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Career guidance game in a city full of occupations

2019-1-CZ01-KA201-0612042019Strategic Partnerships for school educationfinalized
Countries: CZ|BG|SK|EL · Grant: €233,915
New innovative curricula/educational methods/development of training coursesLabour market issues incl. career guidance / youth unemploymentICT - new technologies - digital competences

Project summary

PROJET CONTEXT Internet-based career guidance is under development since the 1990s. In the beginning it was mainly about turning testing tools supporting the career decision making into electronic form. A lot of such non standardized tools are on internet free of charge in many languages. They are based on sets of questions, lack the fun factor, are long, boring and inappropriate for pupils aged 12-14. Another possibility offers gamification, which is term for using game-like elements in non-gaming situations. Games are effective and enjoyable way to support learning experiences, and are especially useful in triggering learning, knowledge structuring and cognitive change in children. However, there do not appear to be many games developed or deployed in the area of career guidance in schools, and as well there are not guidelines how to develop such games. PROJECT OBJECTIVES The project aims to develop a C-game: CAREER GUIDANCE GAME IN A CITY FULL OF OCCUPATIONS for pupils aged 12-14 the aim of which is to introduce occupations to the pupils that might be of interest to them, broaden their labour market horizons, and encourage them to start their career orientation at an early age in order to be able to choose the relevant educational path. The C-game is not designed to replace career guidance, but it helps pupils to become aware of their professional orientation through play to influence their future career choices. The game will be placed in a virtual city where pupils will perform tasks according to one of the 6 scenarios they can choose. Occupations will be housed in appropriate looking buildings. For example in an automobile factory will be a director, clerk, accountant, constructor, technologist, worker, cleaner, warehouse worker, etc. The C-game will contain a database of 600 occupations which as well as their descriptions will reflect tendencies of Industry 4.0. During gaming the pupil will undertake a ”hidden” interest self-assessment based on collecting a set of objects that represent working tools, gadgets, working environment, set of verbs / working activities, etc. System will remember pupils´ activities and after sufficient information will offer him/her occupations corresponding until then detected pupils´ profile. Because in age 12-14 most of the children are far away from seriously thinking about their future job all activities will be in a playful form. Planned is to prepare for pupils at least min. 6 scenarios so that they can "play" alone. In some of the game stages they will be given task to consult selected issues with a parent, teacher, career advisor, but also a friend or classmate. There will be another 3 scenarios for C-game facilitators (career educators, career guidance counsellors, youth workers, parents, etc.) which will guide the adults to stimulate pupils to fulfil some tasks when playing C-game in group. PROJECT MANAGEMENT The project is constructed on a fair, open and trustful partnership. The co-operation in the project will be created transparently and understandable for all involved partners. All partners will contribute equally to the success of the project by being responsible for the same amount of tasks and participate in all project activities. C-GAME MANAGEMENT HANDBOOK will provide a coherent framework for effective project management, describe project key stages and processes to be followed during the project run. The project activities will be subject to continuous quality, quantity and timing control. There will be 5 project meetings and the project will culminate during national dissemination conferences in all partner countries. INTELLECTUAL OUTPUTS Output-01: Inspirational guidelines for career guidance games development (8 activities): Several desk researches and brainstorming sessions will be done to gain inspiration and foster project partnership creativity for development of C-game. Output-02: Occupational profiles (5 activities): A set of 600 occupations will be selected, described in way understandable by pupils aged 12-14, occupational descriptors invented and allocated to each of the occupations, occupations will be translated from EN to CZ, SK, GR, and BG languages. Output-03: C-game online (12 activities): C-game conceptual and logical framework will be gradually invented as basic building block for its technical (software and design) development; C-game in EN will be internally tested, then translated to CZ, SK, GR, and BG languages; 2 feedback questionnaires (pupils, facilitators) and 1 questionnaire for measuring changes in perception of pupils career orientation will be prepared; C-game will be pilot tested in partner schools in CZ, SK, GR, and BG with at least 200 pupils aged 12-14 and 70 facilitators. Reports from piloting will be prepared, and C-game according the relevant comments will be adjusted. Output-04: C-game users´ handbooks (2 activities) for pupils and facilitators will be prepared and piloted together with C-game.

Objectives

The main goal was to develop an online game that playfully introduces pupils aged 12-14 to 600 professions and makes it easier for them to choose their first profession and the associated choice of secondary school. Our intention was to prepare a game that can be used to enrich career education. It can be included in the cross-cutting theme Man and the world of work and used as a springboard for individual and group discussions about the choice of vocation, the world of work and help in choosing a secondary school. As it takes place in a city, it can also be used in citizenship education, as it can be used to show what must work in a city. For the successful impact of C-Game on pupils, it is necessary to provide them with feedback, to discuss individual occupations and interest profiles with them, because this feedback is more important than the game itself.

Background

In 2019 in project partner countries (Czech Republic, Slovakia, Bulgaria, Greece), there was no online game that would introduce pupils aged 12-14 to different occupations and help them find out their interest profile in order to support their choice of secondary school. At the same time, most pupils spend quite a lot of time at computers and like to play online. We had an idea of what such a game could look like, and we decided to realize this idea. We have developed C-Game, which is an online serious career guidance game in a fictitious city intended for pupils in their last years of elementary school who are facing their first choice of occupation and related educational path. C-Game was primarily created for careers education, but it is online, free of charge, and can therefore be used as well outside of school facilities. C-Game is an original programmed application that is equipped with an extensive database in 5 languages with a user-friendly editorial system and a facilitator administration that allows to monitor the progress and results of pupils game. C-Game provides pupils with a deeper insight into the world of work in a playful, interactive and engaging way and encourages them to think about their life and work plans.

Project partners (6)