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Output identification 07
Strategy for the Adoption/Exploitation of
the EMPLOY Serious Game of Digital
Skill Building in School Education
“Everyone has the right to education and to have access to
vocational and continuing training.” Article 14 of the EU Charter
of Fundamental Rights.
Background
EMPLOY Project aims at developing a strategy able to ease the
wide deployment of the serious game and support further digital
skills development in school education.
There are two main direction to be followed:
- Internally aiming at the enhancement of operations within
partner organizations through sustainable activities,
- Externally thorough the adoption of project intellectual
outcomes by the wider sectors of school education.
Introduction
This strategy represents a fundamental step for the development of
the project outcomes.
The EMPLOY project addressed the development of digital skills
among young learners with the objective of enhancing their future
employment opportunities in innovation-related sectors that are
expected by policy makers to drive economic growth. Digital skills
are considered among the basic and transversal competencies that
are necessary in wide economic sectors and as such must be
developed among individuals with diverse professional and career
aspirations, independently of area. It also promotes the strategic
deployment of ICT in education as a learning tool, and the
development of ICT applications for learning and the integration of
digital tools as complementary educational content within wider,
blended learning and teaching processes. The integration of
proposed technology and pedagogies offered learning benefits to
both students and teachers by enhancing motivation, promoting
long-term engagement with the learning process, providing timely
and constructive feedback, and promoting critical and
entrepreneurial thinking mind sets.
In defining the strategy to be adopted, the labor market situation
must be taken into account. In fact, over time it requires even more
transferrable and cross-cutting skills, especially applied to the ICT
field. Education and training have a crucial role to play in meeting
the many socio-economic, demographic, environmental and
technological challenges facing Europe and its citizens today and in
the years ahead.
Looking at the European Strategy efficient investment in human
capital through education and training systems is its most relevant
component, to deliver the high levels of sustainable, knowledge-
based growth and jobs that lie at the heart of the Lisbon strategy, at
the same time as promoting personal fulfilment, social cohesion and
active citizenship.1
European cooperation in education and training for the period up to
2020 should be established in the context of a strategic framework
spanning education and training systems as a whole in a lifelong
learning perspective. Indeed, lifelong learning should be regarded
as a fundamental principle underpinning the entire framework,
which is designed to cover learning in all contexts — whether
formal, non-formal or informal — and at all levels: from early
childhood education and schools through to higher education,
vocational education and training and adult learning.
Specifically, the framework should address the following four
strategic objectives:
1 Council conclusions of 12 May 2009 on a strategic framework for European cooperation in education and training ( ET 2020 ), OJ C 119, 28.5.2009, p. 2–10 (BG, ES, CS, DA, DE, ET, EL, EN, FR, IT, LV, LT, HU, MT, NL, PL, PT, RO, SK, SL, FI, SV) http://eur-lex.europa.eu/legal-content/EN/TXT/?uri=celex:52009XG0528(01)
1. Making lifelong learning and mobility a reality;
2. Improving the quality and efficiency of education and training;
3. Promoting equity, social cohesion and active citizenship;
4. Enhancing creativity and innovation, including
entrepreneurship, at all levels of education and training.
The periodic monitoring of progress towards a set objective
provides an essential contribution towards evidence-based policy
making. The strategic objectives outlined above should accordingly
be accompanied by indicators and by reference levels for European
average performance (‘European benchmarks’). Building on the
existing benchmarks, these will help to measure at European level
the overall progress made and to show what has been achieved.
Given the current European strategy, the 6 priorities for the 2016-
2020 period are:
relevant and high-quality skills and competences for
employability, innovation, active citizenship and well-being
(e.g. creativity, sense of initiative and critical thinking);
inclusive education (i.e. including the increasing diversity of
learners), equality, non-discrimination and the promotion of
civic competences (e.g. mutual understanding and
democratic values);
open and innovative education and training, including fully
embracing the digital era;
strong support for educators (e.g. improved recruitment,
selection and training processes as well as continuing
professional development);
transparency and recognition of skills and qualifications to
facilitate learning and labor mobility (e.g. by means of the
European quality reference framework);
sustainable investment (including exploring the potential of
the investment plan for Europe), performance and efficiency
of education and training systems.2
The European Strategy aims at implementing four main points:
1. The first European Strategic objective consists of making
lifelong learning and mobility a reality. Current changing
economic and social circumstances subsequent to the
demographic increase level led to the need to update and
develop new advanced skills in line with a lifelong approach to
an education able to be more responsive to world changes and
challenges. While new initiatives in the field of lifelong learning
may be developed to reflect future challenges, further progress
with ongoing initiatives is still required, especially in
implementing coherent and comprehensive lifelong learning
strategies. In particular, the development of national
qualifications frameworks based on relevant learning outcomes
and their link to the European Qualifications Framework is
needed to be ensured, through flexible learning pathways. A
certain degree of adaptability is required in the process.
