About the project

WP4

WP4

WP4: THE AUGMENTED REALITY GAME FOR SETTING UP A SOCIAL BUSINESS, TRAINING MOBILITY & FINAL DESIGN

A1. ROADMAP TO SETTING UP A SOCIAL ENTERPRISE: THE GUIDEBOOK

 

The structure of the roadmap related to AR Game as selected modules/content in an innovative learning environment based on gamification elements. 

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A2 AUGMENTED REALITY LEARNING GAME DESIGN AR LEARNING GAME to be used by VET trainers as an online repository of innovative learning material for students with hearing impairments. The game will offer an AR environment where students through playing will learn how to set up a social enterprise in Industry 4.0 sectors and be equipped with the knowledge, skills and attitudes necessary based on the scenarios developed as per the Educational Pack to meet the objectives noted in the Competence Framework.

 

The structure of the roadmap related to AR Game as selected modules/content in an innovative learning environment based on gamification elements. 

English
Polish
Italian
Greek
Spanish

A3. VET TRAINERS IN-SERVICE TRAINING PROGRAMME

The VET Trainers in-service training programme will be organised in Cyprus on 17-21 June 2024, where ICT expert will provide a training on the provision of the programme. It aims at directing in-service VET trainers from partner organisationson to train the Programme to the

 

 

VET trainers and students in the following activity of the Workshops.

LTTA: VET Trainers in-Service Training for the 3D4DEAF Project

Between 17 and 21 June 2024, Emphasys Centre in Nicosia, Cyprus, successfully hosted the Learning, Teaching and Training Activities (LTTA) of the Erasmus+ KA2 project 3D4DEAF – Promoting Digital Transformation and Social Innovation in VET to improve access of deaf students to the labour market. This short-term joint staff training brought together 19 VET trainers, educators, professionals, and deaf individuals from Poland, Spain, Italy, Greece, and Cyprus. The purpose of the training was to present, test and evaluate the educational resources and tools developed within Work Packages 2, 3 and 4, aimed at facilitating the integration of the 3D4DEAF programme into VET institutions. Key activities carried out during the week included:

  • Presentation of the educational pack covering two core modules: 3D Technologies and Social Entrepreneurship, divided into eight practical topics;
  • Hands-on workshops designed to test and refine these topics in real teaching scenarios;
  • Demonstration of digital tools, including the Interactive Learning Platform, the Mobile Application, and the Augmented Reality (AR) Game developed within the project;
  • A study visit to the School for the Deaf in Nicosia, providing insights into local inclusive educational practices;
  • Presentation of the 3D4DEAF Methodology, accompanied by detailed guidelines for professionals on the application of the programme in VET contexts.
This in-service training served not only as a platform for capacity building among VET professionals but also as a significant step toward ensuring the long-term sustainability and transferability of the project’s innovative outcomes.".

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A4. 3D4DEAF@SOCIAL HUBS –WORKSHOPS includes

a) 3D4DEAF@SOCIAL HUBS Methodology to include an action plan for the schools to implement the programme and offer guidance on its applicability and implementation in school facilities.

b) A series of workshops for VET trainers and students with hearing impairments/deafness including PITCHING COMPETITION for students and study visits in social enterprises and enterprises in Industry 4.0 in each country.

 
English
Polish
Italian
Greek
Spanish