Recover outdated machines using arduino for scalling up ESTEAM and green skills in VET students

Erasmus+ VETCooperation partnerships in vocational education and trainingID: 2021-1-RO01-KA220-VET-000033036
EC Contribution
€199,460
Consortium Size
7 orgs
Start Year
2021
Summary

The labor market is constantly evolving.The skills and qualifications required change over time.Europe's digital transformation will see an acceleration with the rapid development of new technolog...

Objectives

- promote a high level of employment through the creation of a competent, qualified and adaptable work force for economic change; - support and strengthen the development of key competences for all, starting from a young age and throughout life; - promote the acquisition of skills in science, technology, engineering and mathematics (STEM), taking into account links with economic sustainability and the environment; - facilitate the acquisition of skills by promoting multiple learning approaches and contexts, also with the appropriate use of digital technologies in education, training and learning; - provide support to all learners, including those in disadvantaged conditions or with specific needs, so that they express their full potential; - Provide innovative tools and skills to trainers. Overall, using digitalized devices in daily life, develops of social competencies, entrepreneurial and green skills contribute both to the development of professional skills and to personal skills. Using digitalization and transdisciplinary skills are interconnected, as both are essential for navigating the complexities of the digital age and driving innovation and progress.

Activities

In line with the most advanced processes in the world of makers, Arduino, 3D printers, digital manufacturing, and 4.0 industry, the project aims to provide high-quality digital skills, and to encourage entry or return to the world of work. To achieve these goals and focus on innovation, the partnership has identified a specific field of intervention: the recovery of obsolete machinery through Arduino. This will happen thanks to the development of 3 main PR: PR1 Experts Program Toolkit. The objective of this IO is to create a training material that provides the project’s target groups with high quality knowledge and skills needed to modernize existing machineries in order to make them “smart” and more adapted to the nowadays requirements of the manufacturing industry. PR2 ICT Tool for Competence Assessment (incl. User’s guide of the ICT tool). The main aim of the ICT tool for Competence Assessment will be to evaluate the knowledge and starting skills of the target group, identification of the needs of the specific target groups that need to be addressed in order to provide them with useful skills so that they can enter the world of work PR3: Gamified e-learning Platform The 'Gamified e-learning Platform” served as an open education digital platform for the provision of the training material developed throughout the project. In this way the target group formed will be able to exploit the knowledge acquired to modernize the machinery present in various production sectors and no longer used. Will be able to enter / return to the labor market, thanks to new innovative skills that will acquire in the field of electronics, computer science, interaction design, as well is in social innovation, entrepreneurial competencies and green skills.

