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Activities Playlists Assessment

100activities

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Technology and computers
3D ir Erdvinio Garso susitikimų erdvės ir įrankiai
Nectarus
#skaitmeninės technologijos, #organise training, #fix meetings
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Designing educational programmes
Nectarus
#Is comfortable with exploring and experimenting digital technologies and tools, #Choose and designing appropriate methods for collecting, interpreting and disseminating information (data, resources, findings, etc.), #Refers to various ways of collecting information, #Identifies and prevents risks connected to collecting and sharing data , #Identifies the information relevant to an issue or a question, #Knows about power structures behind digital technologies and connected issues as datification, etc
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Designing programmes
Nectarus
#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
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International and Intercultural
Nectarus
#programme management, #distribute activities, #planning
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Technology and computers
Nectarus
#e-learning, #learning technologies, #learning management systems, #plan youth programmes, #communicate on the youth's well-being
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Learning to learn
Nectarus
#Is comfortable with exploring and experimenting digital technologies and tools, #Refers to various assessment and self-assessment principles and methods, #Applies appropriate methods and digital tools for assessment and self-assessment of their own learning achievements
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Personal development
Nectarus
#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
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Facilitating learning processes
Nectarus
#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
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Designing educational programmes
Nectarus
#Designing educational programmes, #Selecting, adapting or creating appropriate methods, #Uses digital technologies to create / foster participation, #Refers to relevant digital technologies, tools and related uses in non-formal learning settings
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Learning to learn
Nectarus
#Assessing one’s own learning achievements and competences, #Applies appropriate methods and digital tools for assessment and self-assessment of their own learning achievements, #Is comfortable with exploring and experimenting digital technologies and tools
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