Giving Tools for learners to prevent the AbandonMent of Elearning courses
▶Summary
The project set out to elevate e-learning practices and enhance the professional development of trainers in youth education. Key objectives included improving the proficiency of trainers in utili...
▶Objectives
The project set out to elevate e-learning practices and enhance the professional development of trainers in youth education. Key objectives included improving the proficiency of trainers in utilizing e-learning techniques and addressing issues of class abandonment through targeted awareness initiatives. Emphasis was placed on the comprehensive development of trainers' knowledge, encompassing both hard skills (ICT tools, e-learning platforms) and soft skills (communication, motivation, leadership). Additionally, the project sought to broaden trainers' awareness of networks supporting the social and professional integration of students. The methodology centered on active cooperation among partners, fostering the exchange of professional experiences and knowledge. This collaborative approach aimed to not only achieve project-specific goals but also enhance the overall capacity of participating organizations. The gained experience was viewed as invaluable, positioning both individuals and organizations for future initiatives. The project aimed to create a lasting impact on youth education, contributing to ongoing excellence in e-learning and training.
▶Activities
In the project, several key activities were implemented to achieve the outlined objectives: 1. Development of an Innovative Digital Platform by EQUALINE: A central component of the project involved the creation of an innovative digital platform by EQUALINE. This platform served as a hub for educational resources for trainers and VET learners. 2. Educational Material Development for VET Learners by APVET and uDevelop: APVET and uDevelop played a crucial role in developing educational materials specifically tailored for Vocational Education and Training (VET) learners. These materials aimed to enhance the learning experience for the targeted audience. 3. Creation of an eHandbook with Best Practices by EFID: EFID was responsible for developing an eHandbook that compiled and presented best practices. This handbook serves as a guide for trainers and educators. 4. Organization of 4 Infodays: Each project partner organized an Infoday. These events served as opportunities to disseminate information about the project. 5. Further Informational Material and Dissemination Local Activities: The project included the development and dissemination of additional informational material. The project's website: https://game-project.eu/
▶Impact
The project successfully improved the application of e-learning techniques among Vocational Education and Training (VET) learners who engaged with online tools. Efforts were directed towards raising awareness and integrating strategies to reduce e-learning abandonment in educational and training programs, particularly for trainers working with youth. Trainers experienced enhanced knowledge, encompassing both hard skills like proficiency in ICT tools, e-learning platform functionalities, and pedagogical techniques, as well as soft skills such as communication, motivation, self-awareness, confidence, and initiative. This encompassing approach not only equipped trainers with a holistic skill set but also contributed to the overall effectiveness of youth education. The outcomes included the development and implementation of an innovative digital platform, targeted educational materials, and an eHandbook with best practices. The project's impact extended beyond tangible outputs to encompass increased awareness, collaborative experiences among partners, and the establishment of a foundation for future initiatives in the fields of e-learning and youth education.