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I Trust My Competency in Accounting and Finance via Gamified Learning Platform

2016-1-TR01-KA202-0349802016Strategic Partnerships for vocational education and trainingfinalized
Countries: TR|RO|PL|ES|LV · Grant: €165,895
New innovative curricula/educational methods/development of training coursesICT - new technologies - digital competencesLabour market issues incl. career guidance / youth unemployment

Project summary

It is intended that the project will examine professional competences in accounting and finance education in the EU. For the acquisition of these competences, partnership will focus on the integration of Gamified Learning Platform into accounting education thus the project will contribute to increase the quality of VET.The "I Trust My Competency in Accounting and Finance via Gamified Learning Platform – TRUSTvGLP" project idea is originated from the need for qualified workforce in the labour market. This project aims to increase the participation of VET learners into labour market and enhance their access facilities to innovative learning resources in vocational education and training (VET). We develop our project idea because of filling these deficiencies. Thanks to training materials of Gamified Learning Platform (GLP); is our project output; will contribute to the achievement of the common challenges such as skills deficits, in 2020 strategic training framework. This framework comprises formal, non-formal, and informal learning for improving basics skills, obtaining new qualifications, up-skilling, or re-skilling for employment. The main goal of training materials (such as games, simulations and training videos) that will be created within the GLP is to enhance students' practical skills via generating virtual workplaces adapted to labour market needs.When the project completed, participating organizations and stakeholder will get both educational tools and attainments. We want to mention about more educational attainments than our project outputs only in brief because they are listed in intellectual outputs.1. Project OutputsMost important output of our project is Gamified Learning Platform (GLP). GLP is a software platform which is running as web application and mobile apps. GLP includes training modules and it is free for all users only membership is required to access training modules. Users can access them with getting online. These modules specified below:A. Gamified Learning Module1. Accounter (Run as a bookkeeper game) – Students can improve their practical skills with making accounting practices and so they learn and also entertain with this game. It is performing bookkeeping based on generated examples, similar with real life, carried out by bookkeepers in a fiscal year. 2. The Art of Interpreting Financial Data Game – it improves practical skills of students for financial statement analysis.B. Learning Simulations Module1. Accounting Workflow Simulations – They include making out an invoice, a receipt and company formation process.2. Finance Workflow Simulations: They include preparation of cash budget, payment schedule and making capital budgeting calculations.C. Training Video Module: To participate sector experts (as an implementer such as accountant, finance specialist and tax auditor) into the education process in order to improve practical skills of learners by the way of training videos on GLP.1. Preparing tax declarations 2. Performing a procedure of year-end dividend and loss calculation 3. Preparation for ordinary general meeting for equity firmsD. Professional recommendation Module: It provides students recommendations and suggestions concerning their profession with professional recommendation module on GLP.E. Utilities Module: This module enables student to access easily useful information about accounting and finance like glossary, quick calculation tools and excel files.

Final report summary

It is intended that the project will examine professional competences in accounting and finance education in the EU. For the acquisition of these competences, partnership will focus on the integration of Gamified Learning Platform into accounting education thus the project will contribute to increase the quality of VET. The "I Trust My Competency in Accounting and Finance via Gamified Learning Platform – TRUSTvGLP" project idea is originated from the need for qualified workforce in the labour market. This project aims to increase the participation of VET learners into labour market and enhance their access facilities to innovative learning resources in vocational education and training (VET). We develop our project idea because of filling these deficiencies. The main goal of training materials (such as games, simulations and training videos) that will be created within the GLP is to enhance students' practical skills via providing the opportunity to learn complex issues in accounting and finance entertainingly. When the project completed, participating organizations and stakeholder will get both educational tools and attainments. We completed our project with the collaboration of 7 partners which are 3 local and 4 transnational partners. Local project partners are the ones who have been located at different sides of accounting and finance (AF) profession and education. Our transnational project partners are university, collage, training center and software company. Transnational project meetings were performed at intervals of 2 and 3 month because GLP modules can only be prepared in that time in case we can be confronted a problem in implementation. Within the project, totally 10 transnational project meetings were performed. Assessment meetings after coming back to our country from transnational meetings within our project and preliminary meetings before going abroad will be held. Transnational project meetings will be hold for exchanging ideas and revision completed tasks regarding with objectives of the project. Main output of our project is Gamified Learning Platform (GLP). GLP is a software platform which is running as web application and mobile apps. GLP includes training modules and it is free for all users only membership is required to access these modules from our project website (http://trustvglp.com ). Also we uploaded our outputs and required information on Erasmus+ Project Results Platform. These modules specified below A. Gamified Learning Module B. Learning Simulations Module C. Training Video Module D. Professional recommendation Module E. Utilities Module The impact of the output of the project and the feedback received from students, teachers and academicians through survey and dissemination meetings can be briefly summarized below: GLP and its modules can contribute to made educational environment more qualitative both theoretically and practically. Besides, GLP provides some contributions to the participants in order to achieve the objective of increasing the quality of accounting and finance education by playing games, watching simulations and training videos on GLP. For the longer-term benefits of our project, firstly our project partnership have been constructed both high school and university thusly we will reach students, adult learners and trainees within accounting and finance education easily. For this reason, project results have been always used in accounting and finance education levels. According to the impressions taken at the transnational project meetings and dissemination meetings, the teachers, trainers and academicians are very willing to use the GLP modules in their lessons. Also, the people who work or will work as an accounting staff or finance specialist in the business life, they will benefit from the products that’s supporting their professional development and providing lifelong learning. Lastly, with we have shared all documents and outputs on project website and social media accounts of project continuously so that our project also contributes to the accounting staffs who are not included in vocational training institutions for any reason.

Project partners (9)