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Logical Framework Matrix – lfm

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Wider Objective: ☒ What is the overall broader objective, to which the project will contribute? · To ensure employability and self-sustainability of university graduates, unemployed engineers as well as veterans of Anti-Terror Operation (ATO) in Ukraine by equipping them with knowledge and skills demanded by digital game industry (GI) - a highly networked business sector with global impact. Because of almost exclusively virtual work mechanisms, GI allows to develop a highly technological field and, therefore, gross domestic product without essential investments Indicators of progress: What are the key indicators related to the wider objective? · Efficient cooperation HEI with ICT including GI business sectors enterprises, · Increase of employability and self-sustainability of project target groups, · Growth of entrepreneurship activities in high-technology field · Universities’ profile that allows to react flexibly to changes in labour market and meets the competence requirements, · The trained learners will have skills and competences matched to international labour market bringing European added value · Methodology on job and task requirements and deducted competence scheme for successful employees and entrepreneurs, · Bringing an international dimension to HEI of partners countries, · Use of state-of-the-art materials and expert resources of European companies at HEI, · Blended learning and OERs will support acquisition of knowledge and skills by target groups How indicators will be measured: What are the sources of information on these indicators? · Number of Memorandums of understanding signed between the HEI and IT, including digital GI business groups · The number involved ICT and GI enterprises, · The number of trained students, unemployed and ATO veterans, · The number of trained teachers of HEIs of partners countries, · Developed competence profile for the GameHubs, · Number of study programs based on competence approach, including 18 learning modules on such fields as game design and gamification, programming on and content development for mobile devices, start-ups, · Number of European companies involved  
Specific Project Objective/s: What are the specific objectives, which the project shall achieve? · Established monitoring instrument of competence profiles and training necessary for employment in ICT market in Ukraine including international networking and business opportunities by Nov.2016; · GameHub built in each UA HEI contributing knowledge and competences for digital game production and entrepreneurship by developing learning materials, coaching, and consulting of HEI faculties and training service centers by Sept.2017; · Mutually beneficial and viable cooperation between academia, employment and veterans associations, and game industry strengthening the emerging Ukrainian ICT creative business sector by Oct.2018. Indicators of progress: What are the quantitative and qualitative indicators showing whether and to what extent the project’s specific objectives are achieved? · Established GameHubs in each university of Partners Country · Job and task analysis under approach of competence requirements on the national digital labour markets, · Learning Modules catalogue (title, authors, learning objectives and outcomes, duration, prerequisites, syllabi), · Set up game laboratories at UA HEIs · Developed study and training programs incorporated with game laboratory, · Learning materials presented as OERs for higher education sector in Ukraine, · Established international network of Universities’ and number signed agreements in the frame of developed concept of GameHubs scaffold. How indicators will be measured: What are the sources of information that exist and can be collected? What are the methods required to get this information? · Report of external expert evaluation of the concept, · Number of participants is involved in development of the GameHub Scaffold, · Number of practical training sessions and workshops, · Catalogue of training courses summaries, · Number of selected pilot study /training programs, · Six orders on establishing GameHubs at