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PLAY4GUIDANCE: a European business game to train and guide students and unemployed on entrepreneurial, transversal and mathematical skills.
Start date: Sep 1, 2014, End date: Aug 31, 2017 PROJECT  FINISHED 

Entrepreneurship has never been more important than it is now: Entrepreneurs are the driving force of Europe’s economy and a cornerstone to sustainable recovery. Europe needs to create an entrepreneurial culture that permeates our schools and universities. After all, 37% of Europeans want to be their own boss, but only 10% actually are. If this potential could be tapped, millions of new businesses could be added to the current 20.8 million small and medium-sized enterprises (SMEs) in the EU. New businesses would help reducing EU unemployment (15-74 years old), which 2013 rate is 11.9%, with a youth unemployment (15-24 years old) rate of 22.6% (2012 4th quarter). Education and training play a crucial role in cultivating entrepreneurial mind set but need to be adapted and linked more closely to the world of work. The EC communication Rethinking Education: investing in Skills for better Socio-Economic Outcomes emphasizes that, in order to build skills for the 21st century, efforts are needed to develop transversal skills such as entrepreneurship and highlights “the ability to think critically, take initiative, problem solve and work collaboratively”. These entrepreneurial skills should be given particular attention, since they not only help to achieve concrete entrepreneurial activity, but also enhance the employability of young people. PLAY4GUIDANCE (P4G) aims for boosting entrepreneurial culture in young Europeans and putting in close contact the world of education/training with the world of work, in order to update students’ curricula to companies’ real needs. PLAY4GUIDANCE involves two different sets of beneficiaries: P4G direct target group, that consists of high school students, university students and young unemployed (15-35 years old), and P4G indirect target group, which comprehends guidance centres for students, employment centres, companies and SMEs. During P4G development phases, indirect target becomes aware, informed and more and more involved so to get close to the direct target and to be able to be an active part towards students and young unemployed in the outstanding phases of PLAY4GUIDANCE. P4G involves at least 1.200 potential users among direct and indirect targets, distributed in: • Surveys, at least 300 people; • Focus groups, at least 100; • Pilots, at least 500; • National conferences, at least 200; • 1st edition of the international P4G competition, at least 100. P4G is about realizing a European entrepreneurial training model, based on the use of a Business Game, with the specific objectives of: • support students and young unemployed in developing basic math and economic skills and entrepreneurial transversal skills with a strong focus on problem solving and leadership ones; • support students and young unemployed to self-evaluate their skills; • support several institutions such as guidance centres, job centres, SME, companies and universities in training and building skills of their beneficiaries; • support several institutions in evaluating beneficiaries skills and guiding them. P4G Games arises from an initial assessment of economic, math and entrepreneurial transversal skills of people belonging to partner Countries direct target and is about managing several aspects of a manufacturing company, from supplies to sales. It’s a simulated team competition where each team represents a company of a given market. P4G Game takes advantage of an effective self-evaluation tool that helps participants understand what their level of skills is, what was done well and what to improve. P4G Game is placed in an Educational Platform that gives the participants all they need to best take part in their entrepreneurial training pathway. P4G Game and all related documents and multimedia contents, as well as P4G communities, are open, free and available on P4G Platform, during project time and for the following three years (up to 2020). In terms of results, P4G lets direct target (school students, university students and young unemployed) participants: • develop basic business economics, mathematical, problem solving and leadership skills; • increase digital competences, as it is all web based, it requires basics of spreadsheets, and teaches the useful way of using social networks; • self-evaluate their entrepreneurial skills; • have a support in guidance. P4G lets indirect target (centres for students, employment centres, companies and SMEs) participants: • get close and join education and training world; • gain an effective European entrepreneurial skills evaluation tool; • gain an effective support tool for guidance. PLAY4GUIDANCE takes advantage of an excellent dissemination plan to involve project associated partners and all relevant stakeholders such as companies, local associations, industrial associations and labour consultants, trade unions, institutions dealing with unemployment and entrepreneurial and business training, national educational policy makers.

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