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Category: KA 3

Yes, I can! ICT and ICT-AT skills development for all: Final SYMPOSIUM of the ViPi & ATLEC projects

With the support of:

The Lifelong Learning Programme: education and training opportunities for all Vlaams - Europees verbindingsagentschap vzw Knowledge Centre Social Europe

Date: 4 December 2013
Venue: VLEVA (Vlaams-Europees verbindingsagentschap vzw), Kortenberglaan 71, 1000 Brussels, Belgium (Google maps) – Closest metro station: Schuman
Participants: 100-120
Duration: 9:00 hours – 18:00 hours
Event language: English
Target audience: People with disabilities, teachers, trainers, tutors, carers, policy makers, academics, ICT and AT experts and their organisations.

Program

8:30h-9:00h: Registration and welcome

  • Welcome – Jan Buysse (General Director, vleva)
  • Opening – Karel Van Isacker (CEO, PhoenixKM)

Sessions 1 & 2

  • SESSION 1 (9.00-10.00)
    The right for training in the use of ICT/AT for people with disabilities
    Chair: Jean-Marie Vanhove, Inclusief Consulting, Belgium
    9.00 – 9.20: Training in international and European context (UN Convention – European Policies): TBC
    9.20 – 9.40: Training in Flemish context: Helga Stevens: member of Flemish Parliament
    9.40 – 10.00: Discussion – questions
  • SESSION 2 (10.00 – 11.00)
    Need for training in the use of ICT AT: Point of view of the users
    Chair: Evert-Jan Hoogerwerf, AIAS Bologna, Italy
    10.00 – 10.20: The need for qualified training in the use of ICT/AT for people with disabilities: Wim Moeyaert (Werkgroep Vorming & Aktie)
    10.20 – 10.40: Witness accounts of pilot participants: Steve Boussemaere, Andy Vermeulen, Peter Anckaert
    10.40- 11.00: Discussion and questions

Break + exhibition (11.00 – 11.30)

Session 3

  • SESSION 3: (11.30- 12.45)
    Training on ICT and ICT AT in service provision and the labour market
    Chair: Jacqui Lewis, Greenhat Interactive, UK
    11.30 – 11.50: The need for training in the use of ICT/AT and experiences in vocational training: VDAB
    11.50 – 12.10: Need for training in the use of ICT/AT and experiences in the labour market: VDAB
    12.10 – 12.30: Need for training in the use of ICT AT and experiences in care: Luk Zelderloo (Secretary General EASPD)
    12.30 – 12.45: Discussion and questions

Lunch (12.45 – 13.45)

Session 4

  • SESSION 4 (13.45 – 15.30)
    The VIPI, ATLEC, SGSCC and eMentoring projects – outcomes
    Chair: Karel Van Isacker, project coordinator, PhoenixKM, Belgium
    VIPI and eMentoring: Presentation curriculum: by Prof. David Brown (NTU) and Karel Van Isacker (PhoenixKM)
    ATLEC: Presentation curriculum: by Evert-Jan Hoogerwerf (AIAS)
    SGSCC: Presentation curriculum: by Mariya Goranova (PhoenixKM)
    ViPi and ATLEC platform and mobile applications: Panagiotis Tsoris (Steficon) & Maria Saridaki (University of Athens)
    Current practices ICT Skills at European level: by Jacqui Lewis (GHI)

Break and exhibition (15.30 – 16.00)

Wrap up session (16.00 – 17.00)

  • Moderator: Jean-Marie Vanhove, Inclusief consulting, Belgium
    Topics: What did we learn from the former presentations and what can we do about it?
    Panel with representatives of ViPi, ATLEC, SGSCC, AAATE (Evert-Jan Hoogerwerf), EASPD (Luc Zelderloo), Jos Sterckx (Knowledge Center Social Europe), Wim Moeyaert (WVA)

Demo sessions and closure (walking dinner) (17:15-18:00)

  • Curriculums of different projects
  • ViPi and ATLEC learning objects and integrated platform
  • Training platforms
  • Mobile and desktop games
  • Mobile applications
  • Posters of other projects/experiences

Registration is still possible via http://tinyurl.com/ViPi-ATLEC.

