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Self-entrepreneurship: how to turn ideas into action

2019-1-IT01-KA202-0077692019Strategic Partnerships for vocational education and trainingfinalized
Countries: IT|ES|EL|LV|FI|TR · Grant: €332,551
Pedagogy and didacticsNew innovative curricula/educational methods/development of training coursesEntrepreneurial learning - entrepreneurship education

Project summary

CONTEXT In order to face the challenges posed by the current global socio-economic scenarios appropriately, it is necessary for young people to start acting on the basis of ideas, transforming them into value for themselves and for others. Drawing on this, the need to strengthen entrepreneurial skills among the younger generations has emerged over the last few years (OECD, 2009, 2014). Indeed, entrepreneurship education focuses precisely on transmitting to young people the ability to transform ideas into actions through creativity, innovation, risk assessment and assumption, as well as individual and team work (MIUR, 2018) to every working context and experience of active citizenship, regardless of their actual involvement in entrepreneurial initiatives (EC, 2007, 2016). OBJECTIVES The general objective of the project is to enhance entrepreneurship education for secondary school students at European level. In particular:  Improve the process through which students acquire entrepreneurial skills, through the creation and use of innovative ICT-based tools, such as a free digital gaming platform for entrepreneurship laboratories in schools;  Improve teaching methods of teachers, through the development and use of new training methods on the development of entrepreneurial pathways to be carried out, in the specific case, through the use of the serious gaming platform that will be created. NUMBER AND PROFILE OF PARTICIPANTS The project participants are:  Second grade secondary education teachers (18 in total, minimum) who will be the main target of project activities and outputs;  Second level secondary education students (360 in total, minimum) who will be the final beneficiaries of the project outputs. DESCRIPTION OF ACTIVITIES The project includes the following activities:  5 Intellectual Outputs  IO1: Need Analysis Report; IO2: Matrix of Learning Outcomes for teachers and students; IO3: Serious Game Platform; IO4: Methodological guide for teachers for the transfer of entrepreneurial skills to students through the platform; IO5: MOOC.  6 Management Meetings  Italy, Finland, Spain, Turkey, Greece and Latvia  1 Training Mobility for teachers in Latvia. METHODOLOGY TO BE USED IN CARRYING OUT THE PROJECT The methodology is based on the PRINCE2 model: the project is organized in several phases, in which the activities are divided, planned and assigned on the basis of the outputs. The project is divided into 3 Macro-phases: Preparation; Implementation; Closing. The phases of the project are of 2 types:  Transversal: Project Management, Dissemination and Follow-Up;  Chronologically vertical: Intellectual Outputs, Training Activity abroad. RESULTS AND IMPACT ENVISAGED The project aims to develop and transfer to students and teachers the learning outcomes (skills, knowledge and skills, according to the ECVET Recommendation, 2009):  Students (EntreComp, 2016): ideas and opportunities: recognizing opportunities, creativity, vision, valuable ideas, ethical and sustainable ideas; resources: self-awareness and self-efficacy, motivation and perseverance, mobilizing resources, economic-financial knowledge, mobilizing others; in action: take the initiative, plan and manage, face uncertainty and risk, work with others, learn from experience.  Teachers (Eurydice Italia, 2017): project-based approach; teaching for case studies in addition to the use of textbooks; interdisciplinary approach; group process management and group interaction; coaching (and not as a teacher); digital teaching and serious gaming. In view of this, the project aims to generate the following impacts:  Students: Improvement of entrepreneurial skills, in line with the provisions of the EntreComp Framework (2016);  Teachers: Improving entrepreneurship teaching methodologies, in line with what is established by the Document “Entrepreneurship Education at School in Europe” (Eurydice Italia, 2017). POTENTIAL LONGER TERM BENEFITS The project aims to generate the following long-term benefits:  Improvement of training models in entrepreneurship education, not only in schools, but also in companies and other local institutions active in adult education;  Improvement of training policies to support entrepreneurship at all levels of government;  Greater diffusion of the EntreComp Framework within EU Member States.

Objectives

The project objective was to support students and teachers acquiring the following learning outcomes (skills, knowledge and skills, according to ECVET recommendation, 2009): A. For students (EntreComp, 2016): • ideas and opportunities: recognizing opportunities, creativity, vision, value ideas, ethical and sustainable ideas; • resources: self-awareness and self-efficacy, motivation and perseverance, mobilizing resources, economic-financial knowledge, mobilizing others; • in action: take the initiative, plan and manage, face uncertainty and risk, work with others, learn from experience. B. For teachers (Eurydice Italy, 2017): • Project-based approach(Project Management); • case study teaching in addition to the use of textbooks; • interdisciplinary approach; • group process management and group interaction; • coaching; • digital education and serious gaming.

Background

The project idea was born from the Miur circular of March 13, 2018 with the object of "promoting a path of entrepreneurship education in state and equal secondary schools in Italy and abroad", according to which " entrepreneurship skills can accompany disciplinary skills in the second cycle of education, so that young people become active citizens, creative and endowed with spirit of initiative." In line with the circular MIUR, the project started from the definition of entrepreneurship education used in the European context (EntreComp Framework), definition based on the following elements: Ability to transform ideas into actions; Creativity; Innovation and taking risks; Planning and managing projects; Able to seize opportunities that can lead to create or contribute to social or commercial; the Realization of assets stand-alone business. The project contributed, at a national level, to the achievement of the objectives of the Miur circular, providing concrete support to educational institutions in terms of innovative teaching digital methodologies and tools.

Project partners (10)