CONTEXT AND OBJECTIVE EGGS, “StudEnts fight food and packaging waste throuGh entrepreneurial education and Game-baSed learning”, will develop a new game facilitated by a didactical approach designed specifically for children (11/15 years old) to be delivered by Serous game technology. The project is aimed at promoting entrepreneurial education and digital learning in lower secondary school in order to increase school engagement and prevent ESL (Early School Leaving) especially in those schools who has a high % of ethnic minorities and foreign-born residents that have an higher tendency to leave school prematurely. TARGET GROUP The target group is represented by lower secondary school students (11-15 years old). The indirect target groups is instead represented by teachers and families due to the young age of the students, the indirect target group will be involved in the project activities. Indeed the didactical approach and the game will be used by professionals working with children as a means for reaching out to children more effectively. PROJECT RESULTS AND INNOVATION The main result of the project is the creation of the EGGS GAME which will incorporate 3 INNOVATIVE elements: The SROI, Social Return On Investment, MODEL (IO1), the GAME based learning contents (IO2), that includes FOOD AND PACKAGING waste reduction learning materials (IO2) and the GAME its self, that allows the students to learning by playing to MAKE THE PLANET a MORE SUSTAINABLE SYSTEM where WASTE is transformed again into a RESOURCE generating VALUE. The calculation of the SROI will enable students to be AWARE about their SOCIAL IMPACT of their actions towards a circular economic system. The idea behind the project is to develop an ENTREPRENEURIAL MIND-SET in lower secondary education school students to foster their capability to take action in the society as the future citizens of tomorrow society. The challenge is to move from entrepreneurship with a focus on business and new venues creation to a newer trend of entrepreneurship which focuses on enterprising mindset and behavior. Entrepreneurial education is an empowering method that enables students to take the future in their hands, by promoting learning by doing, self-efficacy, resilience and motivation. To reach the project objectives, the project foresee the participation of 5 partner’s organization gathering students, teachers and school staff, food banks and training center and other relevant shareholders such as charities, city halls, NGO and universities. EGGS, “StudEnts fight food and packaging waste throuGh entrepreneurial education and Game-baSed learning”, wants to address the EU2020 target of reducing the rates of early schools leavers below 10 %, which is currently challenged by the increasing migratory flows throughout Europe. In particular, the project will be focused on “Education and training 2020” (ET2020) challenges of: 1) Improving the quality and efficiency of education and training; 2) to promote equity, social cohesion and active citizenship; and 3) enhancing creativity and innovation, including entrepreneurship, at all levels of education and training.
CONTEXT AND PURPOSE Projekt „StudEnts fight food and packaging waste throuGh entrepreneurial education and Game-baSed learning”, acronym EGGS is a project aimed at increasing the sense of initiative and the entrepreneurial spirits of students (11-15 years old) in order in increase their school engagement, sense of responsibility and digital competences. The EGGS online game was created in the serious game technology, i.e. it gives the opportunity to learn based on games (learning while having fun), where students will learn and play how to be food waste and packaging entrepreneurs. The game, not only will teach students about how to reduce food and water waste, labelling and recycling, but it will also make them learning by doing providing real tasks that they have to develop in the real world (especially in schools and back home with the family). The score will be calculated in terms of money saved and the social value of the actions. In this way, students will learn by doing that their daily actions can contribute to make the world a better place to live, increasing their self-esteem and responsibility. The game consists of three modules: school, shop and home. The hero of the game moves between these locations, meeting various people along the way (e.g. colleagues, teachers). He gains knowledge on how to reduce food and packaging waste, and also convinces others to change their behaviour in this matter. An advantage is not only developing the awareness of the social responsibility of players, how to live in accordance with the idea of zero waste, but also entrepreneurship. TARGET GROUP The target group is students aged 11-15. The indirect target group is teachers/trainers and school staff as they were involved into the project activities due to the young age of the participants. Thanks to the networks of partners of the consortium, the involvement of the teachers were constant during the all life duration of the project. The indirect target group was involved in the project activities and the selection of learning content appropriate to the age of the students, so that this didactic approach and game could be used by professionals working with children as a means of reaching children more effectively and informing them about the benefits of not wasting food, packaging waste, but also entrepreneurship education. PROJECT RESULTS AND INNOVATION The main result of the project is the EGGS game, which includes 3 innovative elements: the SROI model (Social Return on Investment) - IO1; Game-based educational content where students will learn through the game how to prevent food and packaging waste at school, outdoors and at home with the family to ensure sustainable consumption and production patterns - IO2; an EGGS game that allows students to learn while having fun to make the planet a more sustainable system where waste is transformed back into resource-generating value. Calculating SROI will enable students to become aware of the social impact of their circular economy activities. The idea behind the project was to develop an entrepreneurial mind set in students to strengthen their ability to act in society as citizens of tomorrow's society. The challenge here is to move from entrepreneurship with a business focus to a newer entrepreneurial trend that focuses on an entrepreneurial mind set and behaviour. Entrepreneurship education is an empowering method that enables students to take the future into their own hands by promoting learning by doing, self-efficacy and influence on others and their motivation. In addition, students engaging in activities for the benefit of society by engaging in entrepreneurial activities will have a higher self-esteem and a sense of belonging to society, and thus it will affect their willingness to stay in school, develop, educate and drop out of the desire to leave school too early. In order to achieve the objectives of the project, 5 partner organizations associating students, teachers and school staff, food banks and a training centre, NGOs, city offices were involved in its implementation. The EGGS project "Students fight food waste and packaging through entrepreneurship education and game-based learning", focused on the challenges of "Education and Training 2020" (ET2020) in the following areas: 1) Improving the quality and efficiency of education and training; 2) promoting equality, social cohesion and active citizenship; and 3) enhancing creativity and innovation, including entrepreneurship, at all levels of education and training.