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INternationalization serious Game for Start-ups and entrepreneurs

2018-1-CY01-KA202-0468562018Strategic Partnerships for vocational education and trainingfinalizedGood practice
Countries: CY|PT|PL|ES|CZ|BG · Grant: €206,762
Enterprise, industry and SMEs (incl. entrepreneurship)New innovative curricula/educational methods/development of training coursesEntrepreneurial learning - entrepreneurship education

Project summary

The internationalization of companies is an important issue for EU and in the recent years. Nevertheless there is a lack of internationalization spirit and knowledge to ensure that a company will have success abroad with a certain stability ensured. So, there is a gap between the need for knowledge and the knowledge that is needed to ensure an internalization company success. By developing internationalization abilities among SMEs, start-ups, potential entrepreneurs, providing them with the necessary knowledge we seek to fill that gap. The specific project aim is to embed strategic management Virtual Games (VG) within business education by enhancing trainers’ competencies to create virtual reality contents and use it on strategic management training. The pursued, specific objectives of the project are: • To deepen the assessment of the actual competencies of the trainers for using virtual games in strategic management, • To develop a course comprising of 6 teaching notes for the game cases on Strategic Management, • To pilot teaching notes with 50 trainers (10 per country), • To develop 6 game cases, • To pilot game cases with 250 entrepreneurs (each trainer with 5 in each country), • To develop the textbook and an article on using ICT in teaching process, • Disseminate results of the project in order to assure wide exploitation. The wINGS project creates an online course with teaching notes and serious game cases comprising Learning Environment which has the objectives of developing the entrepreneurship and internationalization skills in the real life situations. Finally, the objective is to educate/teach the player about the various issues associated with internationalization that concern real life situations. The innovative and new-sophisticated approach of the project learning through Learning Environment with virtual serious game cases, will enhance the abilities of players/learners about internationalizing their business working corroboratively to find and share information, and raising their knowledge in specific areas like financial issues, marketing plan, and business plan, among others, in the global world market. Through the wINGS project, partnership wants to influence the internationalization desires and competencies in Europe and play a role in the future successful business stories. It is expected that minimum 550 representatives of target groups will take direct part in the project activities, about 2500 representatives of target groups and stakeholders will participate in chosen activites but will be directly reached and about 30 000 will be informed about the project via electronic channels.

Final report summary

The internationalization of companies is an important issue for EU and in the recent years. Nevertheless there is a lack of internationalization spirit and knowledge to ensure that a company will have success abroad with a certain stability ensured. So, there is a gap between the need for knowledge and the knowledge that is needed to ensure an internalization company success. By developing internationalization abilities among SMEs, start-ups, potential entrepreneurs, and providing them with the necessary knowledge we seek to fill that gap. Thus, the specific project aim was to embed strategic management Virtual Games (VGs) within business education by enhancing trainers’ competencies to utilise VGs for strategic management training. The specific project objectives were: • To deepen the assessment of the actual competencies of trainers with using VGs in Strategic Management. • To develop a course consisting of 6 teaching notes for the game cases on Strategic Management. • To pilot the teaching notes with 50 trainers (10 per country). • To develop the 6 game cases. • To pilot the game cases with 250 entrepreneurs. • To develop the Teaching Notes textbook and publish an article on using ICT in the teaching process. • Disseminate results of the project in order to assure wider exploitation. The wINGS project produced an online course with teaching notes and serious game cases, comprising the wINGS Learning Environment (wLE), which has the objectives of developing entrepreneurship and internationalization skills within real life situations. Finally, the objective is to educate/teach the player about the various issues associated with internationalization that concern real life situations. The innovative and new-sophisticated approach of the project learning through the wLE with virtual serious game cases, enhances the abilities of players/learners about internationalizing their business, working corroboratively to find and share information, and increasing their knowledge on specific areas like financial issues, marketing plan, and business plan, among others, in the global world market. Through the wINGS project, the partnership aimed to influence the internationalization desires and competencies in Europe and play a role in the shaping of future successful business stories. The total number of people reached through dissemination activities exceeded 100000. This included representatives of target groups who participated directly in the project activities, representatives of target groups and stakeholders who participated in chosen activities, and persons informed about the project via electronic channels. The dissemination Report explains in details the numbers and respective activities.

Project partners (6)