dissemination. They will also be the main contributors to the development of the artistic and creative content of IO2.

During the elaboration of the proposal the following criteria for recruitment and selection were agreed: 1) 16-30 years;
2) interest to participate in the project
3) interest in developing artistic and creative actions and also entrepreneurial skills 4) eager to share with other young people the project experience and resources / tools
5) open to diversity
6) commitment and motivation to get involved and provide feedback on project activities.
Depending on a specific situation, other criteria can be added. The selection of participants will be correct, transparent, consistent and documented. The partners will ensure that these principles are respected. In order to transparently disseminate the recruitment of project participants, partners will publish open calls through news and announcements on their websites, online platform, youth forums and networks, social networks, etc., so that high visibility could be ensured. of project opportunities.

Participants with fewer opportunities: does your project involve participants who face situations that make it difficult for them to participate? Yes
How many participants would fall into this category? 125

What types of situations do these participants face?
Handicap
Educational difficulties
Social barriers
Economic obstacles


How will you support these participants so that they fully engage in the planned activities?
Participants are continuously informed, through various means, about the opportunities and activities organized within the project, so that they can participate directly and indirectly.
The central pillar of the project - arts and creativity using digital tools - is an excellent approach to inclusion due to the fact that it allows participants to perform outside the traditional learning model, a model that is sometimes constraining for most young people with difficulties and who are scared.
Arts & amp; Creativity also allows them to show their potential. It focuses on developing the fundamental skills essential for the success of the 21st century and not on learning the content.
It offered more radical customization opportunities because it allows participants to build on their passions, skills and interest.
The arts offer all the voice and choice. He could take different paths and explore different interests. This normalizes those young people who need different things. It creates an attractive, accessible, positive and friendly settings. They are provided with information, advice and guidance. They are encouraged to explore and express ideas, thoughts and feelings to feel welcome by listening to them and taking them seriously.
Appreciation will also be shown for each contribution of young people. Recognition is essential for young people who have difficulty feeling wanted, helpful and important.
The key element is emotional support, a pleasant and supportive atmosphere. Those who will participate in multiplier events are offered financial support.

How will the progress, quality and accomplishment of the project activities be monitored? Please describe the qualitative and quantitative indicators you will use. Please provide information about the staff involved, as well as the timing and frequency of monitoring activities.

M&E is a cross-cutting activity that provides the information that allows the implementation of the project to be kept under control. A M&E system of the project is established to ensure the quality of the project as a whole. It includes an M&E plan, quality tools, monitoring and reporting templates.
At the consortium level, the main organization responsible for M&E is Fundación Coremsa, but each partner will perform specific roles and tasks related to this activity.
Each partner appoints an expert responsible for M&E who has skills / experience in performing such a task. The entire team members provide data when needed. M&E Steps:
Stage I: 1. Within the consortium - data and information are collected continuously using both qualitative and quantitative participatory methods and tools. This operation consists of: analysis of records / reports / documents (eg minutes of meetings, agendas, contracts, training program); analysis of the results produced in each WP; work review after each activity / component; conducting short virtual sessions - all partners analyze together the work done, identify weaknesses and ways to improve whenever needed. 2. During and at each end of the work package:

A) Work package 1: - cross-sectional monitoring with all partners at each end of subactivity (O1 / A4, O1 / A5, O2 / A6, O2 / A7). Methods and techniques: virtual team discussions; "The 3O: Opportunities, Obstacles, Other Factors"; "Risks and Solutions." Each resource is reviewed by colleagues through the Google Drive and Project Special Section. IO1: useful, challenging, innovative, easy to implement, etc.) + obtaining feedback on resources through online questionnaires - piloting and testing digital creativity books that play the role of an extensive quality verification and evaluation Piloting is done online - "Game" - feedback is collected to improve the characteristics of the cards Pilotage reports are prepared by each partner - use of the IO2 evaluation criteria checklist (eg - easy to use, fun, practical, relevant to beneficiaries in terms of regarding the stimulation of own creations, etc.), - piloting and testing of the virtual space and its functionalities, playing the role of an extensive quality check / assessment as a basis for improving IO2. The pilotage reports are prepared by each partner. Within WP1 there is also a checkpoint for M&E on TM no. 2: peer review, evaluation of the results produced so far.

