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Sustainable Entrepreneurship - A Game-Based Exploration for Lower Secondary Schools
Date du début: 1 déc. 2014, Date de fin: 30 nov. 2016 PROJET  TERMINÉ 

The main objective of the SUSEN project is the creation of an innovative game-based and student-centred learning programme for lower secondary schools. The result will be to ensure the acquisition of key competences with a focus on entrepreneurship which is seen as a key competence itself in the European strategic framework ET 2020. A strategic game will be the core of the SUSEN learning arrangement. Students of 7th-8th grade to assume the role of a manager/entrepreneur in the market of energy provision and collaborate in teams. The game-character of SUSEN will typically raise motivation so the learning topic has the maximum impact with the student. The consortium selected the energy sector as a focus for the project to combine entrepreneurship education with education for sustainable development. Energy provision, energy mix and energy consumption are central issues for sustainable trajectories in times of climate change. Sustainability comprises not only environmental but also economic and social factors to consider. The game brings together economic questions of entrepreneurial success with questions of corporate citizenship and personal civic engagement. As a consequence, the learning programme will combine a classroom game with elements of service learning. Participating students have the opportunity to learn outside the confines of school. Students will be confronted with tasks that require contacts with utility companies as well as with nonprofit/community organisations. With this enrichment of traditional game construction the partners intend to sensitise students not only for community but also to create opportunities and preparing young people for when they leave school. It will also engender cooperation between schools and business. The SUSEN game-based learning is innovative according to the mentioned combination of learning topics with their particular learning goals: education for sustainable development, entrepreneurship education, and civic education. Far more, it will support collaboration strategies between the game players besides strategies to succeed in a competitive environment. It fosters creativity and design thinking, self-efficacy and self-efficiency. Last but not least it requires transversal competences like a sense of initiative, learning to learn and digital competences. For this reason the consortium adopted a blended learning concept creating an online companion to accompany the game which is appealing to the younger audience offering ‘auditory’ and ‘visual’ learning styles. Teachers are the multipliers of the SUSEN game development programme with its ambitious objectives as they will be paramount in its success in supporting the core objective. Firstly, the partners develop a ‘self-starting‘ teacher support pack comprising all the required information, materials, and tools teachers need to implement the game in their lessons. Secondly, they develop a one day teacher training course providing future users with a syllabus and training materials. To reach these objectives the consortium analyses at the first phase the learner’s needs according to the different topics and main learning goals. Simultaneously analysing the relevant curricula to ensure the intended programme is embedded more effectively in schools' regular processes. Regional/national differences are considered in game construction by adaption of rules. The partners develop the game rules, define players' roles, and identify relevant stakeholders (experts) who accompany the game development critically. The classroom game and the online companion will be piloted by schools in different programme partner countries. The evaluation of the whole programme leads to a final version of the game and the online companion. At this stage the teacher support pack will be developed as well as a syllabus and material to train teachers. This will be tested and evaluated in several multiplier events. The consortium of six partners from Germany, UK, Poland, Belgium, and Switzerland were selected for its breadth of relevant knowledge and skills and partners' experiences referring to the topics entrepreneurship, sustainability and civic education as well as their experiences in proceeding EU projects. All partners are situated in the educational sector - from higher education to adult education, from vocational to general education. The partners collaborate in all activities commonly and the main outputs which are listed below: • Needs Analysis Report • Curricular Analysis Study • SUSEN Classroom Game • Online SUSEN Gaming Companion • Teacher Support Pack • Teacher Training Course • Teacher Training Syllabus • Piloting and Evaluation • SUSEN Expert Engagement Model • SUSEN Best Practice Case Studies • SUSEN Portal and Website All the main results of the project will be provided online for longer term benefits and maximum exploitation of the project via the SUSEN portal.

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