Note that participation is only confirmed after receiving a formal confirmation email from us.

This event is organised with the support of the Liaison agency Flanders-Europe (vleva) and Knowledge Center Social Europe.

The projects ViPi and ATLEC have been partially funded with support from the European Commission. This communication reflects the views only of the author, and the Commission cannot be held responsible for any use which may be made of the information contained therein.

ViPi project released a range of mobile and PC games:

  • Memobile
Memobile screenshot

Memobile screenshot

Memobile is an Android application which contains a set of 3 games to both teach skills to and test the skills of students on areas of the ViPi curriculum. The games are have elements to help the students learn the curriculum content, reinforce and memorise curriculum content and also to discover new information.
The game uses Memo, a little cartoon boy, as a tutor for users. It is a collection of 3 games designed to help people with difficulties in memorizing the simple functions and components of computers. The games are Matching Pairs, Starter Kit and Press… and Action.

The first is a game where you match pairs of computer equipment. The game first introduces the parts of a computer with brief descriptions of what they do. Matching the pairs in the game should help users to remember what the parts are and the game acts as an incentive to repeat the learning.
When the user presses on a square, a component hidden underneath it will be revealed. When they press a further square, the first square will be closed unless the two components hidden below match. The idea is to memorise where the components are hidden as you go along. If you open two matching computer components in two clicks one after another, these components will remain open. The aim of the game is to match all of the pairs using as few presses as possible. After successfully completing the game the user receives a tip about one additional computer component. Then they can play again to try to improve their score or go to main menu and chose another game.
The second game is one where the user has a short time to press as many on buttons as possible on the screen. The game serves to reinforce the symbol for the on button, and also has benefits in enhancing coordination in the user. The game starts with a description of how to safely turn on and off the computer.  This description is enhanced by carton style graphics showing what to press and in what order. The game then continues where the user has a short time to press start buttons and miss red crosses on a grid of icons. Pressing start buttons and missing red crosses score points.
The final game, Press… and Action is a game to teach computer shortcuts. It starts with a teaching session where it explains what a number of important keyboard shortcuts can do. It then moves on to a multiple choice quiz which asks the user to identify the actions associated with a number of shortcut key combinations. The game should reinforce the student’s knowledge of keyboard shortcuts enabling them to use the computer more efficiently.
The different language versions can be downloaded here (apk files): NL, EN, EL, LT.
Memobile is also available on Google Play.
  • Stay Safe Game
Stay Safe screenshot

Stay Safe screenshot

Stay Safe is a game designed to highlight safety issues regarding email. It covers such topics as dangerous attachments, spoofing, scams, and chain email. The game situation involves a user checking his emails and going through the received mail with an experienced computer user stood behind them. The user must make decisions (based on multiple choice questions) with each email. When wrong choices are made, the helper character will interject with advice about the way to proceed.

All on-screen content (displayed as textures on the 3D monitor model) is replicated in on screen question text which can be read by the built in screen reader.
The editor package built into the game allows a trainer to edit the content of the text fields and save the xml back out, so the games can be changed to suit different materials. If a trainer wishes to create new screen grabs to upload to the screen this is also possible as the files are called from an external image folder.
The game is available in the four project languages of Greek English, Lithuanian and Dutch.

Stay Safe is installed using the downloaded installer package (download here). The installer places a shortcut on the desktop and in the Interactive Systems NTU folder on the Start Menu. On starting the game the initial screen contains buttons to start the game, enter the options screen, or exit the application.

Stay Safe has been developed using a game engine developed in house at the Interactive Systems Research Group at Nottingham Trent University. The game uses XNA for the graphics and is coded in C# calling game data from a set of editable XML files.

