The European Commission has emphasised the need to embed entrepreneurial learning in all sectors of education including non-formal learning. Trainers and teachers have a central role, as they have a strong impact on the attainment of learners. Reflective teachers keep their practice under constant review and adjust it in the light of desired learning outcomes and of the individual needs of students. As a key competence, entrepreneurship does not necessarily involve a specific school subject. Rather, it requires a way of teaching in which experiential learning and project work have a main role. The objectives of this project are to: - Promote entrepreneurship education through the use of alternative pedagogical resources using ICT, at the same time as using challenge based learning - Allow entrepreneurial learning in all sectors of education including non-formal learning - Challenge educators to develop their own educational resources/webquests in an interdisciplinary way and share them with peers through T-Challenge Webquests Platform Network - Promote a cross-curricular approach to subjects and, consequently, a collaborative work from educators - Foster an entrepreneurial spirit in European citizens, able to research, select, analyze, organise and present information To achieve these objectives, this project entails three Intellectual Outputs: O1: T-Challenge Webquests platform OER which will offer a minimum of webquests per subject, being the subjects: Entrepreneurship; Innovation; Leadership; Critical thinking; Social impact; and Circular economy. O2: T-Challenge ToT curriculum Curriculum for a train of trainers course that enables trainers and teachers to deliver T-Challenge entrepreneurship education program and develop their own webquests. The T-Challenge curriculum will include a T-Challenge training guideline (with an explicit set of Learning Outcomes (LO) and allocated time for each learning unit) and a tutor manual, the latter enclosing contents about each Learning Unit subject (what it is, why is it important, relation to other learning units and to the T-Challenge webquests, assessment framework). This curriculum will include, at least, the following Learning Units (LU): LU1 - Entrepreneurship LU2 - Innovation LU3- Leadership LU4 - Critical thinking LU5 - Social impact LU6 - Circular economy LU7 - Webquests development O3: T-Challenge is your challenge too! Guideline to successfully implement T-Challenge project results in other organisations in partners countries and in other European countries. This guideline will be based on the experience gained by partners during this project implementation and on the feedback collected by partners from pilot participants, multiplier events participants and trainers involved in the learning activity and even in the pilot trainings. It will include tips on what to do and what not to do when implementing T-Challenge entrepreneurship education programme, advices on how to engage trainees, and any other relevant coordinates to help others succeed in using T-Challenge products. All partners of this consortium will be involved in all outputs development. 298 people will be directly involved in the project activities: National pilot training events:90 learners Common Transfer Workshop (C1): 12 trainers Blended mobility of VET learners (C2): 12 learners National outreach seminars and Final conference: 190 stakeholders The target groups of this project is, primarily, trainers and teachers. As an indirect target group, we identify trainees - the webquests' target group. These can be seen as our end-users, but the fact is that they will be involved in the project to test our webquests and present a product/project at the project's final conference. We are projecting a new approach on entrepreneurship education by providing VET trainers and teachers the necessary tools to work collaboratively and transversally, fostering a cross-curricular approach and using challenge and project based learning methodologies. These are resources that are adaptable to times and to several different subjects and we believe that trough a sustainable and continuous action within this educational field, the action of this programme will help create a more learner-centered view and increase the attainment of learners, as their individual needs are taken into account in this educational programme. It is also a must to T-Challenge project to raise awareness to network and collaboration possibilities, which have the potential to enrich education programmes and lessons. All project Outputs will be available in En, Latvian, Portuguese, Romanian, Greek and Bulgarian.
The T-Challenge (Entrepreneurship education using challenge-based learning) project aims at using and creating WebQuests for engaging learners in obtaining a deeper knowledge of the subjects they are studying. With this type of active learning, which provides learners with a variety of sensory experience, students can explore real-world problems and challenges. This methodology has been gaining adherents due to its flexibility in framing various pedagogical strategies and adaptability to the most diverse contents, as well as the way in which it maximizes the use of the digital tools and environments available today. While engaged in the WebQuests, learners develop a variety of connections with the content and can form positive memories of learning. The fun or interesting moments tend to stand out in students’ memories and thus a positive emotional connection is considered to facilitate learning. The direct target groups of the project are trainers and teachers, but trainees have been identified as an indirect target group who will be the actual end-users of the project products (WebQuests). The T-Challenge project has been granted by the European Commission, with the support of Erasmus+ Programme. Project duration 24 months, between 01 November 2017 and 31 October 2019.