HACK4Society: Digital Hackathon Training Events in the Service of E-Learning Solutions for the post Covid-19 Society

Erasmus+ VETCooperation partnerships in vocational education and trainingID: 2021-1-IT01-KA220-VET-000030283
EC Contribution
€2,884
Consortium Size
7 orgs
Start Year
2021
Summary

The project was conceived under the covid-19 world crisis which affected the population and particularly the members of those social groups in the most vulnerable situations. Social distancing had...

Objectives

Our vision was to provide urgent bottom up solutions to VET Professionals to support their on-line delivery of trainings, improving also the quality and inclusiveness of initial and continuous VET, ensuring equal access to quality VET trainings for all young and adult learners, ensuring equal access, through the organization of hackathon Events. Hence, our aim was to prepare 15 e-learning Trainings Modules, that have been corporated in the operation of the EVBB (Major VET Umbrella Organization), offering them to all VET providers across the EU, targeting the smaller institutions. Within this context the following Objectives (O) were addressed in the Project: O1: Reinforce the ability of VET providers to provide high quality, inclusive digital education. O2: Provide new upskilling OER (15 in total) for VET Professionals. O3: Building capacity through Bottom Up approaches based on the hackathon Events. O4: Develop high quality digital content, promoting innovative methods and tools for e-teaching and e-learning for the members of EVBB and available for all O5: Promote and deliver networking opportunities among VET providers, achieved through the participation of EVBB. O6:Development of tailor made solutions adaptable at Local level.

Activities

In HACK4Society, the implementation programme of the activities was shared among partners and it included 3 Project Results, 4 Transnational Meetings (incl. KOM), and 4 Multiplier Events. Initial phase: in the very first months of the project we worked to establish a viable partnership, including all practical and administrative arrangements/papers for the initiation of the project and its efficient management. This phase included part of the management activities (signature of grant/bilateral agreements, application of the project management structure, warm-up activities, and material for the successful implementation of the Project). The KOM was organised by Fortes in Vicenza and took place in February 2022, and all partners agreed on the QA board members, appointed the Steering Committee members, and organised the PRs implementation through the engagement of Researchers and Technicians. Unfortunately, due to covid conditions not for all partners was possible to attend the meeting in presence, so we arranged to organise a hybrid meeting which gave the possibility to attend online. Within this period, PR1 was initiated, namely the preparation of the Hackathon Events, identifying the areas where we needed to focus. PR1: Designing Online Hackathon Events Training Toolkit for VET Educators. This included the Identification of recent gaps in the learning experience in the delivery of e-learning due to COVID-19 (PR1/A1), the identification of thematic areas in which teachers need to be trained (PR1/A2), the technical specification for the Hackathon events (PR1/A3) and the preparation of the Hackathon materials (PR1/A4). All partners agreed on the use of a guidelines toolkit to implement the hackathon events in their countries. We collaborated with local communities and wider public to identify gaps in the learning experience especially focusing on VET education system, as well as considering aspects where teachers and experts need to be trained in order to provide a successful and more inclusive teaching experience to their students. Moreover with the sharing of our knowledge we were able to compare different VET systems and learning approaches. The milestone reached in this period were: KOM; Grant/Partnerships Agreement signed; PM Plan; Project implementation team assigned; QA Plan delivered; Assignment of QA Board; Initiation of PR1 (need analysis, state of the art, sharing of common situation around Europe) Main implementation phase: During this phase the most of the activities foreseen by the project were implemented. TPM2 took place in Athens in November 2022, and it was led by AKMI. During the meeting it was discussed the state of the art of the project, the PR1 was closed setting the base to start with PR2 and sharing doubts and methodologies to be used during the hackathon events. The partnership agreed on proceeding with this action and found best practices in hackathon events conducted in a country level (initially), and in other countries (secondly), which were not part of the Hack4Society partnership, in this way they could compare different solution and find the most suitable methodology to carry out the events. PR2: Implementation of the Hackathon Events regarding the digital upskilling of VET Teachers/Mentors, where we implemented the hackathon Events regarding the identification of effective use of the techniques and tools for the design and delivery of effective online e-learning experiences. All the partners organised their own hackathon events following the Guidelines handbook which was finally released in January 2022.