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Guidance and Enrepreneurship Mind-Sets through Games
Start date: Sep 1, 2014, End date: Aug 31, 2017 PROJECT  FINISHED 

The GEM: Guidance and Entrepreneurship Mind-Sets through Games project seeks to foster the assessment of transversal and entrepreneurship skills of students through innovative, ICT-based guidance games. The project will design, create and test a multilingual game that helps guide students through transition periods and fosters entrepreneurship mind-sets and skills. The GEM project will analyze needs and game possibilities related to self-knowledge, decision-making and the world of work with a focus on fostering entrepreneurship mind-sets and skills. Through the games developed in the GEM project students will have an increased sense of initiative and entrepreneurship and better understanding of their own skills and competences. The GEM game is also an innovative, quality tool for guidance services in order to increase the quality and innovation of their services. The GEM game will be targeted at late primary and lower secondary school. The need for innovative guidance actions at the earliest levels of education is clear after a previous Comenius project that tested guidance actions within Primary school and while there have been other initiatives to create entrepreneurship skills and values through games, they have not focused on primary and lower secondary education. The GEM project will carry out an analysis of needs to identify priorities and the state of the games and entrepreneurship education. This analysis will collect other experiences as well as involve teachers and guidance practitioners. The GEM project will design a serious game that will be aimed at primary and lower secondary school. The learning outcomes of the GEM game will be based on Entrepreneurship education learning outcomes for primary and lower secondary (ISCED 1 and 2) from educational steering documents of partner countries. Once the game is developed, the games will be tested within at least 12 schools and evaulation of the GEM game will be collected from at least 360 students and 30 teachers and guidance practitioners. The impact of the GEM game will be analyzed through pre and post surveys of students and teachers and guidance practitioners. The GEM project will also create outputs to support teachers and guidance practitioners to use the game with their students. GEM manual will support teachers and guidance practitioners in using the game with their students and incorporating it into curriculum and classroom activities. The online module for teachers and guidance practitioners in an open source learning management system (Moodle) that will support teachers and guidance practitioners in using and incorporating the game in lesson plans. The project partners will disseminate the openly available GEM game through their networks and extensive online prescence within the education sector. GEM Gymkhanas- local dissemination events with a learning through games theme will be organized in each partner country involving an estimated total of 90 participants. The GEM project seeks to increase the awareness of entrpreneurship education, skills and guidance activities by teachers, guidance practitioners and other education stakeholders. The GEM project will offer an entrepreneurship education tool and increase entrepreneurship mindsets through the use of the game by schools, both local to project partners and at other levels through the web use of the tool. The use, promotion and support of entrepreneurship education will be sustained by the incorporation of the GEM game within catalouge of ICT guidance and learning tools of the project consortium.
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