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Play & Learn Entrepreneurial Skills in the Agricultural Sector
Date du début: 1 sept. 2014, Date de fin: 30 nov. 2016 PROJET  TERMINÉ 

Improving Entrepreneurial Skills in the Vocational Training of Agricultural Students by Digital Game Based Learning. The project aims at developing a digital tool to promote the improvement of entrepreneurial skills in students studying at agricultural technical colleges. Entrepreneurial skills are compulsory elements in the curricula of vocational training courses in several member states. They have been selected by the European Union as one of the Lisbon Key Competences for the years to come. Likewise the possession of these skills is important to keep and develop the competitiveness in the agricultural sector. From a wider perspective the project also aims to bring positive impact on the participating countries’ unemployment rate in the agricultural sector. Notwithstanding these facts, due to the interest of the projects’ target group, special motivational tools have to be applied to raise their attention and make them even enthusiastic about these topics. From 2006, the role of digital game-based learning, a novel approach in education, has been brought into the focus of attention. With the use of this method the partnership works out a digital game based learning platform with enclosed teachers’ handbook, using the revised content of previous Lifelong Learning project LEBEBO. Project description: The project focuses on a new education model that improves entrepreneurial skills in the agricultural sector so that technical college students can perceive owning enterprises as a life style and career option. Most important project phases: 1) developing a questionnaire and a demo game to assess the competences that need to be developed. 2) defining competences 3) developing game elements for competences 4) developing online platform in the languages of project partners 5) testing, debugging 6) re-assessing competences Details: According to the results of the questionnaire, 5-8 competences are selected; then a curriculum including games is developed to improve them. The curriculum focuses on soft skills such as creativity, decision making, etc. Each training unit is based on one such skill. For each skill, various mini games and a board game are developed. These games are incorporated into a contest between individuals or classes to promote the motivation of students. When checking the results of games, the rate of right and wrong answers is measured and the resulting data are used to develop further exercises. For example, if wrong decisions are the results of lacking factual knowledge, then this area should be improved first, by means of some minor tasks. The platform will operate in the languages of project partners as well as in English. Location specific business information (e.g. VAT) will be included in the version developed in the relevant language. At the end of year 2, a new assessment is carried out. We hope we will be able to demonstrate the results achieved by game based learning by the difference measured in entrepreneurial skills. The partnership has been selected based on both the target group’s needs and previous long-term project experiences focusing on each partners’ strengths and capacities.

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