  • Fly Swat Game

Fly Swat screenshotSwat the flies using mouse, keyboard – or your assistive technology! Swat as many flies as you can in one minute.Fly swat has been developed to meet the needs of people with both physical and learning disabilities. It provides a means to develop and assess skills relating to awareness of ICT, understanding the concept of cause and effect within ICT, and provides also a means of practicing skills with input technologies (mouse and keyboard, and other assistive devices which may be used), and improving timing and co-ordination with the ICT technology.The game is developed in JavaScript and HTML5 running in a web browser. It is available to play online at http://software.isrg.org.uk/vipi/flyswat/FlySwatIndex.html.Fly swat is a game based around the principle of watching and swatting a fly. The fly has several modes of movement to map to tracking modes that are required by the pre-GCSE level guidelines, including horizontal, vertical, following an expected route, and random. The swat also has several movement modes. It can be stationary, auto track the fly in one axis (to allow one key/one click gameplay) or be moved left and right by either following the mouse or by key presses.  These are described as either ‘user control’ or ‘one’ touch’ mode. In ‘user control’ mode the swat is moved manually by mouse or keyboard. In ‘one-touch’ mode the swat either moves automatically or is fixed and the gameplay is about timing of swatting the fly at the right moment.Swat activation is by either mouse click or keypress.  These inputs can also be mapped with external software to allow gameplay using assistive technologies such as switches, eye-tracking or brain control interfaces.The game is visually stimulating and also contains audio (which may be muted). It records the high score during a session to provide additional stimulation to play more. The object of the game is to swat as many flies as possible in the 60 seconds  available. At the end of the game the user sees their score and the highest score obtained during the current session.

A target can be shown to give the user a better indication of where the swat will fall.

Controls – these can be selected as buttons on screen or with the keyboard shortcuts listed below:

Control Key Mouse
Move Left Left arrow Move mouse left over game canvas
Move Right Right arrow Move mouse right over game canvas
Swat Space bar Left click over game canvas
Fly Movement Mode ‘M’ key Left click the button to switch between fly movement modes – of horizontal, vertical, predictable or random
Sound on/off ‘N’ key Left click on sound on/off button during gameplay or on the title screen
Show/hide Target ‘T’ key Click on target button during gameplay or at the title screen
Fly Speed ‘S’ key Click on fly speed button to change fly speed between slow, medium and fast
One Touch Mode ‘O’ key Click on one touch mode button to switch between manual and automatic swat movement (only available in random fly movement mode)
Help ‘H’ key Available on the start screen this displays the instructions
Restart game at end Space bar Left click click over game canvas
  • Yes No ICT Quiz Game
Yes No ICT Quiz Game

Yes No ICT Quiz Game

This set of games asks true/false questions about a set of ICT subject areas.

The materials provided cover aspects of Basic ICT Skills in English. The content has been adjusted to suit use with people with learning difficulty. Navigation can always be achieved through use of the keyboard (arrow keys to move and space to select) or by use of the mouse.

Feedback is given after each question, after each round, and at the end of the quiz. The final screen allows the user to save all feedback in the form of a pdf file.

There are five individual quizzes available that cover the subjects one at a time. This is so that the game can be used after covering a particular subject area. The subjects covered are as follows – click on the links to play the online version:

There is a downloadable version available here.

  • True False ICT Quiz Game
True False ICT Quiz Game

True False ICT Quiz Game

This game asks true/false questions about a set of ICT subject areas.

The materials provided cover aspects of Basic ICT Skills in English, Greek, Dutch and Lithuanian. Navigation can always be achieved through use of the keyboard (arrow keys to move and space to select) or by use of the mouse.

Feedback is given after each question, after each round, and at the end of the quiz. The final screen allows the user to save all feedback in the form of a pdf file.

The rounds follow on one after the other, and the subjects covered are:

  • Using your computer
  • Using the internet
  • Using email
  • Staying safe

Play the game for your language using the link below:

el gb lt nl

  • Rob the Mob – ICT quiz game
Rob the Mob - ICT quiz game

Rob the Mob – ICT quiz game

This game allows the user to play a card style multiple choice quiz betting game where they must  answer questions to win the gangster’s money. The topic can be selected from a list by the player so that they can work on a specific subject area. Navigation can always be achieved through use of the keyboard or by use of the mouse.  Feedback is given after any wrong answers to educate whilst playing!

Play the game online here.

The materials provided cover aspects of Basic ICT Skills in English, Greek, Dutch and Lithuanian.

