MEET PROJECT

meet project projet

program of the project

Implement an innovative training tool (the Business Game) and transfer it from higher education to VET (EQF levels 4-5).

Leonardo Da Vinci - Transfer Of Innovation. 2009

Project number : LLP-LDV-TOI-10-IT-560

leonardo

Applicant 

IIS Luzatti

Associated partners

 

 

 

Nationaux  :

•  CRDP CERTA : Centre régional de documentation pédagogique Bourgogne - Réseau CERTA

CREDIJ : Centre Régional pour le développment local, la formation et l'insertion des Jeunes

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Transnationaux

ITALY

•  IIS "L. Luzzatti"

•  IPSSAR "P. Borsellino"

•  The Business Game Srl

•  USRV : Ufficio Scolastico Regionale per il Veneto

ESTONIA

•  LVC : Laane - Viru College

NETHERLANDS

•  KCH International

•  Stg. ROC West-Brabant

POLAND

•  ZDZ : Zaklad Doskonalenia Zawodowego W Kielcach

PORTUGAL

•  APMP : Associacao para a Promocao do Multimedia e da Sociedade Digital

•  CECOA : Centro de Formacao Profissional para o Comercio e Afins

ROUMANIA

•  CEMT : Economic College "Maria Teiuleanu" PITESTI

SLOVENIA

•  CPU : Gospodarska Zbornica Slovenije Center Za Poslovno Usposaljanje

 

Context of the project

The global financial crisis has highlighted the important role played by the education in promoting the employability and facing the challenges due to the global competitiveness. The partnership aims at implementing one innovative training practice (Business Game-BG) and transferring it from the applicant's country to the other ones and in particular from the higher education to the VET (EQF level 4 – 5). Moreover it aims at encouraging a possible development of the practice in the LLP and the setting out of pedagogical solutions based on ICT.

 

The project

The project addresses three objectives:

•  Innovative and attractive instrument: B.G. is a simulation and role-playing game which has been specifically designed for young people where the user can learn how managing a small company; it can be used by secondary schools to help the students to face a real working environment and to acquire the following competencies: decision making, problem solving and team working

•  Business Game is not simply a game but it will become a learning unit to be presented together with a guide; such guide will enable to set out learning outcomes in terms of KSC which should match EQF descriptors

Business Game will be considered as an innovative training toolt: BG's learning model is based on the experience; indeed the student is not passive but he/she plays an important role since he/she collaborates with the teacher and the other virtual students.

Target group

The target groups are students and teachers who are operators which are directly involved in translating and adjusting the Business Game.

 

Output

1. The Business Game handbook: the collection of the results concerning the scientific research carried out in the project

•  Chapter 1 - The needs for the learning process of users (4-5 EQF level)

•  Chapter 2 - The EQF format and the pedagogical criteria applied

•  Chapter 3 - The features of multimedia learning products or tools

•  Chapter 4 - Testing supporting

•  Chapter 5 - Utilization guide

•  Chapter 6 - Testing activities observation

•  Chapter 7 - Examples of units expressed in learning outcomes according to a specific learning pathway

•  Chapter 8 - Results of the pilot phase

2. Italian, English, Portuguese, Dutch and French versions of the Business Game software

3. Guidelines to install Business Game software

4. Dissemination materials and brochures

5. Plaquette

6. Monitoring and evaluation report

 

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