(PR1/ A1)Call for participants: All partners published a call for participants which supported the selection and registration process, the format of the google form was agreed and translated into different languages in order to facilitate the subscription process. Consequently, following the guidelines already established, each partner carried out the hackathon activities (PR2/A2) Implementation of the Hackathon Event's activities involving logistic aspects organisation, communication to the participants, communication to the public, preparation of materials( presentations of the project, leaflets, gadgets), staff involved, The (PR2/A3) Evaluation of the Hackathon activities and preparation of a report on the results was carried out by BK Consulting and was presented during TPM3 in Brussels. The proposed solutions on the thematic areas of DigiComp were uploaded in the shared drive in the form of presentations or videos. The 15 best ideas were chosen and uploaded on Hack4Society website where public was able to vote for their favourite solution. TPM3 took place in Brussels, where the operational headquarters of EVBB are located. EVBB welcomed all the partners at EVBB Office, Boulevard Charlemagne 28, meeting Room (Brussels) on 18-19th July 2023. During the meeting FORTES presented an update on the project, the implementation of the activities, the involvement of people and the hackathon events already held. A new deadline for the upload of all dissemination contents was set at the end of September in order to be able to collect all data and process the materials produced during the hackathon events. Each partner could briefly report the activities carried out and discuss them with the other partners in order to evaluate and monitor the quality of the project. TPM3 was especially useful to initiate PR3, to settle deadlines of the new activities coming up and agree on procedures to carry out the work. In this context partners agreed to move forward in the project the Multiplier events activity in order to address the need of communication and dissemination of the project. Multipliers events, held in the last part of the project terms, have served as sharing of the activities implemented and results achieved. PR3: PR3/A1: Design and preparation of training material for teachers and trainers: the modules indicated/designed/developed under PR2 were further transformed into OER, ready to be used by other beneficiaries. During this activity, we identified the learning outcomes that covered all new features that had emerged during the implementation of the hackathon events in PR2. These outcomes were further developed and became the subject of delivering training solutions for the digital upskilling of VET teachers, trainers, and staff in the first stage. Subsequently, they were used for in-class training and guidance purposes for VET learners. The learning outcomes that were covered were in accordance with the DigiComp2 Framework and complied with thematic areas such as: Information and Data Literacy (VET teachers/trainers); Communication and Collaboration; Creation of Digital Content; Safety (VET teachers/trainers and tutors);Problem Solving in Digital Environments. Each partner was assigned some modules to be developed, each of them was then uploaded in a shared folder and went through proof-reading by 2 other different partners in order to maintain high quality standards and efficiency. All modules were developed following strictly the guidelines prepared by AKMI which was able to support all partners during the development of OER and address common problems during the use of platforms to create the videos. (PR3/A2) The design of the MOOC platform & uploading of the material was completed by Innovation Hive as leader of the activity with the contribution of AKMI and all the other partners who had produced the materials to be uploaded. After the platform was released each partner carried put a piloting session in order to present and disseminate the project as well as to test the platform itself.(PR3/A3) Evaluation and gathering of feedback on the produced modules was collected by BK Consult through questionnaires and interviews. TPM4: The final TPM was held in Cagliari (Italy) on the 4-5th June 2024. TDM 2000 hosted the final conference of this project which addressed key aspects of project completion, including the finalisation of training materials, MOOC platform design, module evaluation, and feedback incorporation. Quality assurance and dissemination plans were solidified, and detailed discussions on project and financial management provided clarity on the remaining tasks before the closure of the project. It was also a great occasion to strengthen the relationship between all the partners and discuss future collaborations. All the activities described in the project were correctly implemented.