The offline version of the game (download it here) is also editable, so trainers can easily add their own question content for their specific set of trainees, content is added in the form of xml files which may be created with the help of the Escapology and Rob the Mob game editor. It comes as a packaged zip file with the editor and also the Escapology game. Please unzip the files into a folder of your choice to play the offline games.

  • Escapology ICT Game
Escapology ICT Game

Escapology ICT Game

This Flash game allows the user to play a hangman style game where they must guess words relating to a certain topic. The topic and sub-topic can be selected by the user so that they can work on a specific subject area. Navigation can always be achieved through use of the keyboard or by use of the mouse.  Feedback is given after each question, and every question word has an associated clue that hints at the answer to the hangman game.

Play the game online here.

The materials provided cover aspects of Basic ICT Skills in English, Greek, Dutch and Lithuanian.

The offline version of the game (download it here) is also editable, so trainers can easily add their own question content for their specific set of trainees, content is added in the form of xml files which may be created with the help of the Escapology and Rob the Mob game editor. It comes a a packaged zip file with the editor and also the Rob the Mob game. Please unzip the files into a folder of your choice to play the offline games.

The ViPi KA3 LLL project (511792-LLP-1-2010-1-GR-KA3-KA3NW) has been partially funded under the Lifelong Learning program, subprogramme KA3 ICT. This web site reflects the views only of the author(s), and the Commission cannot be held responsible for any use which may be made of the information contained therein.

Final symposium of the ViPi (Basic ICT skills training for people with disabilities) and ATLEC (ICT-based Assistive Technology Learning Through A Unified Curriculum) projects.

Date: 4 December 2013
Venue: VLEVA (Vlaams-Europees verbindingsagentschap vzw), Kortenberglaan 71, 1000 Brussels, Belgium
Participants: 100-120
Duration: 9:00 hours – 18:00 hours

Two European lifelong learning projects (ViPi and ATLEC project) will come to an end and the final Symposium will present their outcomes within a wider framework of learning, employment and independent living for people with disabilities.

The two projects are complementary as VIPI focuses on the development of skills in ICT for (young) adults with disabilities and ATLEC on skills and competences in ICT based Assistive Technologies.

The Symposium has a twofold aim: raising awareness among gatekeepers and policy makers on the need for ICT and ICT_AT training and on the other hand providing concrete curricula, methods and tools produced in the project. Highlighting needs and showing material to tackle those needs, is considered a valuable contribution to further equal opportunities and the participation of people with disabilities in learning and employment.

The symposium therefore presents academic and experience-based contributions, while interactivity, dialogue and information exchange is sought in parallel sessions and in the exhibition.

Other relevant projects and experiences are therefore invited to contribute with a paper, a poster or by sending leaflets to enrich the exhibition.

The participation of people with disabilities is incentivised by an accessible venue and by accessible presentations.

Please consult http://www.vipi-project.eu & http://www.atlec-project.eu for more information on the projects and for programme updates.

Registration is now available via http://tinyurl.com/ViPi-ATLEC.

Note that participation is only confirmed after receiving a formal confirmation email from us.

Language of event: English
Target audience: People with disabilities, teachers, trainers, tutors, carers, policy makers, academics, ICT and AT experts and their organisations.

See you there and then!

ViPi and ATLEC project team

————————————————-
You can find us at:

http://www.vipi-project.eu
http://twitter.com/ViPi_project
http://www.facebook.com/vipiproject

http://atlec-project.eu/
http://twitter.com/ATLEC_project/
http://www.facebook.com/ATLECproject