partners HEI, · Six Game laboratories set up, · Number of trained teachers by Programme Country partners, · List of tools and resources of game laboratory used over pilot courses, · Number of participants at the pilot groups, · List of participants of workshops, · Access to the resources of consortium partners Assumptions & risks: What are the factors and conditions not under the direct control of the project, which are necessary to achieve these objectives? What risks have to be considered? · Assumptions: · National policy in the entrepreneurship, · National policy in development of IT business sector, · National law for the custom clearance for the game laboratory equipment, in case such equipment or its analogue not available on the UA market · Military action at Donetsk region · · Risks: · Timely unstable work of national Internet domains, · Lack of interest from applicants of unemployment centers and association of veterans ATO.
Outputs (tangible) and Outcomes (intangible): · Please provide the list of concrete DELIVERABLES - outputs/outcomes (grouped in Workpackages), leading to the specific objective/s.: WP1.(PREP) • 1.1 Report on analysis of existing programs and curricula at Programme Countries’ Universities, • 1.2 Report on ICT and digital GI at technology enhanced learning and service at Partner Country – Ukraine, • 1.3 Report on task analysis; development of competence profiles, • 1.4 Report on developed didactical approach in training, • 1.5 Elaborated techno-pedagogical requirements on game laboratory. WP2 (DEV) • 2.1 Installed infrastructure of the game laboratory in UA HEI, • 2.2 Settled GameHub in each UA HEI, • 2.3 Established scaffold of the GameHubs. WP3 (DEV) • 3.1 Six selected training groups, • 3.2 Nine organized training workshops per UA HEIs, • 3.3 Six evaluation reports performed. WP4 (DEV) • 4.1 Plan of Pilot implementation, • 4.2 Developed GameHub’s resources (OER), • 4.3 GameHub’s OER integrated into HEI curricula, • 4.4 Report on students’ evaluation, • 4.5 GameHubs integrated into training of the unemployed and veterans of ATO, • 4.6 Report on training participants’ evaluation. WP5(QC) • 5.1 Defined Quality Control and Monitoring plan, • 5.2 Six Final QC&M internal reports, • 5.3 Two reports on external quality assessment, • 5.4 CBHE coaching minutes. WP6. (DISS) • 6.1 Developed dissemination / advertising instruments, • 6.2 Nine info days and public appearances organized, • 6.3 Dissemination workshops and round tables organized, • 6.4 Job fairs arranged, • 6.5 International Conference on Game Design in Ukraine WP7 (EXP) • 7.1 Developed Sustainability and Exploitation Plan, • 7.2 Accreditation of GameHubs on institutional/regional level, • 7.3 Copyright agreements on use of project resources. WP8 (MNGM) • 8.1 Operational Administration, • 8.2 Communication Plan and Project meetings Minutes Indicators of progress: What are the indicators to measure whether and to what extent the project achieves the envisaged results and effects? · GameHub Executive board (Nov.2015), · GameHub QCG (Nov.2015) · eHandbook (Dec.2015), project management portal, (Dec.2015) · Competence Profile (Jun.2017) · GameLab: Techno-pedagogical requirements (Sep2016) · Installed GameLab: Apr2017 · GameHub settled: Apr2017 · GameHub local/regional accreditation (Aug.2018) · Established scaffold Sept2017 · F2F training in ES (18part.), AT(18 part.), PL(18part), · F2F training EU partners in UA: P1;P6(25p); P2(25p); P3(25p); P5(25p) · F2F training UA in-house: 80 participants · Catalogue of available learning modules (Febr.2017) · 18 learning modules developed (Dec2017) · 6 possible training courses (Jan2018) · Training plans,schedule, certification policy (Dec.2017) · List of participated students (500 part) (Febr2018) · List of participated unemployed and ATO veterans (150 part) (Jan 2018) · Report on evaluation of Pilot (Sep2018), · QC&N plan (Jan2016) · eBook published (Sep2018) · GameHub Conference on GameDesign in UA (Jul2018) · Exploring EU-UA cross-institution degree study and collaboration · 9 info-days, 1 round table, 1 jobfair, 1 diss workshop organised annually at P7-P12 (reports, photos) · Promotion tools: website (Dec2015), 10 rool-ups, 500EN+700UAleaflets (Feb2016) · Sustainability plan and