B) Work package 2: - checklists of quality criteria IO3 and IO4; - analyzes of the projects of each team; participants feed back (survey, questionnaires, reflection exercises, focus group); peer review of results; - C1 - evaluation actions are carried out: a) initial evaluation in order to capture the interests of the participants in the training topic (tool: “My story” and “My group story”);
b) formative assessment during training (tools: facilitator observation; "H assessment" to explore the strengths (or successes) and weaknesses (or challenges) of the projects they have started to build; Photovoice - video documentation ); c) final evaluation and feedback - the emphasis is on the awareness and reflection of the participants (tools: “My earnings” in mobility; “Intent / commitment sheet” etc.). - piloting and testing the Training Pack / IO4 modules playing the role of an extensive quality check / evaluation as a basis for improving the modules. The pilotage reports are prepared by each partner.
During WP2 there are 2 M & E checkpoints / points (TM 3 and TM 4) for peer evaluation, evaluation of deliverables produced up to that point.
C1 is also a key moment to get feedback (group interview / questionnaire)
In addition, for each WP that concludes a general evaluation it is done in terms of: consistency of activities; WP results compared to initial planning; the quality of all IOs; level of satisfaction among all the “actors” involved.
There will also be questionnaire surveys at the end of the 5 multiplier events + a final audit of the project consortium. Whenever necessary (for example, at the end of each IO, to improve its quality), an expert from outside the project team in each organization will be used to provide an objective perspective (with the task of a "3rd eye").

Stage II:

All data collected are analyzed from the perspective of monitoring indicators and acceptance criteria. These criteria are SMART, qualitative and quantitative: they are not deliverable; not versions; none of the beneficiaries involved; accessibility; utility; news; timing; the degree of involvement of the beneficiaries / experts; the type of reaction to unexpected changes; the degree of cooperation between partner organizations; satisfaction level etc. - monitoring reports are prepared (technical and financial): progress reports every six months; - IOs report (partners who lead / lead an IO prepare such a report); - An interim report (M12)


IO2 "Connected2smARTS"

- as a virtual space where young people can collaborate freely with other people in any field of arts. They can interact, connect and create their own artistic things around the cross-cutting themes of humanity (such as Inclusion, Solidarity, Love, Participation, Tolerance, Life, etc.).

b) IO2 - FAR coordinating partner + co-leader Coremsa Foundation, both organizations having experience in developing online products, etc.

During the elaboration of the proposal the following criteria for recruitment and selection were agreed:
1) 16-30 years;
2) interest to participate in the project
3) interest in developing artistic and creative actions and also entrepreneurial skills 4) eager to share with other young people the project experience and resources / tools
5) open to diversity
6) commitment and motivation to get involved and provide feedback on project activities.

Depending on a specific situation, other criteria can be added. - use of the checklist of evaluation criteria for IO2 (for example - easy to use, fun, practical, relevant for beneficiaries in terms of stimulating their own creations, etc.);

- piloting and testing the virtual space and its functionalities, young people playing the role of an extensive quality check / evaluation as a basis for improving IO2.

Pilotage reports are prepared by each partner. Within WP1 there is also a checkpoint for M&E on TM no. 2: peer review, evaluation of the results produced so far.

- O2 / A6 is the activity of developing IO2 "Connected2smARTS" - as a virtual space where young people can collaborate freely with other people in any field of arts. They can interact, connect and create new things around the cross-cutting themes of humanity (such as Inclusion, Solidarity, Love, Participation, Tolerance, Life, etc.).