The project “Serious Games for Social & Creativity Competencies” is a 30 months project partially funded under the KA3 of the LLP programme. SGSCC started on 1 January 2013 and will finish by end of June 2015. The kick-off meeting of all project partners will take place on 7-8 February 2013 in Plovdiv, Bulgaria.
SUMMARY: Despite the importance of social competence (SC), its systematic building within the school programmes and vocational training is undeveloped. Analyses of training programmes for a variety of professions show that there are no modules to ensure the development of this basic competence which is fundamental to both social integration & professional self-realisation. This project is dedicated to conceptualizing & development of social competence in terms of training related to adults education, school curriculum & professional development through creation of special games & exercises using computer technology and environment. A set of 3D interactive simulations regarding social competence and creativeness (games) will be created in EN, BG, DE, NL, TR, SER & LT in 3 modes:
1/ single player mode – to allow users to experience a pre-authored social competence scenario.
2/ machine mode: These are short non-interactive outcomes from single player mode choices that portray the result of a certain choice. Players are then offered the opportunity to replay the last single player mode sequence or to move on to the next.
3/ multiplayer mode – allowing multiple simultaneous users to engage in role-playing social competence scenarios to explore differences, conflicts & ultimately to find resolutions. Each game can be recorded for future play back,& therefore become the source for more single player, & machine social competence scenarios. Hence the system grows over time, & is user-authored. Learners will be faced with our contextualized, ill-structured problems & asked to investigate social competence over meaningful solutions that will directly feed into the games modes. For the game play we would use a contemporary 3D gaming environment populated by user-driven characters, & non- player characters to create a range of realistic & engaging SC scenarios.
The targets of the project: adults with disabilities (mild learning) & disadvantaged groups
Impact: increased employability & social integration of beneficiaries

PARTNERS:
P1, Coordinator University Of Plovdiv, Bulgaria, www.pu-acad.bg
P2, Pretis-Social Innovation Network, Austria, www.phoenixkm.eu
P3, PhoenixKM, Belgium, www.phoenixkm.eu
P4, VSI Hi.Te.Co. – High Technology for Cooperation, Lithuania, www.hiteconet.eu
P5, Nottingham Trent University, United Kingdom, www.ntu.ac.uk
P6, Istanbul Milli Egitim Mudurlugu, Turkey, www.istanbul.meb.gov.tr
P7, Belgrade Open School, Serbia, www.bos.rs
P8, Interprojects, Bulgaria, www.interprojects.bg

External evaluation will play a central role in the project, providing continued advice and feedback on project activities and outputs throughout.
The external evaluation will therefore have a major ‘formative’ function (helping the project to achieve maximum effectiveness), as well as providing summative assessments at the end of each

The External Evaluator is expected:
– To participate in all transnational project meetings, which are scheduled to take place as follows:
1. 7-8.02.2013 Plovdiv, Bulgaria
2. Graz, Austria
3. Lithuania
4. Serbia
5. Brussels
– To ensure the project is producing quality products and materials which are targeted to the end users.
– To evaluate the on-going impact and end impact of the project to the direct target groups, project stakeholders and its reflection to national and EU policies.
– To feedback into project development formative evaluation findings.
– To monitor project activities, outcomes, processes and partnership relationships.
– To analyse the impact of project outcomes through external evaluation component.
– To monitor impact of the project’s dissemination and exploitation strategy.
– To carry out partners’ consultation twice within the project lifetime and to report on findings
– To produce an interim report (by end of March 2014)
– To produce a final report ( by end of June 2015)

THE SELECTED CANDIDATE SHOULD DEMONSTRATE:
– Previous LLP experience and knowledge ( 2 years)
– Fluent knowledge of English ( C2 or advanced level)
– Knowledge and expertise in IT sector (advanced level)
– Knowledge and experience with social model of disability (at least 2 years)

The offer submitted should include estimation of travel (by cheapest means of transport, no business class allowed) and subsistence costs (actual costs based on supporting documents) to attend all the meetings and the working days necessary to achieve all the tasks for the external evaluator.

Deadline for submitting the offers: 25.01.2013
Offers should be sent to rumenstamatov@gmail.com and the originals must be sent by post to:
To Professor Rumen Stamatov
University of Plovdiv
Department of Education
24 “Tsar Asen” street
Plovdiv 4000
Bulgaria

TEMPLATE TO ANSWER THE INVITATION TO TENDER.

The RECALL Stakeholder Event takes place at the Deaf Cultural Centre, Ladywood Road, Birmingham B16 8SZ, on 16th October, 2012 from 9:30am – 12:30pm (lunch included).

