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.
|The aim of the project is to build entrepreneurial capacity in Europe by using digital and social media environments.|
|Promoting entrepreneurship education and social entrepreneurship activities among young people through innovative practices in digital era.|