Play Commerce – game-based training for better management in retail networks Erasmus Project

General information for the Play Commerce – game-based training for better management in retail networks Erasmus Project

Play Commerce – game-based training for better management in retail networks Erasmus Project
July 7, 2020 12:00 am
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Project Title

Play Commerce – game-based training for better management in retail networks

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 vocational education and training

Project Call Year

This project’s Call Year is 2014

Project Topics

This project is related with these Project Topics: Enterprise, industry and SMEs (incl. entrepreneurship); New innovative curricula/educational methods/development of training courses

Project Summary

Commerce is often an entry point into the labour market; more than 20% Europeans aged 15-25 worked in the sector in 2012.
Franchising has proven to promote the creation of enterprises and small-business ownership; The share of employment in these enterprises is 10.8% Italy, Spain and Poland are among countries wher franchize systems ar the most numerous (research by European Franchize Federation). Currently 32 % of all retail employees including managers are unskilled or semi-skilled. Big problem is a mismatch between the skills needs of companies and those of Staff in the retail sector (Towards more efficient and fairer retail services …”,COM(2010)355)
The EU system of continuous VET for Retail networks lacks efficient and effective training tools. Board games have been used for in-corporate settings for about ten years, but are not yet in broad use.
The project lasted 26 months. The partnership was made up of 5 institutions from Poland, Italy and Spain with different backgrounds, experience and specialization. The partners worked within 7 WPs. Each WP (related to output development) involved every partner in a process of elaboration under substantive supervision of Output Leader.
The aim of the project was to facilitate leveling mismatches between labour force skills and the skill needs of the retail sctor, through enhancing quality and relevance of contiuing vocational education and trainig (CVET) offer for retail networks in 3 partners countries by the 31.08.2016. This aim was achieved by specific goals:
G1: Improve capabilities of 30 people working in organizations offering training services for retail sector by teaching them how to use new game-based training methodology.
G2: Increase attractivenes of trainings for retail sector by providing at least retail networks or/and training organizations with new board-game based training methodology and tools linking education and entertainment, introducing innovative approaches.
G3: Facilitating increase of entrepreneurial approach and improvement of managerial competences specific for running business in retail networks (agency, franchize), thorugh development of comprehensive training programmes and learning materials involving ICT
G4: Increase labour market relevance of learning provision , involvement of important business actors from commerce sector in development of methodology and learning materials.
G5: Raising awareness among at least 170 retail networks and/or VET providers on effectiveness of the proposed game-based training methodology and related tools in leveling mismatches between skills needs of retail sector and of potential entrepreneurs.
The partners produced 5 intelectual outputs:
1. 2 separate board games: Play Commerce Agency and Play Commerce Franchise – a tool for providing training services specifically for entrepreneurs in retail networks
2. Training packet: board-game based training methodology for retail networks (franchize and agencies) incorporating innovative teaching methods, aproaches, tools , – blended-learning training modules for agencies and franchizees, – 32 education materials (mini lectures) supporting trainers-moderators in their work
3. 32 Knowledge pills for entrepreneurs in retail networks who participate in trainings (accessible on online platform before and after training)
4. Train the trainer – for future trainers-moderators who will use the board game methodology: – programme of blended training for game moderators/trainers,
5. Handbook for retail network operators and training providers explaining benefits of use of the board-game methodolgy in trainings for SME functioning in the retail network (franchise of agency network)
The main target group constisted of internal trainers, who work for retail network companies and for trainers working for training providers for retail sector. The other group which benefited from the project were of course entrepreneurs operating business in networks, managers and deputy managers of franchise and agency network business. Indirectly project influenced VET policy makers who raised awareness on new treaining methodology applied in teaching people in retail networks.
Impact levels:
• Organizational, i.e.: increased experience of partners’ organizations in transnational projects)
• Local, i.e.: strenghtening cooperation between business organizations and training providers, raised potential of SME through better skills of entrepreneurs in retail networks
• National, i.e.: teaching methodology and tools can contribute to national policy level for support bussinees owners skills development
• European: contribution to EU policies, strengthening cooperation between enterprises and learning organizations in project partners’ countries, which may influence designing more market-related trainings

EU Grant (Eur)

Funding of the project from EU: 286580,09 Eur

Project Coordinator

Lagardere Travel Retail Sp. z o.o. & Country: PL

Project Partners

  • Unione regionale veneta del Turismo Commercio e Servizi
  • HOMINEM CHALLENGE SL
  • ORANGE HILL Sp. z o.o.
  • Assofranchising Italian Association of Franchising