Partnership Opportunities using New Technologies fostering sOcial and economic inclusioN (Q4294640)

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Partnership Opportunities using New Technologies fostering sOcial and economic inclusioN
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    3,729,385.85 Euro
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    5,404,907.03 Euro
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    69.0 percent
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    8 June 2017
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    31 May 2021
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    University of Portsmouth Higher Education Corporation
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    50°22'37.67"N, 4°7'41.38"W
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    50°58'15.02"N, 1°21'4.43"W
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    50°51'24.37"N, 1°10'27.62"W
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    50°47'41.75"N, 1°5'29.00"W
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    50°47'38.87"N, 1°6'22.07"W
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    49°11'15.86"N, 0°22'38.93"W
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    49°53'38.65"N, 2°17'44.70"E
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    49°10'45.26"N, 0°22'59.41"W
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    50°41'5.71"N, 3°10'15.17"E
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    48°23'47.18"N, 4°28'2.14"W
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    50°7'9.52"N, 5°32'12.95"W
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    PONToon will employ digital technologies in order to provide equal access to training and employment services and respond to the digital skills shortage that exist across all sectors. The project will target socially excluded women who are disadvantaged by their gender, have challenges such as lone parenthood, mental/physical health issues and restricted mobility and are often combined with a lack of key soft skills that could benefit from digital upskilling. UKCES predict the creative sector is expected to need 1.2 million new workers between 2012 and 2022, a demand that digital upskilling is essential to address. Digital technologies have the potential to be effective in supporting the needs of our target group in particular. Research by MEFPI has found the 18-35 age group were found to be particularly engaged with the internet via several devices and many younger women are intrinsically digitally skilled. However, they have not developed these skills to the point where they are transferable to employment, enterprise or entrepreneurship, whilst others require intensive support to become digitally competent, confident and therefore competitive in the labour market. This project uses digital technology as a knowledge transfer tool, creates multi-pronged benefits for both the end user and service providers, and employs an innovative co-creation methodology. According to Stewart et al. (The Potential of Digital Games, 2013) gaming is known to be effective in reaching disadvantaged groups. Performance and fashion combine creativity and entrepreneurship and provide an ideal test bed for gauging the social and educational benefits of the digital toolkit. Creative expression has been also been evidenced to increase perseverance, self-esteem, and teamwork, especially in marginalised communities (Yassi et al.,Social Circus, 2013). The project partners have agreed on a targeted 20% increase in the success rate compared with current interventions. PONToon will bring together beneficiaries, stakeholders and experts to co-design a digital toolbox of innovative interventions in order to provide equal access to training and employment services, as well as developing a business plan and implementation programme to ensure a sustainable and transferable legacy. This makes this a proposition that can serve a multifaceted user group and engage a wide range of stakeholders to create a partnership greater than the sum of it’s individual parts. (English)
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