We collectively capitalized the learning outcomes, put the activities into perspective by involving young people, members and network partners and structure the tangible and intangible results of the network resulting from the 3 years of cooperation, during the seminar in Greece followed by the first meeting. capitalization through reflection (public, objectives, methods, themes, manuals) with the partners on the tools to be created: a manual of good practices, the repository of e-communication tools, the toolkit of innovative tools. During the June meeting we conceptualized the seminar, and finally during the November meeting we concretized and realized its tools.
The innovative tool case
Kahoot is an online application for generating interactive QCMs. The latter, generally used in universities, is nowadays more and more common in projects with non-formal methods, they give young people the opportunity to self-evaluate, while visualizing in direct their degree of success as well as that of other participants. The interest of the use of Kahoot, turns out that it has a very positive impact on all the young people who participate, its playful side allows to touch the majority of the young people, and to help more deeply the young people who have more difficulties, especially in terms of commitment to a task, to participate actively and reflexively in the quizzes.
The Digital Battle is a competition on one or more days, of real conditioning which gathers several people, associations or structures in different countries or places at the same time. Thus, all the teams are composed of people of different specializations, which makes it possible to create new meetings, to work with different profiles and to realize that this mixture of specialization is essential to answer a digital problematic. Through the implementation of innovative events and digital actions throughout the year, the proposed strategy aims to highlight all the arts represented, but also to raise awareness and perpetuate the young people with less opportunity , the general public and all stakeholders.
Making an app is hard work, but when you break it down and follow these steps, it gets a lot easier. Do you have an amazing, creative idea? Want to market it? Well, an application, like Miracool, or Facebook, is a great way to do that. Following the twelve steps in the tutorial above, the process becomes much easier, and soon, you too will be on your way to having a successful app. The process is broken down into creating a goal first. Then, it is essential to sketch out the plan of the app. Researching the competition and copyright law is also imperative in the early stages. Then, you must create a wireframe, or a storyboard of how you want your app to function, and create the base foundation. Checking your model, and having friends test your work throughout the process is also a major key to success. Afterwards, you can begin building the rest of the app. After the majority of it is built, there must be a smooth design and layout that is user friendly. Finally, after more testing, and modifying, your app will be ready for release.
The Human Library works like a normal library, with one exception: the books are people. Each person has an individual, unique story to tell. Human Libraries are used to combat stereotypes and prejudice. The point is to get a group of “books” together, usually representing stereotyped groups, such as Refugee, Sex Worker, or Homeless. Then the “readers” will partake in a listening session, and through this dialogue afterwards, the work to combat stereotypes has begun.
Time banking is a system that replaces the typical monetary, capitalist system for one of community bartering. For currency, the system uses time credits. Upon joining a time bank, the participant generally receives one of these credits. That credit then can be spent to “buy” one hour of service or activities. From there, you can perform actions for others to receive more credits to continue to spend. This system of time banking is an amazing tool to increase community values, and strengthen the bonds between the participants for a more fulfilling experience.
A Ballade Urbaine is a sociological city walk. The point of the walk is to take a sociological analysis of the city space, and look into the sources of the clashes that often happen in the cities we live in. This activity can be done in order to increase awareness of people in an urban community to the world in which they live in, making it an excellent tool for social change and awareness around the community.