Social Entrepreneurship for young community media makers

INTELLECTUAL OUTPUTS

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The SEYMM project bridges the social entrepreneurship and the community media, so that young people can equally benefit from innovative social concepts and attractive ways for presentation of their ideas trough the web.

The SEYMM project has four main intellectual outputs:

  • IO1: Community media training framework report;
  • IO2: Community media and social entrepreneurship training curriculum;
  • IO3: E-learning modules with practical exercises;
  • IO4: Assessment and impact scales strategy.

IO1: Community media training framework report

The report concludes on the final framework which the community media training will follow during the development of the other three intellectual outputs.

It includes the youth pedagogical framework and specific learning outcomes which are expected to be achieved by the young people at the end of the training process. This intellectual output is based on in depth analysis of the learning gaps and needs of young people/ entrepreneurs who would like to benefit from the opportunities of the community media channels.

Results:

Seymm_Conceptual Framework Report IO 1

IO2: Community media and social entrepreneurship training curriculum

The results of the research outputs will lead to the development of concrete learning material which will form the basis of the e-learning curriculum. The curriculum, which is one of the main project outcomes, will originally be developed in English and subsequently translated into Turkish, Bulgarian and Portuguese.

The partners will prepare texts and learning aids of the curriculum and the innovative content will be transferred into an attractive in e-format.

Activities:

A1: The first activity is creation of a storyboard for blended learning community media and social entrepreneurship modules for youth

A2: The second activity is determining of contents of training curriculum for trainers and youth workers

A3: The third activity is the comparison of experiences and results of adopting e-platform

A4: The fourth activity is the presentation of a trial course for young people

A5: The fifth activity is gathering suggestions and ideas concerning new courses

A6: The sixth activity is the development of the curriculum for iterative testing

Results:

Unit 1: Introduction to Social Entrepreneurship

Unit 2: Communication Techniques for Youth

Unit 3: Media literacy for Social Entrepreneurs

Unit 4: Social Entrepreneurship: Communicating and Creating Communities

Unit 5: Introduction to community media

Unit 6: Introduction to Visual Design and Production

Unit 7: Printed community media

Unit 8: Audio-visual Community Media

Unit 9: Digital Community Media

IO3: E-learning modules with practical exercises

The main aim of this intellectual output is the design and implementation of training contents and methodologies for active usage of community media and social entrepreneurship competences of young people.

Activities:

A1: The first activity is the preparation of e-learning materials to be used by training of trainers, as well as youth workers.

A2: The second activity is the design e-learning portal based on WCAG 2.0 guidelines.

A3: The third activity is the implementation of e-learning, based on non-formal education of youth groups’ representatives in the partners’ countries. The average duration of the training will be about 75 hours.

A4: The fourth activity is the maintenance and accessibility control of the e-learning portal

Results:

E-Book

IO4: Assessment and impact scales strategy

The aim of this intellectual output is undertaking activities to create assessment scales, observation checklist and impact tools which will ensure the gathering of feedback in terms of effectiveness, engagement and level of achieved learning goals and learning outcomes.

Activities:

A1: The first activity is the description of conditions for effective participation of youth as well as their educators and trainers from educational settings, youth centres and youth workers, by making use of the prototype pedagogy.

A2: The second activity is pilot assessment of effectiveness and applicability of the pedagogy, supported by learning scenarios related to community media and social entrepreneurship applications. Defining of the evaluation criteria enabling the project partners to assess and validate the pedagogy from the pedagogy perspectives. Those who may take advantage of this process are: youth learner, their educators, trainers, youth workers (as well as other professionals involved in supporting technology-enhanced learning).

A3: The third activity is the introduction of soft outcomes measurement star model and CASPER method to collect the data including gathering of pilot case studies.

A4: The fourth activity is the development of issues list based on usability evaluation reports, ordered by priority for refinement of scenarios (if necessary) and the correction of usability problems according to the issues list.

Results:

Assessment and impact scales strategy

Last updated: 2019-02-05 02:05:20

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