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European Career Help and Occupational Orientation Play

2020-1-IS01-KA202-0658022020Strategic Partnerships for vocational education and trainingfinalized
Countries: IS|IT|FI|FR · Grant: €295,542.25
New innovative curricula/educational methods/development of training coursesLabour market issues incl. career guidance / youth unemploymentOvercoming skills mismatches (basic/transversal)

Project summary

CONTEXT As declared by OECD, it is more and more important the learning systems could provide opportunities to acquire skills that are in demand in the labour market. But this is challenging in the context of constantly changing skill needs. At European level, EC has detected that: - many in Europe cannot find a job because they do not have the right skills or they are working in jobs that do not match their talents. Indeed, 30% of higher education graduates are working in jobs which do not need a university qualification. - at the same time, 40% of employers cannot find people with the right skills to fill their vacancies, and too few people have the preparation, mindsets and competences to set up their own businesses or look for new opportunities. REASON FOR THE PROPOSAL ECHOO PLAY project would like to develop, test, adapt and implement a brand-new methodology that could support educators to direct learners to careers and foster their guidance roles. The proposal is based on the introduction of strong innovation, creative and disruptive approaches and methodologies in the Vocational Education system thanks to the intensive use of gamification elements via an educational play with LEGO® bricks and a board-game in order to create a cutting-edge novel system aimed at a more effective career identification and to empower the occupational orientation. It is about the development of some innovative outputs ready to be used by teachers, trainers, VET providers, occupational staff, employment centres, educational system etc. OUTCOMES/OUTPUTS The PROJECT PARTNERSHIP will: - INTRODUCE and SPREAD THE KNOWLEDGE the concept of Gamification, Creativity and Educational Play - Create an EVIDENCE-GATHERING GUIDE by exploring and detecting the needs for better employability to be used then in the building of tailored approaches of educational play and gamification - Provide a TOOLKIT and METHODOLOGY GUIDE about LEGO® bricks for CAREER Identification as an effective approach to FACILITATE and UNLOCK the “open mind” trainers’ skills useful to identify and select a career pathway for each learner - Design and deliver a brand-new BOARD GAME for OCCUPATIONAL ORIENTATION tailored on the learners’ adaptation in accordance with the market and employment real needs - Validate the methodology thanks to a RESEARCH PAPER about the methodological and pedagogical approach used during the project implementation - Built-up a NETWORK OF EXPERTS and creating a brand-new PROFESSIONAL PROFILE for project partners’ staff as “European Career and Orientation PLAY Facilitator and Trainer” recognised under the ECVET and EUROPASS systems - Launch a WEBSITE integrated with Blog and Social Networks containing a DATABASE OF MATERIALS TRANSLATED in different languages to promote and encourage extensive exploitation and dissemination - Arrange a series of MULTIPLIER EVENTS involving a large number of stakeholders to foster exploitation and dissemination of PROJECT Intellectual Outputs IMPACT ENVISAGED The partnership will bring together partners coming from several countries and their stakeholders, both academic and private, with the synergic power to reach a very large and diverse audience. The double-route to follow in the project is: - Transfer innovative and disruptive methodologies/approaches ready to be implemented in VET classes and courses but also in other contexts (VET, University, adult learners, employment centres, students, Youth, teachers, enterprises, formal education system etc.) - Recognise and validate the knowledge within partner staff thanks to the ECVET system and a Memorandum of Understanding to create a “European Career and Occupational Orientation PLAY Facilitator and Trainer” profile. SCIENCE BEHIND THE NEW METHODOLOGY The new methodology is based on the success of the worldwide famous LEGO® Serious Play®, even if adapted to a completely different goal and context. LEGO® Serious Play® is a creative process method for group discussion and knowledge sharing, based on scientific research on the added value of playing in problem-solving settings methodology. The method was created and it is used for business purposes and to create, innovate products and services in an entrepreneurial context. The power of the gamification: the games are motivating due to their impact on the cognitive, emotional and social dimensions of the player. There are several positive effects in the use of the gamification, e.g. increasing motivation and interest in the learning process. The partners, thanks to the skills and expertise of its staff, are going to enrich the methodology also with Creative Problem Solving methodology, pedagogical aspects, psychological and educators point of views and coaching/mentoring approaches. ECHOO PLAY partners have to adapt the methodology, on the basis of the results of evidence-gathering research, to national and local contexts that are continuously changing under the pressure of skills anticipation policies.

Objectives

We wanted to achieve an innovative methodology based on LEGO Serious Play to provide effective career identification and empower occupational orientation. Create a strong gamification element that was not based on digital tools but was fun to use. A tool that would get the students to be able to go out of their comfort zone and identify the elements essential to build up a better professional future for them. To teach trainers and counsellors to use the methodology and by that add to their skills and methods to reach their students and help them build their careers. Our main goal is that learners are better prepared to find their dream job that fits their personality and interest, that future employees know, and that they understand their skills and where they need to be developed along with plans regarding their future profession, so they can prepare better for future jobs. Companies will also identify a need within them for certain skills to work with different jobs and can look for staff that has built their skills regarding the need. We wanted to support and provide educators with a brand-new methodology and a tool (the board game) ready to be used to support people in finding their personal careers path.

Background

We applied for this project because we wanted to set focus on employability in the industry. The right person in the right place is very crucial because all new recruitment is expensive and therefore important that people know what they want and what not. Self-knowledge and knowing what you stand for are very important and knowing how different jobs match your criteria. Therefore, it is also important to know the different jobs and their requirements e.g., what skill, mindset, competence etc, are needed to be successful in the job. We wanted to identify what learners, teachers, and industry thought were the emerging needs and challenges of employability. Then we wanted to come up with a fun way to address the need and help learners to active high employability. We wanted to develop, test, adapt and implement a brand-new methodology that could support educators to direct learners to careers and foster their guidance roles. We wanted to introduce and spread the knowledge of the concept of gamification, creativity, and educational play. We also wanted to examine the concept of employability because companies define their needs for the knowledge of their employees and those being recruited.

Project partners (5)