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WOMAN IS THE CHANCE/CHANCE IS INCREASING!
109-111Views:95The "NŐ az esély!" entitled talent development program was realized by the Hungarian EDU-MÉD PLUSZ Ltd. in the years 2019-2020 with supporting of the National Talent Development Program. Note: this title has two meanings: "Woman is the chance" and "Chance is increasing". The goal of this project was to help the chance equalization of schoolgirls in the area of maths, informatics, and natural science.
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THE ASCEND PROJECT: THE HUNGARIAN RESARCH REPORT OF AN INTERNATIONAL EXAMINATION
43-52Views:123Our experience was that the social participation and active citizenship of young people with disabilities were low in Hungary. It was difficult to involve young people with disabilities in advocacy work at the national or EU level, because they did not recognize discrimination. The other problem was that they were not aware enough of the anti-discrimination systems that protect them. In many cases, they were skeptical about the effectiveness of anti-discrimination systems. We wished to explore and expand their knowledge of the democratic and anti-discrimination systems operating in their country (Hungary, Romania, Bulgaria, Czech Republic, and Slovakia) Central and Eastern Europe. We also wanted to increase their trust in these systems. This was one of the main pillars of the one-year Ascend program locally lead by The National Federation of Organisations of People with a Physical Disability (in short: MEOSZ) In Hungary, the main goal of the study was to examine the phenomenon of discrimination and anti-discrimination in education. In the Hungarian part of the research, we used qualitative methods (focus group interviews, mind maps) for examination.
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NECESSARY... BUT SUFFICIENT? ABOUT MEASURMENT OF SOCIAL INTEGRATION IN THE EUROPEAN UNION
5-17Views:112NECESSARY... BUT SUFFICIENT?
ABOUT MEASUREMENT OF SOCIAL INTEGRATION IN THE EUROPEAN UNION
This paper reports official data about the well-known EU migration crisis and examines the methods used to evaluate the social integration of third-country migrants into the European Union. I argue that the Zaragoza indicators, – which are currently being used – cannot include all the aspects of migrant integration, and because of this deficiency, they are not able to track the ongoing integrational processes correctly for experts and decision-makers. To demonstrate and prove this argument a comparative analysis is performed in the article. I compare data about six countries (United Kingdom, Germany, The Netherlands, France, Belgium, and Switzerland) from two data sources: the Zaragoza Indicators and the EurIslam research. The EurIslam research is a complex social-scientific project for examining the relation between Muslim migrants and their host societies and its overall considerations could make the future extension of Zaragoza indicators possible.
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THE OXIPO GAME COLLECTION FOR DEVELOPING COGNITIVE ABILITIES
63-73Views:1331This study is a presentation of the first phase of a complex research project which aims to present the theoretical background of a new game collection (based on OxIPO model). We have compiled a game collection to improve cognitive abilities in early childhood. Concerning cognitive abilities, Affolter's (1972), Sindelar's (1994) and others' earlier developmental approaches took into account visual, auditive or motoric (inter) modalities of perception, however, we believe we need a more complex model to cover the full capability. Within the framework of the OxIPO model (Mező, 2002, 2016), learning is interpreted as an information processing process. In the OxIPO model (Field, 2002, 2016), Learning = Organization x (Input + Process + Output) allows us to control and systemize not only the input modalities but also the output modalities and also to interpret some cognitive abilities in the process phase. We have created a game-collection based on six input (visual, auditive, kinesthetic, olfactory, gustatory, and tactile) modalities and five cognitive abilities (perception, attention, memory, conceptual thinking, problem-solving thinking) and three output (visual, auditive, motoric) modalities. The outcome of the six input modalities and the five target abilities and the three output modalities there are 90 different games that can be described by the OxIPO model. In the future, we would like to prove with empirical studies that this game collection can be used for testing and developing 90 independent cognitive abilities. On the other hand, we need to prove that these cognitive abilities indeed influence the daily lives of children and their effectiveness.
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PROFESSORS FOR YOUNG INNOVATORS
89-91Views:118In this paper, we show the ‘Professors for Young Innovators’ program of the Association of Professors for European Hungary, which realized in the frame of the NTP-PKTF-17-0016 project.
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HUNGARIAN YOUNG PEOPLE’S FREE TIME ACTIVITIES IN VOJVODINA
95-99Views:184Nowadays the lifestyle of most people is characterised by improper food intake and by a sedentary lifestyle. Especially in childhood, great attention should be paid to this, because children’s habits can be formed at this age and for their development, it is very important to eat properly and healthy and to exercise regularly. During the research, elementary school children’s nutritional status was determined and their physical activity was measured using the PAQ-C (physical activity questionnaire) questionnaire. The partial results of the research show that among boys there is more overweight person, even so, they do more sports regularly and they are more active during breaks between classes. Among sports, football is dominant in the case of the boys and basketball is dominant in the case of the girls. The work presented partial results of the research carried out during the Vojvodina provincial project 142-451-2637/2019-01.
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INNOVATION AND TALENT DEVELOPMENT: THE INNOVATION PROGRAM OF K+F STUDIO LTD.
85-88Views:304In this paper, we show the Innovation Program of K+F Studio. The Innovation Program is a forum for young talents realized in the frame of the NTP-PKTF-17-0017 project.
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TERRAFORMING MISSION – A BOARD GAME OF THE “DISCOVERY, CREATION, LEARNING” PROJECT
153-158Views:86The present study is a short introduction to the board game “Terraforming Mission”, which aims to provide and practice scientific knowledge with the help of gamification. The free game is great as an enriching element of talent programs.
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TOWARD TO THE NEXT GENERATIONS OF INNOVATORS -THE TALENT DEVELOPMENT PROGRAM OF THE K+F STÚDIÓ
111-113Views:161The aim of this article is to show a talent development program of the K+F Stúdió. In this program young students and scientists plan and public own innovations, and they take part in courses and meetings, and conferences about innovations.This program is realized by K+F Stúdió with support of NTP-PKTF-17-0017 project.