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"The gamification of Employment, is a strategic project of five partners aimed at enhancing the key competences to improve the employability of the youth population, with special attention to the groups with fewer opportunities, through the use of board games, as a suitable simulated scenario to train and develop these skills or competencies most valued, currently by the labor market. To achieve this great result, the consortium is made up of 5 organizations (from 4 different countries) that deal with different groups of young people: 1) Aspaym, with great experience in dealing with people with disabilities and coordinator of youth employment itineraries for that group. 2) CEIPES, will deal with the target group of migrants and refugees, as it does in its activities and projects each year. 3) AICSS. It works, actively with young people with psychological and emotional disorders, as association and training of psychologists. 4) Rosto Solidario, association with great experience in working with people with fewer opportunities and risk of exclusion 5) UEMC, University that for years incorporates methods of non-formal education to enhance the skills of its students, being experts in the application of board games, introducing innovative concepts in the formal education sector as the ""gamification of the classrooms ""Or the establishment of generic competences derived from the analysis of the"" Tuning Educational Structures in Europe ""project The objective of the project is to identify, train and promote the most significant generic competences of the youth population, especially of groups with fewer opportunities (disability, migrants, exclusion risks, etc.), thanks to the use of a formal, non-formal innovative educational methodology (and digital) based on the application of board games, as a suitable simulated context, through which to improve the employability of the participants of this project. In this way, the project also aims to develop the welfare of the target groups, thanks especially to the increase of their skills, self-esteem and the interaction that will allow them to socialize with their peer group. The results that the project will achieve are: - Manual for educators, youth workers and work counselors - that describes the theories of the use of board games as a socializing element and a perfect simulated scenario to train and enhance generic skills that favor employability. This intellectual product will contribute to the professionalization of educators, counselors and youth workers, equipping them with documentation and development of a methodology that will increase their resources and tools to work with different groups of young people. - Test of the methodology, once the transversal competences to be strengthened with the target group of this project are recognized - there will be workshops organized with the target group (people of different backgrounds: young people in general, young people with social disadvantages, refugees, migrants, people with physical disabilities, people with psychological disorders or emotional problems), which will offer conclusions about the efficiency of the use of board games as a socializing tool and generator of generic skills for job search or self improvement. - Web platform used for elearning and for the professional development of educators, youth workers and job counselors of young people and for the degree of capacity of organizations to organize activities of different origins. The web platform will also be used for the dissemination of the other intellectual and project products, organizations and financiers. After the completion of the project, all the organizations that make up this strategic partnership will be able to enjoy the innovative methodology with their target group and will be able to train other educators, counselors and youth workers in these tools, thus acquiring a great experience in the training of youth through board games, as a channeling methodology and enhancer of the key generic competences in the search or improvement of employment of the youth population. These results will also continue to be available after the completion of the project as described in the field aimed at sustainability. Thanks to the training activities, the organization will directly involve 150 participants. The duration of the project will be 26 months: from September 2018 to October 2020."
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