2. In order to achieve the second strategic objective - Improving
the quality and efficiency of education and training -, high
quality education and training systems are crucial for Europe's
success and for enhancing employability. Ensuring the
acquisition of key competences by everyone is the fundamental
goal of this strategic objective, while developing the excellence
and attractiveness at all levels of education and training that will
allow Europe to retain a strong global role. To achieve this on a
sustainable basis, greater attention needs to be paid to raising
the level of basic skills such as literacy and numeracy, making
mathematics, science and technology more attractive and to
strengthening linguistic competences. At the same time, there is
2Council conclusions of 12 May 2009 on a strategic framework for European cooperation in education and training ( ET 2020 ), OJ C 119, 28.5.2009, p. 2–10 (BG, ES, CS, DA, DE, ET, EL, EN, FR, IT, LV, LT, HU, MT, NL, PL, PT, RO, SK, SL, FI, SV) http://eur-lex.europa.eu/legal-content/EN/TXT/?uri=celex:52009XG0528(01)
a need to ensure high quality teaching, to provide adequate
initial teacher education, continuous professional development
for teachers and trainers, and to make teaching an attractive
career-choice. It is also important to improve the governance
and leadership of education and training institutions, and to
develop effective quality assurance systems. High quality will
only be achieved through the efficient and sustainable use of
resources — both public and private, as appropriate — and
through the promotion of evidence-based policy and practice in
education and training.
3. The third Strategic objective consists of promoting equity,
social cohesion and active citizenship. Looking at the
fundamental role of education in citizens’ life, education and
training policy should enable all citizens to acquire, update and
develop over a lifetime both job-specific skills and the key
competences needed for their employability and to foster further
learning, active citizenship and intercultural dialogue.
In addition, these improvement would have a positive impact on
educational disadvantage cases, providing high quality since
early childhood education steps, promoting so an inclusive
education model. Education and training systems should aim to
ensure that all learners — including those from disadvantaged
backgrounds, those with special needs and migrants —
complete their education, including, where appropriate, through
second-chance education and the provision of more
personalized learning. Education should promote intercultural
competences, democratic values and respect for fundamental
rights and the environment, as well as combat all forms of
discrimination, equipping all young people to interact positively
with their peers from diverse backgrounds.
4. Finally, the last strategic objective aims at enhancing creativity
and innovation, including entrepreneurship, at all levels of
education and training. In particular, EMPLOY project would
benefited from this approach, given the potential connection
with the entrepreneurial domain: being EMPLOY focused on
digital skills acquisition and development through an intuition
process, it would result of outstanding interest for companies
assessment in future. Moreover, EMPLOY serious game could
be improved in schools and through schools piloting and testing,
to enhance additional tools that could be relevant for youth
generations’ prospected working environment.
As well as engendering personal fulfilment, creativity constitutes a
prime source of innovation, which in turn is acknowledged as one
of the key drivers of sustainable economic development. Creativity
and innovation are crucial to enterprise development and to
Europe's ability to compete internationally. A first challenge is to
promote the acquisition by all citizens of transversal key
competences such as digital competence, learning to learn, a sense
of initiative and entrepreneurship, and cultural awareness. A second
challenge is to ensure a fully functioning knowledge triangle of
education-research-innovation. Partnership between the world of
enterprise and different levels and sectors of education, training and
research can help to ensure a better focus on the skills and
competences required in the labor market and on fostering
innovation and entrepreneurship in all forms of learning. Broader
learning communities, involving representatives of civil society and
other stakeholders, should be promoted with a view to creating a
climate conducive to creativity and better reconciling professional
and social needs, as well as individual well-being.
EMPLOY development according to the EU guidelines
and strategic framework
EMPLOY is innovative by addressing the issue of digital skill
building among individuals that are at risk of social exclusion early
in life, in primary and lower secondary school, through activities
that are linked to real world needs. By addressing digital skill
development among youngsters aged 10 to 15, the project aimed at
preventing the issue of less than adequate digital skills among
individuals at risk of social exclusion, which is often a result of
reduced access to learning opportunities and services, from ever
arising, thus promoting equity and inclusion in education. The
project promoted the broadening of career options for individuals at
risk of exclusion by raising awareness on professional profiles that
will be in demand in the coming years and by building the skills
that are necessary for entering the knowledge economy by:
a) Increasing access to learning resources through openly
available serious games;
b) Empowering learners to take control of their lives by
addressing core digital competencies early, in school
education;
c) Deploying and evaluating serious games as learning tools
towards building skills among individuals at risk of social
exclusion that will enhance their employability and as a
result their capacity to be socially included and civically
active;
d) Raising awareness on broadened professional development
paths related to innovation.