Impact

PR1: Designing Online Hackathon Events Training Toolkit for VET Educators in the post COVID-19 world, containing training materials for VET teachers and trainers who need to boost their digital and soft skills for the purpose of better supporting VET learners by training the latter in Online Hackathon performance in teams with other VET learners from other disciplines. This output will assist teachers in delivering the next output in an effective and informed manner. DELIVERABLES: PR1/A1 Identification of gaps. An extensive research was conducted on a country-based level and then synthesised in two reports. The 'State of the art', of a bibliographic nature, analyses the educational offer, the legal framework, the impact of COVID-19 in education, and maps the digital competencies needed and missing in the vocational training sector in each country. The “Competencies” report analyses the collected data from VET teachers and learners through a survey designed by the project partners and conducted online at a country level, reaching a total of 462 responses. Complementary with the surveys distributed, each partner country conducted focus groups in which VET teachers and learners provided key insights for the study. Through both reports, partners managed to identify the knowledge and skill gaps present in digital VET education after COVID19. PR1/A2 Identification of thematic areas. Based on the results of PR1 and the Digicomp framework, partners have identified specific thematic areas to be covered during the implementation of the hackathon Events. PR1/A3 Production of a “Technical specifications” report, based on the insights of the previous results and a research about good practices in Hackathons, which includes thematic fields that are going to be covered; rules and regulations of the hackathon events; eligibility criteria; language requirements; possible copyright issues application requirements; prizes or opportunities; and judging system. PR1/A4 The H4S Guide duly presents all the necessary steps for the organisation of the Hack4Society Events, describing how to plan, organise and implement an inclusive event. The guide includes an introduction to the project; a detail description of elements to take into account including the venue, the materials, and the human resources; considerations about inclusivity; a risk assessment; a selection process; an explanation of what the event can look like; 15 problem statements/challenges based on the gaps and thematic areas identified in the previous results; a communication plan; the code of conduct; the judgement process and criteria; the prizes and opportunities; and an evaluation method. Complementary to the guide, a set of promotional and informational materials have been produced (infopack for participants, poster templates for communication of the event, and a code of conduct poster). All the deliverables of PR1 have been translated into Italian, Greek and German. As expected, during this first part of the project, PR1 “Designing Online Hackathon Events Training Toolkit for VET Educators” has been successfully carried out and all the deliverables have been prepared. PR2: Performing Online Hackathon Events Teaching Curriculum for VET Learners. Design of a comprehensive Teaching and Learning Curriculum for VET learners containing at least 15 modules, scenarios of identified social problems and other local challenges, so learners can kick-off their Hackathon Events and go off to design technical and E-learning solutions to these problems, while developing their 21st century skills (collaboration, problem-solving, team-playing, co-designing, etc). DELIVERABLES: Partners collaborated to prepare the call for participants (PR2/A1). Based on the technical requirements, partners created the registration form that allowed participants to apply for the selection process. Apart from an English version, the registration form was translated into Greek, Italian and German. PR2/A2 Implementation of the Hackathon Event's activities. The Hackaton events took place between May and September 2022. Each partner carried out their own hackathon following the set guidelines, informing participants, collecting presence forms with the registration of people attending. All participants developed their ideas and delivered them in the form of presentations or short videos. The 15 most innovative and appropriate ideas were chosen between the partners and were uploaded on the Hack4society website to be voted by the public. The voting polls reached a large number of people who contributed to the evaluation of the ideas presented and were introduced to the project. (PR2/A3) Evaluation of the Hackathon activities took place after the conclusion of all hackathon events and was carried out through questionnaires and reports on the activities done. PR3: Implementation of the HACK4Society Online Hackathon Events. A series of pilot testing activities was performed to test the effectiveness of the digital and social entrepreneurship HACK4Society programme for VET educators and learners. A detailed report with the results of the pilot training activities was delivered, along with recommendations for improvements and additions. The project therefore contributed to: ● Development of new tools for the CPD of VET educators,(Toolkit for Designing and Delivering Online Hackathon Training Events) targeted to the needs of digital skills development and for valuable transversal skills to their VET learners in the context of social challenges and other social problems. ● Enhancement of the continuation of VET teaching and learning via the creation of digital Curricula for VET learners, such as the Online Hackathon Training Events Curriculum that got VET learners performing in an online environment in collaboration with others, forming teams, and acting as collective designers of technological solutions to social problems. ● Supporting VET systems to make E-learning proposals via their educational practice to resolve social problems, teaching critical thinking to their VET learners, so they could move on to become full-blown 21st-century professionals with digital, technological, transversal, and social skills and competences. As a result, VET systems were improved in terms of the education and training they were offering. DELIVERABLES: Identification of Learning Outcomes: During the implementation of the HACK4Society Online Hackathon Events in PR2, several new features and insights emerged. These were carefully analyzed to identify relevant learning outcomes that needed to be further developed. The modules initially indicated, designed, and developed under PR2 were subsequently refined and transformed into Open Educational Resources (OER), ensuring they incorporated the latest findings and addressed the needs identified during the hackathons.The result was the production of a full online course made of 15 modules (DigiComp2) Design and Development of the MOOC Platform: The design of the MOOC platform was completed, and all relevant materials were successfully uploaded. This platform now serves as a central repository for the HACK4Society modules, making them accessible to a broader audience. The platform's user interface and functionality were tailored to meet the needs of VET educators and learners, facilitating seamless access to the developed resources. Delivery of Pilot Training Activities: A detailed report was compiled, documenting the results of the pilot training activities conducted as part of the HACK4Society project. The report included an analysis of the effectiveness of the training, participant feedback, and an assessment of the achieved learning outcomes. Based on these findings, specific recommendations for improvements and additions to the training modules were made, addressing identified gaps and areas for enhancement. Guidance for VET Teachers on Digital Resources: A bottom-down approach was implemented to provide VET Teachers with clear guidance on the use of digital resources for training delivery. This approach was incorporated into PR3, ensuring that the guidance was practical, actionable, and aligned with the needs of VET educators. The guidance was designed to help teachers effectively integrate digital tools and resources into their teaching practices. Outreach and Engagement with Other Platforms: The project successfully reached out and engaged with various educational platforms, including EfVET and the LLL Platform. These collaborations helped extend the reach of the HACK4Society resources, promoting their adoption across a wider network of educators and institutions. The engagement with these platforms also facilitated the exchange of best practices and fostered further collaboration opportunities. Evaluation and Feedback Gathering: An extensive evaluation process was carried out to assess the quality and impact of the produced modules. Feedback was gathered from all participants, including VET teachers, trainers, and learners, providing valuable insights into the strengths and areas for improvement. This feedback was systematically analyzed and used to refine the modules and ensure their continued relevance and effectiveness. Dissemination Final Report: in the end of the project the partner in charge of communication (EVBB) after collecting the relevant information and the communication data presented a final dissemination report including the number of people reached by the project and its impact. The HACK4Society project has successfully completed its planned activities, resulting in the creation of high-quality, relevant training resources and OER for VET educators and learners. The collaborative efforts with other platforms and the feedback gathered from participants have ensured that these resources are both effective and widely accessible. Moving forward, the project will continue to monitor the use of these resources and seek opportunities for further improvement and expansion.

Consortium (7)