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MOBILE GAMING APP FOR IDENTIFICATION AND DOCUMENTATION OF SKILLS AND COMPETENCES FOR DISADVANTAGED YOUNG LEARNERS

Funder: European CommissionProject code: 2019-1-AT01-KA202-051241
Funded under: ERASMUS+ | Cooperation for innovation and the exchange of good practices | Strategic Partnerships for vocational education and training Funder Contribution: 250,028 EUR

MOBILE GAMING APP FOR IDENTIFICATION AND DOCUMENTATION OF SKILLS AND COMPETENCES FOR DISADVANTAGED YOUNG LEARNERS

Description

"The situation of NEETs (not in employment or education and training) in Europe is in deed alarming. Currently about 12% of Europe's population between 18 and 34 years of age can be counted as NEETs in average which is an incredibly high number of persons who have lost any contact to the labour maket or the education and training system in their country, we are speaking about 7 million young people in absolute numbers. The NEET situation in Europe, according to Eurostat statistics, show a great country diversion (Italy 29,5%, Spain 20,8%, Greece 28,8%) and also a gender diversion in fact much more women are counted as NEETs than men all over Europe (Eurostat 2018). In all European countries several programmes and approaches have been introduced to tackle the problem and integration of NEETs (young people not in employment or education). However, unfortunately there is quite a large share within this 7 million target group in Europe which could simply not at all be reached by means of guidance, personal discussions, advertising, presenting role models, introducing obligatory training schemes for young people etc. They have already moved too far away from the mainstream education and VET system and have split from mainstream communication channels. With this 7 million young people we can clearly see that the education and training systems have an access problem and the reason for this is, that those people have moved too far away from the regular system. These 7 million young people would largely not attend information workshops about new training programmes, take folders with them, show up at interviews at labour market authorities, attend guidance and counselling programmes etc. The situation shows clearly that innovative solutions for providing easiest access to education and training for this target group are highly needed, over the last years it has been tried to meet target group requirements e.g. through introduction of gamification if VET content to get closer and attract more interest, however experiences and reseaech shows that as soon as an offer only has a vague taste of learning, education, obligation etc. it will not be accepted within this target group. Within the PLAY YOUR SKILLS project the approach followed is not a gamification of VET content, it is the ""VET-ification"" of gaming. The solution this project suggests is the development of a pure mobile gaming app with all attracting features of classical successful mobile games which, however, in the background is utilising crucial core key competences of young people with fewer opportunities such as literacy, numeracy, spatial thinking, stress resistance, problem solving skills etc. and is able to develop a key competence portfolio for a player who is simply playing a mobile gaming app. At certain stages the mobile gaming app will then be able to approach the player and try to open a communication window with the VET system, with guidance and counselling experts and develop first loose ties to a system which they have totally lost before. The main aim and result of the project is the development, testing and mainstreaming of a mobile gaming app which has the following core tasks:•Motivate persons with fewer opportunities to take part in vocational education (at least get in contact with guidance and counselling services from VET providers)•Raise their self-esteem and self-awareness in an immediate and chunky way•Raise their confidence in their competences they already have, even if dropped out from educations and VET systems (competence portfolio) •Inform them about their vocational opportunities and bridging to VET counselling services in the local area of the target group membersIn front of this background the project partners are therefore going to develop 3 core intellectual outputs: 1: a research study to understand better the motivation factors of the target group as well as crucial key competences required on the labour market and in VET which could be implemented, developed and tested through a mobile gaming app2: a mobile gaming app which is highly attractive for NEET users providing the identified motivation factors like rewards, social prestige and competition and at the same time development and validation of key competnces and building of a key competence portfolio for the player3: a guideline for VET staff, counselling and guidance experts to apply the mobile gaming app as first communication and interaction tool with a target group that has lost all communication connection to the VET system These outputs will be supported by one multiplier event as well as one transnational Learning/Teaching and Training. The partnership is composed by expert organisations from 6 European countries which have all long lasting experiences with training of people with fewer opportunities, guidance and counselling as well as mobile gaming app development."

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