The main aim of the project consists of setting up and developing three serious games inspired in the methodology of gamification allowing the improvement of skills, abilities and knowledge of people under thirty years old so that they can become entrepreneurs in the retail sector. This project follows a logical order in its approach in order that the impact on different stakeholders (business associations, supporting entrepreneur centers, Business Angels Networks, VET centres, employment agencies , research centers and companies of ICT development applied to education sector, ECVET EQF- Consultants , ...) is appropriate to the stated objectives. In order to get the best impact in terms of quality, and before the development of the "serious games, we’ll work out the relevant EQF matrix related to knowledge, skills and competencies in retail sector. According to the ECVET frame we’ll perform the relevant units of results in this type of learning materials. Once obtained, is when we will be able to make appropriate educational materials that will be used as the cornerstone for developing gamification applications. The development of " serious games " , will be performed using open source code in order that once tested can be used by other developers or customized for different training projects at local, regional , national and/or European levels. Access to serious games can be done with personal computers or via mobile devices (smartphones, tablets, etc. ) , in order to make easier their usability from any location. The project englobes four main activities: 1. The setting up of an EQF matrix targeting under 30 who want to become entrepreneurs in the retail trade sector. 2. The preparation within the technical and methodological ECVET framework of Learning Outcome Units, which may in the future be assessed and certified differentially with a number of ECVET points, taking into account the data obtained from the EQF matrix. 3. Elaboration of learning contents taking into account the data obtained from EQF matrix and Learning Outcome Units, developed in the ECVET framework in order to adapt these contents to the new tool based in gamification. 4. The design, development and programming of the tool based in gamification processes. The project has been developed by a consortium especially set up for this purpose. All six actors from Spain, Romania, Bulgaria, England and Italy have specific profiles and backgrounds with complementary expertise but also core skills in project management, transnational cooperation, use of ICT tools, proficiency in English, intercultural communication, etc. Each partner offers unique sets of knowledge and experience representing the sectors addressed in the project. All the consortium members have taken part in projects financed by Structural Funds. Some times these projects have been developed at a national level and other times at an international scope. Tasks to be performed by every partner: PYMEV (Project Coordinator) Systematize knowledge, skills and abilities needed to become an entrepreneur in the retail trade. ADAPT Systematize knowledge, skills and abilities necessary for entrepreneurs under 30. BIA Best practice manual in entrepreneurship for people under 30 and meeting in Bulgaria about good practices across Europe on the same subject. Plymouth University Development of game based learning contents. IBISCONET, SL Development of educational web portal that will serve as support for game based learning, as well as all information concerning the project. Also takes on the duties of consulting and design of the structure of game based learning that will enable the programming of them by another partner. Report of results after the completion of the pilot test As expected impact of the project, yaken into account its innovative nature, we expect that once tested and analyzed the results of the 3 game based learning, they can be implemented in different training centers, associations, enterprises and institutions of the EU, with the aim that benefits for the enhancement of skills obtained through the use of innovative training methods such as those based on gamification look..
CONTEXT / BASES OF THE PROJECT In Spain, youth unemployment is 56.55%, due largely to people entering the labor market before age 25 are less qualified, because half of them have a level of education that reaches only the first stage of secondary education. Almost half of young people who lost their jobs in Construction (600,000) left school to pursue a job that neither exists nor return, and have gone to swell the army of long-term unemployed. The situation is no better among those over 25 and under 30. Apart from large measures such as the Youth Employment Initiative of the European Council, other efforts to complement these initiatives become necessary. Training, years of professional experience or speak several languages do not help to enter the labor market. The number of people who are enlisted as autonomous, although moderately, growing steadily in recent months. In the rest of Europe, with lower figures, youth picture is similar; hence the pan-European nature of the tool that we have developed with the implementation of the project. OBJECTIVES - Promote the implementation and evaluation of skills-key, including the basic skills and transversal competences regarding the promotion of entrepreneurship. - Use ICT so as to allow an open and flexible learning. - To promote entrepreneurship to develop active citizenship, employability and the creation of new businesses. NUMBER AND PROFILE OF PARTICIPATING ORGANIZATIONS PYMEV (Project Coordinator) Spain The Valencian Confederation of Small and Medium Enterprises (PYMEV) is the representative organization for the defense and representation of the interests of micro and small enterprises in the Valencia region. ADAPT (Romania) ADAPT as an organization promotes innovative ways for the modernization of human resources and the development of vocational training through vocational training, adult education, online training, ICT, as well as through traditional methods. UNIVERSITY OF PLYMOUTH (UK) The University of Plymouth is one of the most important and dynamic universities in the UK. The main activities carried out at the University are teaching and research. IBISCONET, SL (Spain) iBISCOnet, SL is a consulting firm specializing in advising on new technologies and R & D + i. EUROPOLE (Italy) The European Pole of Knowledge (Europole) is a public non-profit organization. It includes more than 4,000 organizations related to work and education who work for European social and educational integration. DESCRIPTION OF THE MAIN ACTIVITIES CONDUCTED The project has had 4 main activities: - Create a specific matrix for the retail sector systematizing knowledge, skills and competencies needed to become an entrepreneur, based on the specifications of the EQF and in the absence of an industry standard (SQF) regulating retail. - The preparation, within the framework of the corresponding ECVET Learning Outcome Units, which can be evaluated and certified in a differentiated way with a number of associated ECVET points, taking into consideration the data obtained from the elaborate matrix. - Creating educational content taking into account the information obtained previously, in order to adapt it to the new gamification based tool. - The design and development of an innovative tool based on gamification. Its users are the future entrepreneurs in the retail sector. Developed games have been created on the basis of methods of "game-based learning". The access is made from a PC or mobile devices. ACHIEVED RESULTS AND IMPACT LONG TERM BENEFITS The expected impact on the following stakeholders will be as follows: - Business associations. PYMEV belongs to several boards of directors of business entities; project scope and visibility nationally, guaranteed. - Technical universities and vocational training centers. - Research centers and technological development. - Impact which has among the participants of the consortium: it is a useful training tool. As impact of the project, given its innovative character, we hope, once tested and analyzed the results of the 3 games of gamification, will be implemented in different training centers, associations, companies and institutions, in order to check them the benefits for the enhancement of professional skills is obtained through the use of innovative training methods as those based on gamification.