Self-entrepreneurship: how to turn ideas into action Erasmus Project
General information for the Self-entrepreneurship: how to turn ideas into action Erasmus Project
Project Title
Self-entrepreneurship: how to turn ideas into action
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 2019
Project Topics
This project is related with these Project Topics: Pedagogy and didactics; New innovative curricula/educational methods/development of training courses; Entrepreneurial learning – entrepreneurship education
Project Summary
CONTEXT
In order to face the challenges posed by the current global socio-economic scenarios appropriately, it is necessary for young people to start acting on the basis of ideas, transforming them into value for themselves and for others. Drawing on this, the need to strengthen entrepreneurial skills among the younger generations has emerged over the last few years (OECD, 2009, 2014). Indeed, entrepreneurship education focuses precisely on transmitting to young people the ability to transform ideas into actions through creativity, innovation, risk assessment and assumption, as well as individual and team work (MIUR, 2018) to every working context and experience of active citizenship, regardless of their actual involvement in entrepreneurial initiatives (EC, 2007, 2016).
OBJECTIVES
The general objective of the project is to enhance entrepreneurship education for secondary school students at European level. In particular:
Improve the process through which students acquire entrepreneurial skills, through the creation and use of innovative ICT-based tools, such as a free digital gaming platform for entrepreneurship laboratories in schools;
Improve teaching methods of teachers, through the development and use of new training methods on the development of entrepreneurial pathways to be carried out, in the specific case, through the use of the serious gaming platform that will be created.
NUMBER AND PROFILE OF PARTICIPANTS
The project participants are:
Second grade secondary education teachers (18 in total, minimum) who will be the main target of project activities and outputs;
Second level secondary education students (360 in total, minimum) who will be the final beneficiaries of the project outputs.
DESCRIPTION OF ACTIVITIES
The project includes the following activities:
5 Intellectual Outputs IO1: Need Analysis Report; IO2: Matrix of Learning Outcomes for teachers and students; IO3: Serious Game Platform; IO4: Methodological guide for teachers for the transfer of entrepreneurial skills to students through the platform; IO5: MOOC.
6 Management Meetings Italy, Finland, Spain, Turkey, Greece and Latvia
1 Training Mobility for teachers in Latvia.
METHODOLOGY TO BE USED IN CARRYING OUT THE PROJECT
The methodology is based on the PRINCE2 model: the project is organized in several phases, in which the activities are divided, planned and assigned on the basis of the outputs.
The project is divided into 3 Macro-phases: Preparation; Implementation; Closing. The phases of the project are of 2 types:
Transversal: Project Management, Dissemination and Follow-Up;
Chronologically vertical: Intellectual Outputs, Training Activity abroad.
RESULTS AND IMPACT ENVISAGED
The project aims to develop and transfer to students and teachers the learning outcomes (skills, knowledge and skills, according to the ECVET Recommendation, 2009):
Students (EntreComp, 2016): ideas and opportunities: recognizing opportunities, creativity, vision, valuable ideas, ethical and sustainable ideas; resources: self-awareness and self-efficacy, motivation and perseverance, mobilizing resources, economic-financial knowledge, mobilizing others; in action: take the initiative, plan and manage, face uncertainty and risk, work with others, learn from experience.
Teachers (Eurydice Italia, 2017): project-based approach; teaching for case studies in addition to the use of textbooks; interdisciplinary approach; group process management and group interaction; coaching (and not as a teacher); digital teaching and serious gaming.
In view of this, the project aims to generate the following impacts:
Students: Improvement of entrepreneurial skills, in line with the provisions of the EntreComp Framework (2016);
Teachers: Improving entrepreneurship teaching methodologies, in line with what is established by the Document “Entrepreneurship Education at School in Europe” (Eurydice Italia, 2017).
POTENTIAL LONGER TERM BENEFITS
The project aims to generate the following long-term benefits:
Improvement of training models in entrepreneurship education, not only in schools, but also in companies and other local institutions active in adult education;
Improvement of training policies to support entrepreneurship at all levels of government;
Greater diffusion of the EntreComp Framework within EU Member States.
EU Grant (Eur)
Funding of the project from EU: 332551 Eur
Project Coordinator
I.I.S. “Benvenuto Cellini” & Country: IT
Project Partners
- OPENCOM I.S.S.C.
- PRAKTICA TRAINING CONSULTING S.L
- CENTRO DE FORMACION INTERNACIONAL REINA ISABEL
- Experimental High School of University of Patras
- Liepajas Raina 6. vidusskola
- Lounais-Hämeen koulutuskuntayhtymä
- CASARTIGIANI AREZZO

