Game-Changer IO2 In-service Training Programme

Module 2: What is the Game-Changer Project? Game-Changer: Building Entrepreneurial Competences Through Challenge- Based Learning is an innovative youth education project funded by the European Union (EU) Erasmus+ p rogramme. The objective of the Game- Changer project is to harness the power of digital and social media environments to build entrepreneurial capacity among young people. In pursuit of this objective the project partners are aiming to: 1. support youth workers to develop new professional competences to harness the potential of online, challenge-based education that build entrepreneurial attributes in young people; 2. develop a suite of 30 WebQuest challenge-based resources that support the acquisition of entrepreneurial competences in a youth target audience; 3. develop a bespoke website where all the project resources can be accessed by youth workers and youth target group members in all partner languages; 4. provide a bespoke training programme and accompanying materials to support the professional development of youth workers. The aim of Game-Changer is to provide high quality opportunities for skills and competence development through a bespoke entrepreneurship training programme. The project is focussed on incorporating alternative pedagogical approaches that are facilitated by developments in information and communication technology and the growth in the popularity of digital and social media. Young people and youth workers engaged in the Game- Changer entrepreneurship development programme will acquire a broad range of competences and develop a range of transversal skills. The Game-Changer project has focussed on the key competences identified within the EU EntreComp Framework. The EntreComp Framework is the result of a robust research methodology, where a wide-ranging group of experts progressively reached a consensus around the key competences necessary for achieving the entrepreneurial potential of EU citizens. It comprises of three broad competence areas with five specific competences in each area. Each of these fifteen competence areas have been explored in the Game-Changer project to help promote entrepreneurship education among young people. The Game-Changer consortium has addressed these competences using a WebQuest methodology. WebQuests provide front-line youth service providers with an innovative, engaging and youth appropriate methodology for promoting the use of ICT in learning for today's digital natives. They can be implemented as an additional approach included in the range of methodologies and strategies that youth workers utilise during their daily activities.

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