Be Well and Green when Digital

The goal of the BeWEEN project is to enhance Digital Education Readiness by building capacity in “healthier and more responsible use of digital technology”. When Digital Safety is discussed by policy makers or schools, the conversation is dominated by cybersecurity issues. The notion of “safety in a digital world” however also encompasses our personal health and the health of our planet. Our project aims to help teachers and students realise this and develop Competences in “Protecting health and well-being” and “Protecting the environment” Competences. These are two competences that are included in the EU Digital Competence Framework (DigComp), but are under-addressed in curricula.

BeWEEN will deliver a robust solution to be readily taken up by High School Teachers and Students to develop key digital Competences under area 4 of DigComp “Safety”, and thus address the associated challenges imposed on youth of the COVID-19 era.

Future Needs participates in the project as a partner responsible for the development of the Training programme material which will be piloted among High School Teachers, enhancing their Digital Education Readiness. Future Needs also leads the development of the BeWEEN Mobile Game which will be promoted to and piloted by youth learners aged 13-21 in 4 European countries.

With this project, BeWEEN partners aim to:

  • Improve the level of key digital competences and skills of High School Teachers and students in Europe and beyond;
  • Impact EU policies concerning the safe and responsible use of digital technology;
  • Promote and strengthen the European lifelong learning area, by contributing to the dissemination, multiplication and replication of this new Training material.
Group of college or university students hanging out. Happy teen girls and guys standing together, holding books, backpacks. Vector illustration for studying, school friends, fashion, youth concept

BeWEEN has a bottom-up approach, involving High School Teachers and students in a comprehensive process covering the components of research and analysis, piloting and evaluation and exploitation & policy making.

During the 24 months of the project’s implementation, partners, participants and potential end-users will embark into a challenging journey that will start with the research of the current needs for the development of competences and mindsets along with the collection of relevant good practices from all over Europe. The findings from this procedure will serve BeWEEN as the basis for the development of the relevant training curriculum for the digital competences of the teachers and its development and piloting. Practice-related activities will then be jointly promoted and supported by piloting actions that will enable participating high schools and educational institutions to exploit the full potential of the BeWEEN project’s results and outputs.

Our project’s immediate impact goals are:

  • 50 High School Teachers and 50 youth learners to participate in the field research;
  • At least 30 teaching resources to be developed and translated in English;
  • Over 75 High School Teachers to attend online the BeWEEN Training Programme;
  • The BeWEEN Mobile Game to reach over 750 downloads.

Project Facts

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Be Well and Green when Digital

The goal of the BeWEEN project is to enhance Digital Education Readiness by building capacity in “healthier and more responsible use of digital technology”. When Digital Safety is discussed by policy makers or schools, the conversation is dominated by cybersecurity issues. The notion of “safety in a digital world” however also encompasses our personal health and the health of our planet. Our project aims to help teachers and students realise this and develop Competences in “Protecting health and well-being” and “Protecting the environment” Competences. These are two competences that are included in the EU Digital Competence Framework (DigComp), but are under-addressed in curricula.

BeWEEN will deliver a robust solution to be readily taken up by High School Teachers and Students to develop key digital Competences under area 4 of DigComp “Safety”, and thus address the associated challenges imposed on youth of the COVID-19 era.

Future Needs participates in the project as a partner responsible for the development of the Training programme material which will be piloted among High School Teachers. Future Needs also leads the development of the BeWEEN Mobile Game which will be promoted to and piloted by youth learners aged 13-21 in 4 European countries.

With this project, BeWEEN partners aim to:

  • Improve the level of key digital competences and skills of High School Teachers and students in Europe and beyond;
  • Impact EU policies concerning the safe and responsible use of digital technology;
  • Promote and strengthen the European lifelong learning area, by contributing to the dissemination, multiplication and replication of this new Training material.
Digital Education Readiness

BeWEEN has a bottom-up approach, involving High School Teachers and students in a comprehensive process covering the components of research and analysis, piloting and evaluation and exploitation & policy making.

During the 24 months of the project’s implementation, partners, participants and potential end-users will embark into a challenging journey that will start with the research of the current needs for the development of competences and mindsets along with the collection of relevant good practices from all over Europe. The findings from this procedure will serve BeWEEN as the basis for the development of the relevant training curriculum for the digital competences of the teachers and its development and piloting. Practice-related activities will then be jointly promoted and supported by piloting actions that will enable participating high schools and educational institutions to exploit the full potential of the BeWEEN project’s results and outputs.

Our project’s immediate impact goals are:

  • 50 High School Teachers and 50 youth learners to participate in the field research;
  • At least 30 teaching resources to be developed and translated in English;
  • Over 75 High School Teachers to attend online the BeWEEN Training Programme;
  • The BeWEEN Mobile Game to reach over 750 downloads.

Project Facts

01234567890Partners
01234567890Countries
01234567890Years

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