Impact

Project result 1:   The objective of this PR was to create a training material that provides the project’s target groups with the knowledge and skills needed to modernize existing machineries in order to make them “smart” and more adapted to the nowadays requirements of the manufacturing industry: flexibility, friendly interfaces, ability to produce customized products, etc. The result provides the skills needed to update the machinery software, to upgrade the existing automation or to add new hardware, while leaving the mechanical parts unchanged and making machines again or otherwise competitive. The Experts Program Toolkit include the following main topics: - Design and Engineering of simple parts needed for machinery revamping - 3D printing for production of the parts needed for machinery revamping - Open source hardware relevant for machinery revamping - Open source software relevant for machinery revamping - Design of software interfaces - Economic benefits of machinery revamping – Social benefits of machinery revamping - Environmental benefits of machinery revamping - Case-studies related to successful old machinery modernization. The innovative aspects of PR1 are related with the fact that it is designed based on the open-source phenomenon and makers movement considered as tools for increasing the sustainability, both in environmental and social terms, through extending the life cycle of countless machines. The result has a big transferability potential. Apart from being incorporated in the project’s website, it is also released as an Open Educational Resource available for use, re-use or adaptation by VET providers, companies, Youth workers, professionals, consumers, etc. Although it is designed for VET, WP1 can be used in Higher Education, Adult Education, for internal training in appropriate companies, etc. with only some minor modifications or adaptations. WP1 has a modular structure so, if necessary, only some of the sections can be used, in very different fields. For example, some VET schools may be interested only in the software sections, some companies may be interested only in the hardware sections while some consumers may be interested only in Arduino or 3D printing. The Expert Program toolkit is structured in modules, each of these having a theoretical and a practical part containing means of developing relevant skills. The modules are: Recover outdated machines (devices) using Arduino technology, Social Innovation, Entrepreneurial Skills and Green Skills (www.romuas.eu). The expected impact is to increase the quality and the number of VET students and graduates able to apply open-source technology in order to give new life and capabilities to old machines and, consequently, a bigger number of revamped machines and positive environment and social effects. As the project’s approach can bring substantial economic advantages to those owning or revamping the machinery, we expect a large adoption of it, especially by the small companies and by the consumers, leading to an even greater impact of PR1. https://www.romuas.eu/experts-program-toolkitco/ Project result 2: The main aim of the PR2 is to ensure identification and diagnosis of the needed competencies of the beneficiaries of the project by the ICT tool (internet version). The main content of the tool is the standardized competency profile of the end users of the project to define the individual training path to improve the diagnosed competency gaps and match them with the training materials/modules which are developed through the project, so as to follow the necessary and proper training path. The main innovativeness aspect of the proposed tool is the online format availability as well as its competence to calculate and provide specific and focused results for the user, calculated according to each country's data and situation. According to the results, the tool is in position to propose the necessary training designed for the current user, according to his/her needs raised – connecting in this way the project’s outputs usage and essence to the end user (would be and newly entrepreneurs). The ICT Tool for Competence Assessment is accompanied by the user’s guide. It explains all possibilities of this ICT tool to facilitate the work with the tool. The user’s guide is available in English and national languages of the project partners. The results and activities of the particular Output will be evaluated internally as well as during the pilot testing by the project beneficiaries and experts. The PR Leader had the responsibility of coordinating the macro-design and micro-design phases and to set up the ICT tool. The project partners tested it internally. All national versions of the ICT tool are hosted in the e-platform / database which was especially developed to host the Project Outputs https://moodle.romuas.eu/course/index.php?categoryid=11. Through this initiative, the partnership ensured the free access and availability of the project Outputs, after the end of the project. Moreover, the development of the tool (layout and content) is designed in such a way that will be applicable for future updates/upgrades and transferability initiatives by other EU countries and organizations, in addition to the proposed partnership. At the beginning of the design activity of the questions, a diagnosis of the competences was designed, created by the PR2 leader. Afterwards, based on the modules in PR1 the partners agreed on a series of statements. The initial assessments are included in this platform and the final assessment can be found on the PR3 platform. We decided this to help those who attend the course. Project result 3: The gamified e-learning platform is an innovative way to engage distant learners into the training procedure. Many people desire to attend training courses, though, for some reasons they cannot physically participate in conventional training programs. E-learning courses are a popular way to give access to knowledge for those people. The gamified e-learning platform hosts all the training materials and the tools that consist of the training program. The visitors have the option to register themselves at the platform and create their personal profile. The platform is user-friendly and supports a chat room where the registered members can communicate with each other in pairs, groups or in a common forum. The platform is available in all partners’ languages. The contents are uploaded on the platform in all the languages they have been produced. The platform uses MOODLE. Avatars were created (one girl and one boy) for each language. Each person must register on the platform, they follow the initial assessment (PR2). After that, they follow the gamified platform (PR3), choose the language, and enroll in the courses. After they complete one or more modules, they can follow the final assessment test for certification.  https://moodle.romuas.eu/course/index.php?categoryid=12 The innovative platform developed by the Erasmus+ Romuas project represents a revolution in online learning, standing out as a dynamic eLearning tool with Gamification. Focussing on crucial areas such as Recovery of Outdated Machinery/Equipment with Arduino Technology and 3D Printing, Social Innovation, Entrepreneurial Skills and Green Skills, the course offers a unique educational experience. Available in five languages (English, Romanian, Croatian, Spanish, Italian and Portuguese), global accessibility is a priority. The course is free, ensuring that the knowledge and opportunities provided by this innovative platform are within everyone's reach, especially for students. What's more, its user-friendly and original design, combined with interactive games using H5P technology, make learning an engaging experience. The highlight of this platform lies in its intuitive approach aimed at a younger audience. The course flow is designed to be easily understood, keeping users engaged and motivated throughout their educational journey, through games and interactions. The platform incorporates cutting-edge technologies to provide a robust and interactive learning experience. Based on Moodle, a widely recognised learning management platform, it offers a solid and scalable infrastructure. The H5P technology, integrated into the platform, elevates the educational experience with elements of gamification, making learning more engaging and dynamic. The methodologies adopted on the platform reflect contemporary approaches aimed at effective learning. eLearning, as the main component, provides flexibility and accessibility, allowing users to progress at their own pace. Gamification not only adds playful elements, but also motivates students through challenges and rewards. Practical learning is promoted through modules dedicated to the Recovery of Outdated Machinery/Equipment with Arduino technology and 3D Printing, providing a practical application of the knowledge acquired. Active learning, essentially participatory, encourages students to get actively involved, ensuring a deep and lasting understanding of the concepts presented.

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