#Selecting, adapting or creating appropriate methods, #Identifies analog and/or digital methods and their sources, suitable for different environments and situations, #Explains the methodologies used in youth training when choosing, adapting and creating methods, #Applies methodologies used in youth training when choosing or adapting methods, #Creates and adjusts methods according to different environments and situations
#Applying non-formal learning principles in programme design with emphasis on youth-centeredness, transparency, democratic values, participation, empowerment, and social transformation, #Knowledge of the values and key principles of non-formal learning, #Willingness to research and stay up-to-date with the newest developments in non-formal learning-related practices
#e-learning, #leertechnologieën, #systemen voor beheer van leeromgevingen, #programma’s voor jongeren organiseren, #communiceren over het welzijn van jongeren
#Coping with uncertainty, ambiguity and risk, #Dares to face and deal adequately with ambiguity with regard to the group’s and individuals’ realities, #Reflecting acceptance of ambiguity and change, #Refers to theories, concepts and experiences that relate to ambiguity and change in the activity and when designing the educational approach
#Knowledge about platforms, risks and benefits of using different digital tools, #Knowledge about power structures behind digital technologies and connected issues as datification, etc., #Skills to integrate digital tools, media, and environments in the activities when needed and beneficial, #Using digital media and tools proficiently to spread and disseminate positive and supportive messages and as platforms to act in solidarity
#creativity, #team working, #gameregels formuleren, #Learning to learn, #informatie- en communicatietechnologie, #deliver live presentation, #create game rules, #persoonlijke ontwikkeling, #Communication
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