Virtual physical activity / training is the next generation of the revolutionary development of fitness services. This is a convenient fitness and wellness service that anyone can access without visiting the gym. Exercise or interactive fitness is a form of physical activity that combines exercise and video games (exercises + games). This new type of fitness is very attractive to young people, using technology that is integrated into the equipment that tracks the progress of athletics, movement of the body and the reaction time. At the moment, dozens of games have been created that engage people, leaving them with the feeling that they are having fun.
Activities:
This is a project under the program scheme for European youth together within the ERASMUS + program. The activities will take place in 20 countries in which the selected target groups participate. The proposed working methods in all these activities will be based on the methods of non-formal education so that knowledge, values, customs and ways of action can be passed on. moments of training using different resources and activities based on mixed group dynamics, conversations, presentations, virtual simulation fitness games / seminars, round tables, meetings, trainings, cultural visits in each country, animation activities and other suggestions for future networks and etc.
All methods and activities are envisaged to translate European values into practice. The approaches will be jointly developed, tested, evaluated and revised by the project partners and their networks. The project will use blended mobility tools to bring the experience of young people. It is planned to hold multiplier events, joint training of staff to acquire new knowledge and skills.
The project will group the activities in the following blocks:
Research and knowledge.
Development of easy-to-use tools and innovative methods for cooperation in the context of the project idea.
Impact and dissemination assessment.
Requirements to the partners:
Youth sports clubs, preferably including fitness activities.
Virtual clubs.
Structures offering electronic / virtual services through a platform.
Structures responsible for conducting youth policies
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