Route Mate is an Android application that uses location-based services (e.g. GPS & Google Maps) to help route learning for people with intellectual disabilities and/or additional sensory impairments. The application allows students to plan their own journeys with the help of a trainer. They can plan destination/departure points, points of interest on route, enter the number of an emergency contact and practise walking routes until they become familiar with them.
Route Mate is developed by experts at Nottingham Trent University and tested by people with a range of disabilities across the partner organisations of UK, Greece, Romania & Bulgaria.

Programme

  • 9:30am: Arrival, registration & refreshments
  • 10:00am: Welcome & overview of the project
  • 10:15am – 11am: Demonstration by application developer
  • 11:30am – 12pm: Workshop activities
  • 12:00pm: Lunch & networking

Who should attend?: Are you involved in supporting students to gain independent travel skills? Do you work with students who have always been provided transport and now need extra support before accessing college or employment? This is the event for you.
Why should I attend?: Free route planning software, see a demonstration of the technology, talk to the developers, users and testers.

There is no charge to attend the exhibition, but as places are limited, those wishing to attend should contact Jo Reilly by email at jo.reilly@bid.org.uk for a booking form as soon as possible. Please note there are no walk-ins permitted.

Visit http://recall-project.eu and http://isrg.org.uk for further information about this project.

Logo of ViPi project

Logo of ViPi project

PhoenixKM (Belgium) coordinates the ViPi project that aims to provide a “one-stop-shop” interactive portal & learning environment, targeted towards trainers and trainees, with particular attention towards people with disabilities. The project partnership brings together organizations and companies from Belgium, Cyprus, Greece, UK and Lithuania.
BELGIUM, BRUSSELS – 26 January 2011 – An estimated 45 million people in Europe have a long-standing health problem or disability (LSHPD), being 16% of men and women aged 16-64 in the EU as a whole (2002 EU Labour Force Survey (LFS) and the 2004 EU Statistics on Incomes and Living Conditions).
33% of the people with LSHPD are not restricted in the kind or amount of work they could do or their mobility to and from work. Figures vary largely across EU members (10-50%).
This difference is directly linked to the level of prosperity and the assistance available. Of those that are considerably restricted in their ability to work, 28% were in employment, while for those that are not restricted in their ability to work, this is estimated at 68%.
Today the fast development of Information and Communication Technologies (ICT) provides alternative and creative solutions for the employment of people with disabilities. Recent studies conducted by various projects such as ACCESSIBLE and AEGIS have highlighted that people with disabilities (PwD) can benefit enormously from digital competences which are core life and employability skills (see Lisbon Objectives). However, same and other studies revealed also that the main barrier is the lack of specific training support or material. In addition to that, a number of other skills such as literacy and numeracy skills equally form a potential barrier towards employment of PwD.
ViPi project envisages fulfilling the gap of accessible and flexible training, designed to meet the specific needs of people with disabilities, as well as the trainers themselves.
ViPi project will develop an interactive online platform where people with disabilities can access a wide variety of ICT training courses and serious games for acquiring ICT skills, while trainers will be able to upload and download specific learning objects, using a semantically enriched environment to improve the searchability, thus increasing the relevance of the results obtained.
ViPi platform will comprise a virtual collaborative learning environment for people with disabilities and their trainers to interact, providing a vast repository of learning objects (LOs) that focus on basic ICT literacy. This will allow people with disabilities to grasp these core skills and become able to enter or sustain their employment in the regular labour market. The platform will be enriched with intuitive and accessible mobile and Internet/PC based educational/serious games. Additionally, also a mobile Android based social application linked with ViPi platform will be deployed.
Furthermore, ViPi will also develop a customized and localized curriculum on ICT skills and training, with various additional training materials (different formats), and a trainer handbook. All project outcomes will initially be available in Dutch, English, Greek and Lithuanian languages.
The Project partnership consists of Steficon (Greece), Hypertech (Greece), Hiteco (Lithuania), Nottingham Trent University (the UK), and EuroCy Innovations Ltd. (Cyprus), while the Project Coordinator is PhoenixKM (Belgium). More information can be found on www.ViPi-project.eu and twitter.com/ViPi_project.
The ViPi KA3 LLL project has been partially funded under the Lifelong Learning program, subprogramme KA3 ICT.