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KA2 VET INN. CODE

CODE

CODE is a 24-month strategic partnership for innovation in the field of vocational education and training targeted at learners aged 18-30 aims at filling the gap between labour request and labour demand related to digital skills in the nowadays market. 

Start: 01-11-2022 – End: 30-09-2023 

Project Reference:  

EU Grant:  217.135 EUR 

Programme: Erasmus+ 

Key Action: Cooperation among organisations and institutions 

Action Type: Cooperation partnerships in vocational education and training 

Project Partners: 

  • SABIEDRIBA AR IEROBEZOTU ATBILDIBU ARTSMART (Latvia) 
  • COOPERATIVE D’INITIATIVE JEUNES (Fance) 
  • MINE VAGANTI NGO (Italy) 
  • Life Learning Development LLD.e.V. (Germany)  
  • Kocatürk Danismanlik Özel Egitim Hizmetleri Turizm ve Proje Hizmetleri Ticaret Sanayi Limited Sirketi (Turkey)  
  • EDUFORMA SRL (Italy) 

Project TOPICs: 

  • Digital content, technologies and practices  
  • Digital skills and competences  
  • Science, technology, engineering and mathematics (STEM)

TARGET GROUPs:

  • Direct Target groups: VET professionals; 30 VET Learners aged 18-30, equally divided as for gender balance. 
  • Indirect Target Groups: VET Trainers willing to approach new STEM/ICT learning and those providing VET courses in synergy with the industrial sector. 
  • Learners of all ages interested in STEM/ICT learning, who possess already basic digital skills and are willing to enhance their competences. 
     

PROJECT’S OBJECTIVES: 

  • Training VET professionals in the implementation of courses related to STEM/ICT field, with a focus on coding;   
  • Facilitating the entry into the labour market for young VET learners;   
  • Easing the matching between labour demand and labour request for youth;   
  • Reducing the inequalities related to low-skilled professions, displacement, and misinformation.

APPROACH / METHODOLOGY 

The project will introduce VET learners to STEM/ICT skills, focusing mainly on coding, in order to enhance their understanding of programming logic and of its paradigms. 

Project ACTIVITIES: 

  • Blended Mobility 
  • Multiplier Event 

 Intellectual Outputs:  

IO 1: Handbook   

IO 2: E- learning platform 

IO 3: Digital application