NFE Box Set
▶Summary
With this project, we aimed to strengthen the capacities of our parent organizations, associated partners, youth workers, teachers and young people who participate in the work we do and the values...
▶Objectives
By implementing the NFE Box Set project, we aimed to strengthen organizations, individuals and young people and consequently increase the quality of work with young people. Through the principle of universality, which is the main aspect of the NFE Box Set project, diminishing the problem of complexity in the realization of games / exercises. Due to its easy application and adaptation, facilitating greatly working with young people and other target groups on the defined youth priorities. Hereby strengthening the capacity of organizations in the non-formal and formal education sector, as well as increase the capacity of young people. Creating a large impact at the local level, primarily due to the networked way of working of the partners and associated partners whom supports in the implementation of the project. Furthermore, once the partners are involved in many Erasmus+ projects, and many international trainings, an additional impact at the European level is also expected. This project also aimed at reinforcing the sustainability of each one and of the youth field in general, once from the very start, there was a full adaptability (e.g. offline and online combination) foreseen towards different possible future reality scenarios.
▶Activities
During the project we maintained ongoing communication throughout our organized online communication channels (e.g. Messenger, Whatsapp, email), but also during the 4 TPMs and other activities in Europe that we participated in and cooperated with each other. During the TPMs we double checked our time and budget control of the project, and we created the design of the boardgame and APP, visibility brochures (hard copy and in digital form). Additionally, we created the Video tutorial on how to use the boardgame/app. We realized 2 in depth evaluations for the boardgame and one for APP, evaluation of the every TPM, and the final evaluation of the project. All results we disseminated throughout our social media (e.g. Facebook profiles, Instagram profile) https://docs.google.com/spreadsheets/d/1F3ThD4ezvWeeza1MYqgLFcPOvdC_DW31xB3CDNF-kGA/edit?usp=sharing We took a close look to the all evaluation reports and we included the suggestions during the development of the outputs, according to our Design Thinking methodology applied. We had foreseen to organize 5 Multiplier Events and at the end we realized 8 MEs.
▶Impact
Concrete results of our project are; 1. NFE BOX SET Boardgame (2 approaches to participate at the exercise, and 6 covered topics with debriefing) https://drive.google.com/drive/folders/1yOzK6jk3YQCAbqF03DP_SwhDLIDTIHdO 2. NFE BOX APP www.nfe-box.com 3. Nfe BOX SET web site included in the APP platform www.nfe-box.com 4. NFE BOX Manual (in 5 languages) https://drive.google.com/drive/folders/1WzCOCLjQ_pVzDQBK6Ad0PqNozCQcFI3L 5. Video tutorial https://www.youtube.com/watch?v=7iFwThoKbyk&feature=youtu.be 6. Logo and design for NFE BOXSsetlogo project – Google disk 7. Evaluation during the test phase and final evaluationevaluation – Google disk