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entrepreneurship, employability and enterprising in a digital and gaming environment

2017-1-BE02-KA202-0348062017Strategic Partnerships for vocational education and trainingfinalized
Countries: BE|NL|UK|EL · Grant: €285,517.5
ICT - new technologies - digital competencesEntrepreneurial learning - entrepreneurship educationOvercoming skills mismatches (basic/transversal)

Project summary

1) Key Competences in VET The partnership aims to create VET environments in which key competences such as entrepreneurship, including critical ability, independent decision making, problem solving and creativity, as well as digital literacy are present everywhere - where learners are challenged to reflect on their own performances and meet digital challenges within the classroom and beyond to prepare them better for future chances and opportunities in the work place. 2) Relevant and high quality skills and competences We aim to make a selection of 4 very qualitative skills clusters - so-called Triple E-skills that all relate strongly to entrepreneurship, employability and enterprises - skills that are relevant to the latter, that are determined and co-defined by companies and sector federations in 4 chosen sectors. 3) Open an innovative practices in a digital era The partners will capitalize on existing and create brandnew hands-on digital tools: demonstrative videos, learning objects that support the skill acquisition in 4 areas and mini games that enhance skills acquisition - all these will be open source and thus open to use and complete for other stakeholders. In addition, innovative elements such as virtual or augmented reality will be considered for use where relevant. Also, the open badges system installed by Mozilla and Be Badges (Selor) plays an important role as in innovative aspects in the project. OBJECTIVES This project is meant to support VET systems in the 4 countries involved through 1) More attractive education and training programs that are .. 2) .. in line with individual needs & expectations 3) The use of participatory approaches and ICT-based methodologies 4) New or improved processes of recognition & validation of competences Consequently, the project aims to work on the following global objectives: 1. More entrepreneurial and digital skills in learners, companies and teachers 2. Better relationship with companies in VET environments More specific objectives are: 1. Bring awareness by demonstrating the relevance in the workplace of a number of carefully selected skills 2. Boost acquisition of those skills providing a selection of content and target group-oriented and digital instruments (games) 3. Formally and officially validate the acquisition of skills by labour market and educational actors 4. Certificate the validated skills by a badges system By doing all that, we focus on 2 crucial criteria: - Co-creation: Involvement of students and companies as direct end users in the development of new tools and pathways (they co-design and co-create) – and involvement of the teachers-trainers as intermediaries, coaches of learners - Digitization: We focus on innovative learning objects and digital tools of learning incl VR and AR. We will be organizing the project over 4 phases (awareness, acquitisition, validation and certification) and will bring forth 5 intellectual outputs, that will amongst other activities disseminated during 8 multiplier events.

Final report summary

see above

Project partners (5)