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Digitizing Social Entrepreneurship Education
Start date: 01 Apr 2015, End date: 30 Sep 2016 PROJECT  FINISHED 

The global youth unemployment rate in 2013, according to the International Labor Organization, stands at 12.6 percent -- that's 73 million young people arund the world who do not have work, and are at a risk of being disenfranchised and socially excluded. Among all regions, youth from EU and Asia would lose the most the longer they were unemployed. Interventions have been, and should continue to be, done to make young people more employable. One of the ways by which young people are made employable is by encouraging them to take up entrepreneurship. Entrepreneurship jumpstarts economies through innovation and job creation, and many states believe young people are at the heart of it. However, young people hesitate to become entrepreneurs because the consequences of failing is massively horrible. To an experienced adult, failing horribly sets back the achievement of short-term goals and economic movement. But to a young person, who is less experienced, confident and financially secure, it paralyzes them into prolonged unemployment and social exclusion. The Digitizing Social Entrepreneurship Education project recognizes that innovative ideas are core to entrepreneurship, and should thus be tested in environments. D-SEE facilitates the development of a comprehensive entrepreneurship program that gives young people the space to challenge the boundaries of their ideas with minimal adverse effects through ICT. It follows a series of step-by-step activities that 1) build the capacity of youth workers to develop entrepreneurship training tools, 2) equip young people with entrepreneurial and digital skills, and 3) foster collaborations among different actors in education. The project expects to produce an online stimulation game equipped with its own recognition tool to complement the EU's recognition tools. D-SEE capitalizes on ICT, specifically online platforms, because most young people are online and engage in online activities. If as much as 3/4 of European youth alone check their e-mail, purchase goods, post on social media sites and network with each other for a minimum of 3 hours per day, the potential of the Internet as a market for budding youth enterprises, and as a platform for youth training increases tremendously. We only need to encourage other youth workers, and other actors to take advantage of this.
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