action developed (Apr.2016) · Minutes of the meetings in 2weeks after the event happened How indicators will be measured: What are the sources of information on these indicators? · List of members of executive board of the project · List of members of QCG · eHandbook and project calendar · Rector’s statute (P7-P12) · Reports of EU and UA members · Working materials on deliverables published on the project management platform/GameHub website · List of members of GameHub/game lab of HEIs · Minutes of communications between participants · List of participants, content, handouts of trainings in P1-P3 · List of participants, content, handouts, of training in P7-P12 · List of seminars’ participants concerning skills development (P7-P12) · Number of working workshops in partner universities · Analytical review materials · Minutes of videoconferences, kick-off and annual partners meetings · Published reports, learning materials, and publications · e-Catalogue of GameHub training courses/learning modules/syllabi · Database of partners, educational institutions, ICT/IT or game design SMEs · Established game labs in P7-P12 · External experts’ recommendations concerning the organization of “GameHub competence mapping” and “Pilot of GameHub” · List of students, unemployed engineers and ATO veterans who participated in pilot courses on skills development · Number of pilot/modernized training courses, · Programme, agenda of trainings, · Certificates, · List of participants of “round tables” and conferences, · Number of disseminated leaflets · Sources, links of dissemination of outputs and results Assumptions & risks: What external factors and conditions must be realised to obtain the expected outcomes and results on schedule? · Partnership and Memorandum of Understanding, · Access of universities to resources and expertise of GI SMEs, · University’s interest in GameHubs creating, · Access to European best practices, · Sufficient human resources for developing game laboratory allocated at each UA university, · Sufficient number of unemployment centers’ trainers interested to be trained for game design sectors, · Sufficient human resources in UA universities for development of learning modules of game design and game design entrepreneurship, · Interest of target groups and HEI to permanently use the GameHub resources · Interest of trained university to update the GameHub resources continuously, · Universities are interested in the development of strategic partnership with enterprises for their sustainable development, · Interest of UA enterprises in qualified staff and cooperation with universities, · Interest of Programme countries’ game design and developments university centers for knowledge transfer and network with GameHub. · Procedure of equipment purchasing is carrying out smoothly and without delay ·, · Risks: · The discrepancy between the declared and the actual situation at the UA HEI, · Delay in development of project outcomes and pilot by some partners, · Low motivation of management of unemployment centers to provide training to their applicants, · Quit of partners for financial reason.
Activities: What are the key activities to be carried out (grouped in Workpackages) and in what sequence in order to produce the expected results? · 1.1 Studying programs and curricula at ICT/game sector available in Programme Countries' organizations, · 1.2 Mapping of ICT/GI at technology enhanced learning and service in Ukraine, · 1.3 Elaborating task analysis and developing competence profiles in GI, · 1.4 Developing didactical approach in training, · 1.5 Elaborating techno-pedagogical requirements on game lab. · 2.1 Installing technical infrastructure of the game lab in each UA HEI, · 2.2 Designing regional GameHub in each UA HEI, · 2.3 Establishing a scaffold of the UA GameHubs including academy, industry and unemployment centres. · 3.1 Selecting six training groups with representatives of HEI, trainers of unemployment centres, · 3.2 Organizing nine training workshops per UA HEI, · 3.3 Performing six reports on training quality control and evaluation. · 4.1 Setting up pedagogical concept at HEI, · 4.2 Developing GameHub OER for teaching and training, · 4.3 Integrating GameHub OER into HEI curricula, · 4.4 Evaluating