The project used ICT in a strategic manner by introducing serious
gaming as a means for exposing young learners to activities that
simulate the real world but are age appropriate. Research shows that
students remember only 10% of what they read; 20% of what they
hear; 30% if they see visuals; 50% if they watch someone doing
something and explaining it; and 90% of what they do themselves,
even only as a simulation. There is a wide consensus in the
scientific community on the educational value of serious games
towards enhancing motivation, engagement with learning processes,
and knowledge support.
Strategy
KEY STRATEGY PRINCIPLES: The project opens up to the
development of a series of actions for the integration of
fundamental critical, creative and transversal skills. There is a
needfor multiple stakeholders to adopt leadership roles in
attaining the Strategy and this will be essential in achieving success
by 2020, as expected by the European Union strategy on Education.
These objectives and the entire strategy are underpinned by five key
principles, identified during the consultation and research phase.
These principles are listed below and are designed to ensure that
school authorities, school leaders and all key stakeholders play a
proactive role in enhancing our education system by integrating
ICT more effectively. The Strategy recognizes that schools are at
different stages of their journey towards ICT integration and there is
an acknowledgment that a one-size-fits-all approach will not
achieve success. In consideration of this, the Strategy will support
schools to identify where they are on this journey and will provide a
range of supports to assist them move ICT integration forward over
the next years.
Principle Descriptor
1. A Constructivist
Pedagogical
Orientationunderpin
ning the embedding
of ICT in
schools.
A constructivist
pedagogical
orientation
supportsteachers
in effectively
using ICT with
theirstudents i.e.
learners are
actively
involved in
aprocess of
determining
meaning and
knowledge for
themselves.
2. The use of ICT in
teaching, learning
andassessment can
enhance the learning
experiences of all
students.
ICT plays an
important role
in
supportinginclus
ion and
diversity for all
learners by
enhancing
learning
opportunities for
all
students.
3. The use of ICT in
teaching, learning
andassessment is
embedded in
schoolcurricula,
Department policies
and teacher
education.
The Department
and its agencies
will playa
proactive role in
implementing
the
DigitalStrategy
for Schools.
4. ICT is used in an
ethical and
responsibleway.
Schools and the
Department
enable all users
touse ICT in an
ethical and safe
way.
5. ICT Planning is
required to ensure
ICTintegration in
teaching, learning
and Assessment.
All levels of the
education
system are
engagedin
inclusive
planning for the
effective
integration
of ICT.
7.1-7.2 EMPLOY didactical framework: identification of
outcomes to be promoted for post-project adoption and
methodologies
This section discusses the EMPLOY outcomes that are considered
exploitable and can be the target of a post-project adoption strategy.
The exploitable outcomes include: the EMPLOY didactical
framework andits learning suite that applies in practice the
proposed learning methodologies.
EMPLOY proposes a learning intervention that exploits new
technologies and uses a didactical framework which builds on
explorative learning methodologies, problem-based learning, and
analytical thinking practices.
The analysis of country practices through the literature
demonstrates that digital skills development courses are part of
school curricula in Greece, Turkey, Estonia, and France. Digital
skill development is not included at all in curricula in Italy.
Furthermore, the school curricula often focus on building specific
competences in relation to using popular tools and services without
making links to how these skills may be deployed in professional
settings. In other words, digital skill building at school is not taking
into account industry needs, thus missing an opportunity to prepare
learners for becoming effectively engaged in the ICT sector and
ICT using sectors. This demonstrates that there is a gap in school
education in Europe in relation to building digital skills for
employment, thus making the EMPLOY project objectives and
activities highly relevant.
In addition, the analysis of country practices through the literature
demonstrates that insufficient services and initiatives are in place
for the lifelong development of educator skills on building their
students digital literacy. This is the result of many factors. Some
include the lack of time availability for teachers to attend training.
Others include the fact that teachers, when given the opportunity to
engage in training, may choose to follow different subjects that they
feel are more applicable in the school practices. This is partly the
result of the lack of technical infrastructure in schools in the form of
computer labs where digital skills may be developed. In other
words, teachers may feel that even if they did have the skills to
teach digital competencies they still do not have access to up-to-
date equipment at the schools for effectively delivering training.
