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Serious Games for Entrepreneurship Skills of Adult Learners
Start date: Sep 1, 2014, End date: Aug 31, 2016 PROJECT  FINISHED 

The project Serious Games for Entrepreneurship Skills of Adult Learners (SG4Adults) aims to stimulate entrepreneurship mind-set and to develop entrepreneurial competencies of adult learners through the use of game-based learning method. The project is in direct correlation with the EU policy in the adult learning field, taking that the proposed method is expected to contribute towards increased competitiveness, employability, social inclusion, active citizenship, and personal development of the targeted adult learners. In particular, the application of informal approach in formal learning environment for up-skilling adults for employment is aligned with one of the goals of the EU policy. The overall objective of the project is to develop, deploy and assess experimental pedagogical plan based on game-based learning method used for stimulating entrepreneurship skills and attitudes of adult learners. SG4Adults aims to analyze the pedagogical potential of the proposed game-based learning method applied to competencies development of adult learners, consequently identifying specific variables that influence the successful implementation of the informal learning method in a formal environment with preparing teachers to successfully implement the innovative approach. The specific objectives of the project are: 1. To design and develop a specific game-based learning method for simulation training of adults with an aim of encouraging their entrepreneurship skills; 2. To develop a training curricula for teachers of adult learners for using game-based learning method in the classroom; 3. To test and evaluate the impact of a game-based approach in formal teaching and pedagogic methodologies for adults; 4. To validate the proposed approach as a means of learning and evaluate its impact on adult learners. There are two main target groups of the project: adult learners (age 35-50 years) and teachers delivering courses for adult learners. The proposed innovative learning approach is expected to provoke positive contribution by equipping adults, in particular low skilled and older workers, with new skills needed to better adapt to the changing economic environment. An estimate 90 adults from 6 countries will benefit from increased entrepreneurial skills through the newly developed game-based learning method while 12 teachers will be trained how to use the method in the classroom. The following activities are planned to be realized: 1. Project Management 2. Baseline analysis 3. Comparative report with recommendations 4. Serious Game design and development 5. Training materials and pedagogical guidelines developed 6. Training of teachers and piloting SG among adult learners 7. Quality assurance 8. Exploitation and dissemination The following results are expected from the project: Operational results: 1 Project Management Guidelines; 4 transnational meetings; 2 Interim Management reports and 1 final report. Quality assurance results: 1 Quality management plan; 2 questionnaires, for trainers and trainees; 1 Quality management final report. Dissemination results: 1 Dissemination plan, 1 Dissemination report, project leaflet/poster/brochure, project website Exploitation and sustainability results: 1 Exploitation and sustainability plan Other project results: 12 teachers trained to implement SG in the classroom, 10 teachers mobilities realized, 90 adult learners trained using the developed SG, training materials and pedagogical guidelines for teachers developed. The expected impact from the project is adult learners with newly acquired entrepreneurial skills through SG method, prepared teachers to use the developed learning method and proof of concept for policy makers to further boost the development of SG method in adult education. Finally, the newly developed game-based learning method will be adopted and validated in 4 adult learning providers which will continue to use it within their annual teaching program.

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