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Entrepreneurial E-learning Experience for Training secondary school’s students

2022-1-IT02-KA220-SCH-0000903182022Cooperation partnerships in school educationfinalizedGood practice
Countries: IT|PL|SI|TR|PT · Grant: €250,000
Digital skills and competencesEntrepreneurial learning - entrepreneurship educationKey competences development

Objectives

The objective of the project is to convey digital entrepreneurship principles in a blended educational approach joining classical teaching with training tools like gamification. The project aims to: - Provide a new kind of educational tool to support teachers to organise attractive and engaging online classrooms; - Promote a new learning model for high schools’ students, by implementing the culture of youth entrepreneurship, through enterprise simulation business game; - Transfer managerial and entrepreneurship competences useful to students by living a competitive virtual experience. The result from this project is also the strong involvement of teachers, who will be the first beneficiaries of a new teaching approach. This is because the game tool allows another level of notions’ assimilation, no longer focusing on theory, but learning by doing. Students develop and reinforce competences and skills related to the concept of entrepreneurship, especially digital entrepreneurship, by experimenting in a virtual, and therefore protected, but highly realistic context, activities and situations that they can actually face in real life.

Background

According to the Digital Agenda Scoreboard, 40% of the EU population has an insufficient level of digital competence, including 22% who do not use the Internet. Digital competence is essential for learning, work and active participation in society. Digital competence refers to the confident and critical usage of the full range of digital technologies for information, communication and basic problem-solving in all aspects of life. 3E-LEARNING project focuses on professional environment empowering learners and facilitating learners’ digital competence increase. 3E-LEARNING project purpose is to address the digital transformation, promoting a gamified educational path in secondary high schools, with the aim to develop and transfer to students strategic competences (digital entrepreneurship and management) and transversal competences (readiness, flexibility, proactivity). The didactic and educational proposal aims to offer a new model of learning based on an online role-playing and simulation game designed specifically for young people.

Project partners (6)