Another challenge is the lack of effective technical support for
schools in relation to using digital equipment in learning.
A blended learning design that embodies on-line experimentation,
and class collaboration towards collective knowledge building in a
group of learners. End-to-end learning activities are designed for
enhancing existing school practices by integrating virtual
applications into the current instructional flow, including
fundamental principles concerning the development of transversal
learning skills, in particular analytical and critical thinking,
creative learning, entrepreneurial learning, work in groups as well
as independently. These skills are applicable horizontally to all
subject areas and help learners excel in school as well as later in the
professional career. Therefore, the EMPLOY practice represents a
great basis for a first step into a real working environment
dimension.
More specifically, the proposed didactical framework uses inquiries
and problem-solving to help learners:
Identify the objectives of a given problem;
Identify input parameters and value ranges;
Identify the resources available for solving the
problem;
Experiment with and analyze alternative
implementation solutions;
Critically compose an algorithmic solution;
Visualize feedback on the actual effects of a particular
implementation route;
Compare their solution to those of peer learners in the
context of class collaboration;
Reflect upon optimal and less optimal solutions.
The methodology encourages an interactive and step-wise
development of a solution allowing learners to learn by their
mistakes, correct errors, and build incrementally their analytical
thinking capacity.
7.3. EMPLOY Serious Game Designing
EMPLOY targets directly professionals and ICT educators with the
objective of develop digital skills among young learners in order of
enhancing their future employment opportunities in innovation-
related sectors. The specific interests and expected learning benefits
in relation to each group are:
Primary and secondary school students interested in developing ICT
skills. Benefits of this group include enhanced opportunities on job
market.
Primary and secondary school teachers interested in implementing
innovative teaching methods. Benefits of this group are related with
enriching their teaching methods with game based learning and
gamification methods.
In addition, the following groups benefit indirectly by EMPLOY
activities and outcomes, including analyses results, services, and
evaluation results:
Policy makers in education stand to gain from the analysis of the
current practices in the field in relation to ICT education as well as
ICT education at the tertiary level. They can benefit from
evaluation results on the effectiveness and impact of the validation
of the EMPLOY tools and pedagogical approaches in the context of
lifelong professional education.
Similarly, educational and software services industry actors stand to
gain from the same outcomes for enriching their data and
information on market trends and stakeholder interests and needs.
The main goal is reproducing in the serious game all the in-game
functionalities mimicking real everyday job life ones. For the
precise purpose of the serious game, the simulation will reproduce
basic and easy and repetitive tasks.
The design of the actual in-game scenario is crucial to do something
creative and entertaining, to involve young students’ attention.
The sections included are: web browser, social media, word
processor, spreadsheet software, presentation software, image
editor, instant messaging software, and e-mail software.
All the section have been created in English, producing the contents
mimicking possible combinations of usability to simulate tasks to
be achieved at the desk in an ordinary job day. Then, the contents
have been translated into all the other languages of the project
(Turkish, French, Estonian, Greek and Italian).
Each game in the EMPLOY Project corresponds to the work life of
an employee or entrepreneur or any worker faced with having to
deal with computers and digital challenges in their everyday work
life. The goal of the game is to keep playing, which in game terms
means keep working. A savegame will be automatically created at
the end of every in-game day, in order to allow the player to go
back in time if they need or want to do so. At the beginning of
every in game day, the player will start at a desk or in an outdoor
environment. The tasks will be exactly similar in both cases, the
main difference being that in the outdoor environment the player
will have to use mobile devices instead of computers to complete
the assigned tasks. Every in-game working day will last the exact
same real time duration. Once the player arrives in the daily
environment, he/she will be presented a general briefing for the day.
There will be an infinite number of tasks presented to the player, in
a serial fashion. The next task is only presented once the last one
has been completed.
Fig. 1. The very first draft design of the game interface, with a zone listing tasks
(left), one describing in detail the task (up), and one where the task takes place
(center).
The player will be able to drag and drop important information
from the task given to his/her work environment in order to achieve
the task. For example, if the task is to send an email, the body,
subject, recipients of the email can be dragged and dropped from
the task zone to the work environment zone, here an email client.
The tasks could be presented by colleagues or clients, either in the
flesh if the player is in an indoor environment or through email or
text messaging if the player is outdoors.
Some task might require a combination of different skills. For
example if an email is to be sent to the CEO of a company the
player doesn’t have the email address of, then it means that the
player will need to do an Internet research in order to find it.
