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practice Project Internet Clubs CH@VE
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Project Internet Clubs CH@VE

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Acronym of the case:

CH@VE

Web address of the case:

Country of the case:

Czech Republic

City/region:

Prague

Posting Date:

16 October 2008

Last Edited Date:

08 January 2010

Author:

Alessandra Devitofrancesco (ECDL Foundation Brussels)
Project Internet Clubs CH@VE Logodevitofran's picture
Award finalist 2008

Type of initiative

  • Project or service-imgProject or service
  • Promotion/awareness campaign-imgPromotion/awareness campaign

Case Abstract

In 2006, a group of five non-profit organizations, joined forces to start the Internet Clubs CH@VE project. This project aimed to establish a network of Internet clubs called “CH@VE” in 15 primary schools to enable students to learn how to use computers and the Internet for study purposes and for everyday leisure (conduct research, homework, stay in touch with friends, create their own webpage or subscribe to social networks etc.) and teachers to learn the benefits of ICT in their teaching practice. The project targeted marginalized youth groups, in particular Roma children; it provided them with free access to computers and the Internet and free digital literacy training using the internationally recognized ECDL (European Computer Driving License) course material. The second target group of the project was teachers, who learned how ICT can support the learning process by incorporating various online educational, interactive, e-learning methodologies into their teaching practice. The youth eligible to benefit from this project were primarily those considered to be disadvantaged and at risk of exclusion in terms of their socio-economic and or cultural backgrounds. This included children from ethnic minorities (in particular of Roma origin) along with immigrants and youth from low-income or single-parent families. The Internet clubs also provided youth with access to various e-learning platforms and educational resources to support their coursework. Instructor-led ECDL-based sessions helped them prepare for school, use e-learning programmes and introduced them to opportunities for further – ultimately - lifelong learning. Both children and teachers were strongly encouraged to validate their new found skills through ECDL Certification.

Description of the case

Domain
Date
February 2006 to February 2008
Date operational
February 2006
Target Users
Minorities and migrants | People with no or poor digital literacy | Young people at risk of marginalisation
Target Users Description

The project targeted two groups: disadvantaged youth, in particular aged from 11 to 15, and primary school teachers. In total there were 500 youth beneficiaries and 29 teachers. The youth beneficiaries were those considered to be disadvantaged and at risk of exclusion in terms of their socio-economic and or cultural backgrounds. Roma children were identified as being most at risk of exclusion in school and in society. Through training and access to ICT, the project provided them with resources to support their education, removed some barriers to the learning process and provided a channel for their integration into society.

Scope
Local (city or municipality)
Language(s)
Czech

Policy Context and Legal Framework

This project supported the Communication from the European Commission on i2010 - A European Information Society for Jobs and Growth COM (2005) 229, which outlined achieving an inclusive European information society as a priority in promoting growth and jobs. The i2010 strategy recognizes the importance of ensuring that ICT benefits all citizens, including marginalized groups, such as disadvantaged youth and acknowledges that without action to promote awareness many European will fall victim to the digital divide.

Project Size and Implementation

Type of initiative
Not applicable/not available
Overall Implementation approach
Non-profit sector
Technology choice
Proprietary technology
Funding source
Public funding EU | Public funding national | Public funding local
Project size
Implementation: Not applicable/not available

Implementation and Management Approach

The project “Internet Clubs Ch@ve” covered a wide range of activities aimed at promoting digital literacy among students and their teachers/facilitators. It provided the students with basic digital literacy skills, especially those related to the use of the Internet. Their progress was tested by a specially developed game-based programme created by CSKI, the Czech Society for Cybernetics and Informatics. The tested content was inspired by the ECDL syllabus. ECDL material was also used in the coursework to encourage teachers and children to improve their digital skills and benefit from ICT for their respective professional and educational activities. The methodology used for children was based on stimulating their creativity and interpersonal skills by using games and leisure activities to develop their e-skills.

Technology solution

We have developed a simple e-learning solution, in which testing is conducted in a game-like environment. The software system consists of two main parts: - the game CastleQuest (which provides the game background for actual testing) - and the associated web database of tests. The web database can be accessed by the users (teachers), who can create, compose, edit and share individual test questions or whole tests. The available tests can be later exported and used by the game CastleQuest. The game CastleQuest is based on Microsoft .NET 2.0 technology and uses Irrlicht .NET CP 0.7 graphics library for visualizing the game world. The recommended hardware configuration for running CastleQuest is a PC with Windows operating system, 1000 Mhz processor, 256MB of system memory and DirectX capable graphics adapter. The game requires Microsoft .NET Framework 2.0 and Microsoft DirectX 8.1 or newer. The database application is implemented in ASP.NET 2.0 and Microsoft SQL Server 2000. It runs on server with Microsoft Windows Server 2003 installed.

Impact, innovation and results

Impact

The project “Internet Club Ch@ve” involved 5 non-profit organizations with substantial experience in the field of education along with 14 elementary schools and one community centre. As a result of the initiative a network of Internet clubs has been created, providing children and teachers with digital skills, access to computers and an introduction to e-learning methodologies. Youths from disadvantages backgrounds were encouraged to use computers and the Internet to increase their learning. The lasting impacts of the programme will be: the educational benefits to the students and teachers in particular in their access to essential tools to facilitate lifelong learning; their discovery and use of interactive and multi-media learning tools and in their new found access to the information society – a benefit which enables them to access online services such as e-government (thus facilities active citizenship) as well as e-commerce and e-banking. An important part of the project was the trainers programme which was designed for the teachers and facilitators of the schools involved. This resulted in increased professional competences of the teaching staff and a greater knowledge of how learning can be supplemented through the use of computers and the internet. The project also created methodological manuals for primary school teachers, and a publication dedicated to promoting digital literacy among children in Prague. An anticipated long-term result of the project will be the creation of a general system implementing new entertaining forms of testing, as well as the diffusion of the ECDL in all educational institutions. Some additional benefits included: Participants from different backgrounds and cultures had the opportunity to work together. The team spirit on which the project focused, as well as the support provided to children with learning difficulties, showed that ICT can be an effective tool for social inclusion and also a valuable tool to support education and avoid learning disparities between students coming from different cultural and socio-economic backgrounds. The project had an 80% rate of regular participation; all of these beneficiaries were tested at the end of the project through a system inspired by the ECDL. Factors such as migration accounted for the 20% that could participate for a limited period of time. The final objective testing showed that 45% of beneficiaries displayed an increased level of computer literacy, 6% showed no change in their level of skills, while 29% of initial participants could not be evaluated at the end since they were not available at the time of the test. Most of the participants (both adults and children) intend to continue using and improving their IT skills. That is why we have submitted a new application for a follow-up project which would make it possible to continue the original activities.

Track record of sharing

The material produced during the training was collated in a training manual to be distributed to peer organisations that showed an interest in replicating the project. This material will be also available for a wider public and to any public or private sector actor that would like to implement similar initiatives in the future.

Lessons learnt

• Training and access to ICT can improve the social integration of youth at a strong risk of exclusion (i.e. Roma children, immigrants, and people coming from a disadvantaged background). Digital skills in fact provide them with much-needed resources to support their education and can help them to remove some barriers to the learning process. • A collaborative approach to the project (involving 5 organizations) brought a wealth of experience and knowledge to the project that ensured its success – ultimately the students and teachers involved have benefited most from this. • The discovery and use of interactive and multi-media learning tools by participants provides lasting (and possibly long-life) educational benefits. In the long term, this will improve the participants’ access to the information society and facilitates active citizenship by promoting a regular use of online services, such as e-government, e-commerce and e-banking.

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