The MEDICI Transferability Toolkit aims to help stakeholders working in the field of digital inclusion for vulnerable groups apply the good practices in the MEDICI Catalogue to design and implement effective interventions to support digital inclusion. It’s essentially a ‘User Manual’ – or ‘Handbook’ – that provides Guidelines, procedures, tools and practice examples to support the successful transferability and implementation of the MEDICI good practices within organisations who work with vulnerable groups. To get free access to the Toolkit, click here!
MEDICI has just released a report on Digital Inclusion for the Unemployed. You can download it here.
Close the Gap is an international social enterprise that aims to bridge the digital divide by offering high-quality, pre-owned computers donated by European and international companies to educational, medical and social projects in developing and emerging countries.
Close the Gap collects decommissioned computers from companies and arranges for other organizations to clean the hard disks and then check and configure the hardware according to the requirements of its end-users. The computers are then shipped to the destination country by sea or air transport, to support educational, medical, entrepreneurial and social projects. All the projects are demand-driven and impact orientedinitiatives.
Since 2003, Close the Gap has already received more than 1,007,000 computers from companies all over the world. Today, Close the Gap has supported more than 6,280 projects all over the world (mainly in Africa), and reached more than 3,220,000 beneficiaries.
See more at: https://www.close-the-gap.org
The health crisis has impacted many of us in different ways. In order to gain a better understanding of the impact of the health crisis on female entrepreneurship, hub.brussels is doing a survey about the situation in which your company currently finds itself.
The results of this survey will enable hub.brussels to better respond to your expectations as an entrepreneur in this time of pandemic.
This survey is carried out via hub.brussels for the platform for female entrepreneurship in Brussels (Women in Business) with the aim of proposing support measures adapted to female entrepreneurs.
If you happen to be a woman entrepreneur, fill in the survey here!
For more information, please visit womeninbusiness.brussels.
The European-wide network Public Libraries 2030 believes that public libraries are the key to a democratic, socially engaged and digitally inclusive Europe: European libraries can become powerful change agents.
The many libraries which are members of the PL2030 network pursue this aim by creating and sharing knowledge about innovative projects and community-based services across Europe that support citizens empowerment and engagement.
The network promotes digital inclusion programmes for youth, migrants, older people, as well as for librarians. Among them: Generation Code: Born at the Library, The Social Hackademy, The Digital Travellers.
A survey conducted in Skäggetorp, a suburb in Linköping municipality, shows that there is a correlation between feeling “included in the digital society” and trusting public authorities.
There is a need to elaborate more on how a digital society is governed in relation to trust and digital inclusion. This is particularly important in disadvantaged areas where Internet usage, e-ID use and inclusion in digital society is lower than in general. Digital exclusion adds another dimension to the discussion if and why residents in disadvantaged suburbs have a lower trust towards governmental institutions.
The article Digital inclusion in a disadvantaged Swedish suburb – Trust and participation to form Quality of Government by Linköping University’s scholars Wihlborg, Kaharevic, Kulanovic and Elg presents the preliminary data
Through gaming, persons with disabilities can improve their quality of life. Can I Play That? is a gaming outlet staffed and written for and by disabled gamers, they serve both disabled gamers and videogames developers looking to learn how to make their games accessible and contribute to the rapid progress toward inclusion in the games industry.