Game-Changer IO2 In-service Training Programme
- basic knowledge about the Erasmus+ educational funding programme project when supporting the development of their service users - evaluate their approach to the acquisition of key entrepreneurial skills when supporting their service users 3. The European Entrepreneurship Competence Framework (EntreComp) - knowledge of the rationale behind the EU EntreComp: The Entrepreneurship Competence Framework research - theoretical knowledge of the key concepts and aims of the EntreComp research - knowledge of the findings of the EntreComp research including the key entrepreneurial competences identified - recognise the value of the EntreComp research and guidance for implementing the framework into their daily work with young people - recognise the importance of entrepreneurship and entrepreneurial competences for the development and career potential of young people - utilise the EntreComp Framework to encourage service users to increase their entrepreneurial competencies - apply the key concepts and findings of the EntreComp Framework to their youth work initiatives Phase 2 4. The Gamification of Learning - knowledge of the concept of gamification of learning and challenge-based learning - build an understanding of the value of using innovative pedagogic methodologies for providing training in dynamic, online environments and for - the ability to define and describe the concept of the gamification of learning - recognise the strengths and limitations of the gamification of learning - combine new pedagogic approaches with their existing youth provision and engagement strategies
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