Building Entrepreneurial Competences Through Challenge-Based Learning Erasmus Project

General information for the Building Entrepreneurial Competences Through Challenge-Based Learning Erasmus Project

Building Entrepreneurial Competences Through Challenge-Based Learning Erasmus Project
January 1, 2023 12:00 am
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Project Title

Building Entrepreneurial Competences Through Challenge-Based Learning

Project Key Action

This project related with these key action: Cooperation for innovation and the exchange of good practices

Project Action Type

This project related with this action type : Strategic Partnerships for youth

Project Call Year

This project’s Call Year is 2019

Project Topics

This project is related with these Project Topics: Youth (Participation, Youth Work, Youth Policy) ; Entrepreneurial learning – entrepreneurship education; ICT – new technologies – digital competences

Project Summary

Investment in education and training are the most rewarding investments for the future of European society and investing in the development of entrepreneurial spirit and competences in particular can play a vital role in boosting growth, innovation and job creation. Digital technology enriches learning in a variety of ways and offers learning opportunities, which must be accessible to all. In the Rome Declaration of March 2017, EU Member States stressed their commitment to providing young people with the ‘best education and training’. The October 2017 European Council called for training and education systems to be ‘fit for the digital age’.

More than 80% of young people in Europe use the internet for social activities however the use of technology for educational purposes lags behind. Innovation in education systems can help to improve learning outcomes, enhance equity and improve efficiency. It is most effective and sustainable when embraced by well-trained tutors and embedded in clear teaching goals.

Digital technology offers new learning opportunities by enabling access to additional learning environments and resources that can be used to attract and integrate learners. Digital technologies facilitate problem-based and interactive learning and enable a personalisation of the learning experience. However, successfully leveraging the potential of digital technologies for education is first and foremost a question of improving education and the focus when integrating new technologies into educational settings needs to focus on the pedagogy.

The objective of the GAME-CHANGER project is to harness the pervasiveness of digital and social media environments to build entrepreneurial capacity throughout Europe. In pursuit of this objective partners will:
(1) support front-line youth workers to develop new professional competences that enable them to harness the potential of online, challenge-based education to build the entrepreneurial attributes of their youth target group;
(2) develop a suite of WebQuest resources to support the acquisition of entrepreneurial competences;
(3) develop a bespoke WebQuest platform where all the challenge-based learning resources developed can be accessed by youth workers and youth target group members.

Project Website

https://gamechanger-project.eu/en/

EU Grant (Eur)

Funding of the project from EU: 149721 Eur

Project Coordinator

Lancaster and Morecambe College & Country: UK

Project Partners

  • JUGEND-& KULTURPROJEKT EV
  • The Rural Hub CLG
  • OSRODEK SZKOLENIOWO-BADAWCZY INNEO
  • INNOVADE LI LTD