The project "Creative vibrations in planning a career path with the use of innovative teaching methods: gamification, Design Thinking and Project Based Learning" aims to show how to plan and build a career path, what elements should be considered, what key competencies should be develop and how to meet the requirements of the labor market in the future. The World Economic Forum in DAVOS 2018 in the Future of Jobs report presented 10 competencies required in the labor market: solving complex problems, critical thinking, creativity, people management, coordination in cooperation with others, emotional intelligence, decision making and assessment of the situation, service attitude , negotiating, flexible cognitive skills. One of these competences is creativity, which is why we want it to become the main driving force behind our activities. Of course, we want to concentrate on all the abovementioned competences in a greater or lesser time. As part of our project, we intend to shape the personal competences of each of the project participants useful in the development of the career path: creativity, assertiveness, emotional intelligence, effective communication, public appearances, excellent memory, planning and organization. We also intend to shape all key competences. In our project, we intend to use elements of the game and gamification, elements of the games I accompany almost every step and in every area of our lives. Man has always had a natural tendency to love games, and the availability of games increases every year. We believe that gamification, that is, combining the sphere of fictional play with real reality, will be perfect for shaping the personal competences of project participants. The aim of this method is to increase the involvement of project participants and maintain their activity during the entire undertaking. Thanks to such activity, the project becomes more attractive to participants, and new knowledge acquired and skills learned are already implied during the project, which allows everyone to verify their own actions and make beneficial changes in the "here and now" situation. The most important value of our project is to be satisfaction, according to the idea of gamification, it is important that the project allows each participant to feel that he is the winner. In the project, we want to apply innovative methods: Design Thinking and Project Based Learning. Design thinking is a method of creative problem solving, and its aim is to provide innovative solutions through the use of specific work methods, stimulating creativity. Design thinking is based on project thinking, the task of which is to provide creative solutions. Design thinking develops. Teaches you to search for solutions instead of problems. It allows you to better understand the needs of others. It gives tools for generating innovative ideas and checking how they work in practice. The benefits of using Design Thinking at school are: increasing the attitude towards team cooperation, improving internal communication and organization of processes, non-standard ideas for solving current challenges, greater interest of students. Project Based Learning (PBL), on the other hand, is a method of transferring knowledge, competences and skills through independent work of pupils over a period of time and finding an answer or solution for an engaging and comprehensive question, problem or challenge - that is, project implementation. This method improves the learning process, the students learn how to take the initiative and responsibility, build self-confidence, solve problems, work in groups, transfer ideas and manage themselves more effectively. PBL connects students and schools with local communities and the real world. Projects provide students with inspiring opportunities by solving real problems and identifying real problems. Students learn how to interact with adults and organizations, get to know the jobs and jobs of adults, and can develop their professional interests. Parents and members of local communities can be involved in projects. PBL makes learning more enjoyable and more rewarding. Projects allow teachers to work more closely with active involved students who perform high-quality, concrete work and in many cases rediscover the joy of learning with students. The project is designed for students aged 15-19, 6 partner schools will take part in the project, and 30 students from each school. In total, 180 pupils and 20 teachers will take part in the project. The main objective of the project for schools participating in it is to develop innovative methods of work thanks to which students will be able to plan their own career path in an effective way, and thus in the future they will find it without problems on the labor market throughout the European Union.
The project "Creative Vibrations in Career Planning with the Use of Innovative Teaching Methods: Gamification, Design Thinking and Project Based Learning" was aimed at showing how to effectively plan and build a career path, which elements to pay attention to, which key competences to develop and how to do so in order to meet the requirements of the labour market in the future. The driving force behind all activities was creativity, but we also shaped competences required on the labour market such as: solving complex problems, critical thinking, creativity, managing people, coordinating in cooperation with others, emotional intelligence, decision-making and judgement, service orientation, negotiating, flexible cognitive skills. In the project we also developed personal competences of each participant such as: assertiveness, emotional intelligence, effective communication , public speaking, perfect memory, planning and organisation. Innovative teaching methods were used in the project, such as: elements of games with gamification, Design Thinking, Project Based Learning, the Canvas method. The use of gamification in the project increased the involvement of project participants and kept them active throughout the project. Combining games with the real world was excellent for shaping the key competences of project participants; knowledge and skills were acquired immediately, and everyone could also verify the level of their knowledge and skills. By using this method, the satisfaction of project participants was increased. On the other hand, thanks to Design Thinking, a method of creative project solving, participants were able to familiarise themselves with design thinking, thanks to which they developed their creativity and innovativeness when solving problems. This tool allowed for the generation of innovative ideas, understanding the needs of others and increasing the involvement of project participants, it also enabled them to be more communicative. The Project Based Learning method and the Canvas method allowed the transfer of knowledge, competences and skills by having the learners work independently over a period of time and find an answer or solution to an engaging and complex question, problem or challenge, e.g. creating a business plan for a new own company. These methods allowed the project participants to become even more involved and enhance the learning process. They also allowed project participants to be creative in their problem-solving, to interact with each other, with teachers or with the local community. Working with the project method allowed them to be more active and have more satisfaction from the activities, while the teachers were closer to the active pupils and enjoyed their work more. In the project there were 6 learning, teaching and training activities , i.e. short-term student exchanges, the themes of the activities were: - Gamification in career planning. - Occupations of yesterday, today and tomorrow, - Design Thinking in career planning - Personal development and careers. - Own company - Career festival - creative vibes