students’ experience on the GameHub pilot, · 4.5 Incorporating GameHub OER into training of the unemployed and veterans of ATO, · 4.6 Evaluating participants’ experience on GameHub pilot. · 5.1 Establishing QC&M plan, · 5.2 Providing six internal reports on QC of GameHub resources and pilot with respect to competence profiles, · 5.3 Organizing external evaluation: 2 reports, · 5.4 Maintaining CBHE coaching. · 6.1 Promoting project outcomes and results over diss channels, · 6.2 Organizing info days and public, appearances in each UA HEI, · 6.3 Organizing diss workshops and round tables in each UA HEI, · 6.4 Organizing job fairs in frame of university-enterprises cooperation, · 6.5 Establishing international conference on Game Design in Ukraine. · 7.1 Designing sustainability and exploitation plan, · 7.2 Accreditating HEI GameHub on institutional/regional level, · 7.3 Signing agreements on a use of project resources · 8.1 Monitoring financial sustainability and workflow, · 8.2 Making effective partners communication; delivering minutes Inputs: What inputs are required to implement these activities, e.g. staff time, equipment, mobilities, publications etc.? · STAFF TIME: CAT1 staff days: 770 (EU -504, UA-266); CAT2 staff days: 1815 (EU -520, UA- 1295); CAT3 staff days: 260 (EU - 50, UA-210); CAT4 staff days: 181(EU - 55, UA-126) · MOBILITY (meetings): · 20 flows EU/UA => P1-ES (Kick-off), · 18 flows EU/UA => P12-UA (1ST + evaluation by external expert), · 10 flows EU/TC => P11-UA (2ND), · 10 flows EU/TC => P10-UA(3RD), · MOBILITY(CBHE coordinating meeting): · 2 flows ES => BE (Brussels) · MOBILITY (Training: Best EU practice): · 18 flows UA => AT · 18 flows UA => ES · 18 flows UA => PL · MOBILITY(Trained UA faculty staff by EU trainers): · 12 trainers (4 from P1,P5,P6) ES => UA · 4 trainers AT => UA · 10 trainers PL => UA · 72 participants (12*6UA HEIs) UA=>UA · MOBILITY(Working meetings): · 3 flows EU=> UA · 31 flows UA=>UA · MOBILITY (Quality event: external evaluation + CBHE coaching): · 4 flows EU => UA · 11 flows UA => UA · MOBILITY (GameHub Conference in Ukraine): · 11 flows EU => UA · 12 flows UA => UA · EQUIPMENT: · 6 game laboratories: software, testing devises; evaluating equipment for user experience and usability. · Meetings/Events: · 4 project coordination meetings · International Conference in Ukraine · Training for faculty staff and trainers of unemployment centres · 3 Infodays/1 Diss WS/1 Job Fair/1 round table per year in each P7-P12 · MATERIALS: · Management e-Handbook · Distribution materials for seminars · Distribution materials for round tables · Analytical overview materials · Conference Programme · Conference CD or memory stick · e-Book · collection of methodical materials · information leaflets · roll-ups · internal information bulletin · internal, intermediate and final report · MISCELLANEOUS: · external proofreading · audit · external evaluation · graphic design · bank charges · stationary costs/ office supplies · photocopying · postage and telecommunication costs   Assumptions, risks and pre-conditions: What pre-conditions are required before the project starts? What conditions outside the project’s direct control have to be present for the implementation of the planned activities? · Creation of positive working environment for building a cross-universities as well as academia-enterprises cooperation in ICT &digital game design in order to improve the teaching processes and total usage of GameHub resources · Maximum use of capacities of new education and information technologies (gamification, OER, Inquiry-based Learning, etc.), · Understanding of the advantages of new methodology and technology, · Developing beneficial partnership and cooperation between all project partners, · Connecting international/EU game development sector · Selecting the qualified staff; using equipment and software according to the operational need · Availability of human capacity and time resources, · Commitment of non-academic partners institutions for the achievement of project objectives, · Self-financing of some activities. · · Risks: · Late hiring or appointing staff for the project, · Technical equipment compatibility, quality of Internet connection, · Quit of partners for financial reason