- O2 / A7 - piloting and testing of the virtual space and its functionalities, young people playing the role of an extensive quality check / evaluation as a basis for improving IO2 (at least 5 young people / country). The pilotage reports are prepared by each partner. Within WP1 there is a control point for M & E on TM no. 2, for peer review, evaluation of the results produced so far. Young people thrive when they have opportunities to maximize their creative potential.
Research shows that the creative development of young people supports young people in developing personal, social and intellectual skills that are essential for success in life, school and work. IO2 is a virtual space where young people can collaborate freely with other people in any field of arts. They can interact, connect and create new things / creative and artistic things around the cross-cutting themes of humanity (such as Inclusion, Solidarity, Love, Participation, Tolerance, Life, etc.).

Basically, it is a visual system inspired by node-based programming applications. In the web application, young people can connect to one or more previous works and create other works based on them. Everything is presented on the screen, on a map of the idea, and new people have the opportunity to intervene and continue at any time. The works can be in any format and can be uploaded on the web - text, audio, video, 3D, etc. For example, a poem with the theme "Tolerance" can lead to the creation of a song. The song could inspire someone to make a video animation and the animation will still inspire a new illustration or song and so on ..... This whole tree can be visited at any time and developed endlessly.

EXPECTED IMPACT This virtual space, in which young people who want to create something and share it with others, is an extraordinary platform for artistic expression, for the creation of different types of works, either starting from what someone else has created before, in this virtual space. (a node), or the initiation of a new path, which other people continue with their own creations. This chain of creations of different types and shapes transforms young people into digital creators.

Basically, those who create in the virtual space develop their imagination, use digital tools, through which they conceive their own work of art, stimulate each other, all of which have a long-term impact on their development and evolution as art producers. Young people who are involved in doing something beautiful today are less likely to resort to violence and destruction tomorrow.

The arts offer opportunities to young people from all walks of life to do something positive and creative with their talents and time. The arts allow young people to engage in a way that meets them where they are; the arts allow them to make contact with their feelings, any anger could be inside, regardless of the socioeconomic factors they might face.

INNOVATION



Starting from flow-based programming (FBP), this virtual space uses these principles and puts them at the service of the artistic act, so that any young person who wants to contribute with his own work, can do it freely, through collaboration.

The distinctive innovative element of this IO is that some principles are used in the field of programming and transferred to the field of artistic creation helping young people to be creators and / or co-creators.

- use of the checklist of evaluation criteria for IO2 (for example - easy to use, fun, practical, relevant for beneficiaries in terms of stimulating their own creations, etc.); - piloting and testing the virtual space and its functionalities, young people playing the role of an extensive quality check / evaluation as a basis for improving IO2.
Piloting reports are prepared by each partner. IO2 - FAR is the leading organization in producing this intellectual result and co-leader is Fundación COREMSA.
They coordinate the entire activity, all partners having concrete tasks and roles in accomplishment.

Creating the virtual space involves going through several interconnected steps:
1. elaboration of a specific work plan for IO2 that contains: sub-activities, partners' responsibilities and chronology / leader + co-leader.
2. creating the interface of the virtual space (backend) / leader + co-leader.
3. creating the frontend interface and other web / leader + co-leader components.

- Virtual art gallery design
- Interface for uploading works in digital format
- Scripts for processing and storing uploaded artwork in various formats (text, image, audio-video).
4. creating the following pages / leader + co-leader:

- Community standards (authenticity, safety, confidentiality, dignity)

- GDPR

- Terms and conditions of use - Frequently asked questions - Information about the functionality of the platform

5. constant internal consultation and mutual feedback on the virtual space / all partners.

6. online piloting and testing of the virtual space and its functionalities with young people (at least 5 young people / country), reporting of the pilot action / of all partners.

7. improvement and modification according to the feedback received in the piloting and testing activity / leader + co-leader.

8. uploading the final version on the internet, search engine registration (Google, Bing), search engine optimization (SEO), online promotion / leader IO2 + co-leader.

9. launching in the 4 countries a "Call of Action" for registration in the virtual space of young people to create their own works of art or to co-create works of art with other young people in this virtual space, through collaboration / all partners .


Fluency (8 cards) - FAR