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ENTREPRENEURSHIP EDUCATION DEVELOPMENT AND IMPROVEMENT THROUGH NEW TECHNOLOGIES AND GAMIFICATION

2022-1-RS01-KA122-ADU-0000716452022Short-term projects for mobility of staff in adult educationongoing
Countries: RS · Grant: €9,250
Digital skills and competencesEntrepreneurial learning - entrepreneurship educationNew learning and teaching methods and approaches

Objectives

Objective 1: Improve the quality and efficiency of innovative entrepreneurial education in our organization, improve and transform our traditional trainings, through increased digital competencies of our trainersThe improvement of traditional methods of entrepreneurial education has been our strategic plan for couple of years. We have felt the need for the integration of new technologies and gemification, for the purpose of organizing, delivering and dissemination of trainings without the constraint of time and space. Objective 2: Train 2 adult trainers of our organization on best practices of using new technologies, web solutions and interactive distance learning platforms in entrepreneurial education. Planned mobility trainings for our staff would help them to implement digital and blended lessons in educational programs for entrepreneurs. Objective 3: Train 2 adult trainers of our organization on gamification and game based learning in entrepreneurial education. Introducing elements of the game into the structure of traditional teachings that our organization is currently implementing, will facilitate and improve the learning process of entrepreneurs.

Background

Glenfield DOO Belgrade is a newcomer to the mobility projects and we have no previous experience with short-term mobility projects for learners and staff in adult education. Therefore, when we decided to apply for the Erasmus+ KA1 project, we were determined to find a partner (host organization) that will meet two conditions. The first condition was to find a host organization that has many years of experience in the preparation, implementation and monitoring of trainings, a partner who has so far held trainings for a large number of teachers, trainers and education staff. The second condition was the content of the trainings themselves, i.e. the experience of the host organization in delivering the innovative trainings in the field of ICT and new technologies, entrepreneurship, innovative teaching methods, such as Gamification in education and Game Based Learning.

Project partners (1)