WORKPLAN

Please use the model provided. Applicants are expected to complete a one-page work plan for each project year.

For each year of your project proposal, please complete a work plan indicating the deadlines for each outcome and the period and location in which your activities will take place. Please create additional work plan tables if further space is needed.

The same reference and sub-reference numbers as used in the logical framework matrix must be assigned to each outcome and related activities.

Activity carried out in the Programme Country: = (E.g. activity in France for two weeks in the first month of the project 2= under M1)

Activity carried out in the Partner Country (ies): X (E.g., activity in Tunisia for three weeks in the second month of the project: 3X under M2)

WORKPLAN for project year 1


Activities Total duration (number of weeks) M1 M2 M3 M4 M5 M6 M7 M8 M9 M10 M11 M12
Ref.nr/ Sub-ref nr Title
1.1. Studying programs and curricula at ICT/game sector available in EU organizations   1= 1= 1= 2= 1= 1= 1=          
1.2. Mapping of ICT/GI at TEL and service in Ukraine       2X 3X 1X 1X 1X 3X        
1.3. Elaborating task analysis and developing competence profiles in GI   1= 1X 0,5X 1= 0,5X 1X 1= 3X 3=      
1.4. Developing didactical approach in training             1= 1X 0,5= 0,5X 0,5= 0,5X 1= 2= 2X    
1.5. Elaborating techno-pedagog. requirements on game lab 9,6             0,5= 0,5X 0,5= 0,5X 1= 0,5X 1= 1,1X 2= 2X  
2.1. Installing game lab in each UA HEI                     5X 5X 8X
2.2. Designing regional GameHub in each UA HEI               2X 2X 3X 1X 1X 1X
2.3. Establishing a scaffold of the UA GameHubs 5,2                 1,5X 1,6X 1,5X 0,6X
3.1. Selecting six training groups at UA HEI                       3X 3X
3.2. Organizing nine training workshops per UA HEI                         18X
5.1. Establishing QC&M plan   0,5= 0,5= 0,5= 0,5=                
6.1. Promoting project outcomes and results over diss channels 3,5 1,5=   0,5X         0,5X     0,5= 0,5X
6.2. Organizing info days and public, appearances in each UA HEI 1,5 0,5X       0,5X       0,5X      
6.3. Organizing diss workshops and round tables in each UA HEI 1,5     0,5X       0,5X       0,5X  
6.4. Organizing job fairs in frame of university-enterprises cooperation 1,5   0,5X       0,5X       0,5X    
7.1 Designing sustainability and exploitation plan         3X 2= 3=            
8.1. Monitoring financial sustainability and workflow   4=4X         3=3X           3=3X
8.2. Making effective partners communication; delivering minutes   1=1X 10=   1=1X     1=1X     1=1X   10X

WORKPLAN for project year 2


Activities Total duration (number of weeks) M1 M2 M3 M4 M5 M6 M7 M8 M9 M10 M11 M12
Ref.nr/ Sub-ref nr Title
2.1. Installing game lab in each UA HEI   6X 5X 5X 3X 3X 1X            
2.2. Designing regional GameHub in each UA HEI   3X 2X 2X 0,5X 0,5X 1X            
2.3. Establishing a scaffold of the UA GameHubs   0,5= 1X     1X   0,5=   1X     1X
3.2. Organizing nine training workshops per UA HEI 42,4 18X 18X 2X 2X 2,4X              
3.3. Performing six reports on training quality control and evaluation           4X 2X 6X          
4.1. Setting up pedagogical concept at HEI 7,2   2X 2X 3,2X                
4.2. Developing GameHub OER for teaching and training 61,2         2,2X 9X 9X 10X 8X 8X 8X 7X
5.3. Organizing external evaluation: 2 reports 16,4   5,4X                 6X 5X
5.4. Maintaining CBHE coaching                         5X
6.1. Promoting project outcomes and results over diss channels 2,1 0,5X     0,3=   0,5X       0,3=   0,5X
6.2. Organizing info days and public, appearances in each UA HEI     0,5X     0,5X       0,5X     0,5X
6.3. Organizing diss workshops and round tables in each UA HEI   0,5X   0,5X       0,5X       0,5X  
6.4. Organizing job fairs in frame of university-enterprises cooperation         0,5X   0,5X   0,5X   0,5X    
6.5. Establishing international conference on Game Design in Ukraine 0,5                       0,5X
7.2. Accrediting HEI GameHub on institutional/regional level 18,8         2X 1X 1,8X 3X 5X 6X    
8.1. Monitoring financial sustainability and workflow         9=7X               3=3X
8.2. Making effective partners communication; delivering minutes     1=1X   1=1X   1=1X   1=1X   1=1X   10X
                             
                             

WORKPLAN for project year 3


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Читайте в этой же книге: D.1. Organisations and activities | D.2.1 - Project management | E.1. Why does the consortium wish to undertake this project? | E.2. Rationale for the setting-up of the consortium | F.1. Aims and objectives | F.2. Project activities and Methodology | F.3. Budget and cost effectiveness | F.4. Quality control and Monitoring | G.1. Expected impact of the project | Overview of short and long term impact indicators |
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G.2. Dissemination and exploitation strategy| H.1. Description of work packages, outcomes and activities

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