Alternatively, the user could also use instant messaging to ask a
colleague. Several approaches could be possible to solve a certain
given task. As the whole game is based on time performance, the
amount of time each sub-task and task will take has to be carefully
weighed for game balancing purposes.
A visual and/or audio cue will signal in advance the end of the in-
game work time. Once it is over, the player environment freezes
and a new screen appear, summing up the performance of the day.
The daily summary of the players’ successes and failure could be
presented either as a detailed lists of all tasks undertaken or in a
more simple fashion a screen to transform each success into a credit
in the form of the game internal currency. Each failure could be
transformed into a debit of in-game currency, but this might be a bit
harsh as it is a double punishment. After the summary of the
player’s daily action, a certain amount of in-game currency will be
deducted from the player’s account. The screen detailing the
successes and failures and the one summing up the daily costs could
be merged into one.
This means that the players are obliged to succeed in a minimum
amount of tasks per day; the exact number of those successful tasks
will be ironed out during a game balancing phase later on during the
game development.
Fig. 2. A later version of the game design, where the three zones described in
figure 1 are still present but blend better into the environment
Education Digital Skills for Employability and Social Inclusion - EMPLOY Project 2015-1-TR01-KA201-021424KA2 - Cooperation for Innovation and the Exchange of Good Practices Strategic Partnerships for School
Dissemination
The proposition of the report to follow, is based on a detailed table to fill in
throughout the 2 years of the projects that we can find in the annexes of the
project.
The monitoring has been organised through levels of dissemination: local,
regional, national, European and international.
At each European meetings, the exchanges of best practices for dissemination
were discussed and approved.
The Social media for Employ were used through Facebook, Twitter and the
website.
The monitoring has be done by each partner, and then been centralised through
the consortium and the dissemination partner.
The monitoring has been written in different categories of activities inside or
outside the organisation, for instance:
Face-to-face activities
Internet Based activities
Paper based activities
Performance activities
The press is a channel of dissemination, online or on paper.
Partners from each country participating in the EMPLOY project
organizedseveral national dissemination activities especially targeted to
education and otherIT institutions. The activities should be tailored to the
national context and include conferences, workshops, training events, briefings,
meetings, press releases and email bulletins.
7.5EMPLOY evaluation in all partner countriesEducational effectiveness of serious games in specific learning contexts still
needs to be tested. Serious games evaluation efforts are so far scattered and no
common evaluation approach appears to be broadly adopted. Often, failure of
serious games as learning tools is related to implementation that does not
Education Digital Skills for Employability and Social Inclusion - EMPLOY Project 2015-1-TR01-KA201-021424KA2 - Cooperation for Innovation and the Exchange of Good Practices Strategic Partnerships for School
address all aspects of serious games, i.e. pedagogical design, gaming design,
and user-game interaction design.
The evaluation of project activities and results will aim to: Ensure that the
project outcomes meet the needs of identified stakeholder groups Ensure that
project outcomes are completed according to the proposal work plan and are of
high quality Monitor project management and implementation in correlation
with the project proposal work plan and budget.
In particular, EMPLOY contributed to research related to serious gaming
evaluation in learning contexts by designing and executing an extensive
evaluation strategy for establishing the added value of the learning games.
- Game designing
By playing the game, the users of the software have been placed in an office
environment where they will need to solve daily tasks of varying difficulty. All
the tasks presented required a certain digital skill or a combination of several of
them to be performed adequately. Each in-game day corresponded to a certain
amount of game time and at the end of the game day in-game currency have
been earned according to the successes and failures of the players in the given
tasks. A certain amount of currency (fixed or variable according to some
events) have also been deduced from the players’ accounts every day for up-
keeping/maintenance/etc. purposes.
The overall goal of the game is being able to keep playing, with the earnings
from the successes in the daily tasks outweighing the general costs incurred.
The Unity engine and development tools have been used to create this game,
ensuring a multi-platform reach for the EMPLOY product. A 2D perspective
has been selected while retaining the full capacities of the 3D Unity Engine.
The game can be used both inside and outside of the classroom. The software
needs to be used in the context of a course, and its design has been adapted to
the constraints of classrooms and courses by warranting playtimes of various
length, anywhere between 5 minutes and several hours.
Each game in the EMPLOY Project corresponds to the work life of an
employee or entrepreneur or any worker faced with having to deal with
computers and digital challenges in their everyday work life. The goal of the
Education Digital Skills for Employability and Social Inclusion - EMPLOY Project 2015-1-TR01-KA201-021424KA2 - Cooperation for Innovation and the Exchange of Good Practices Strategic Partnerships for School
game is to keep playing, which in game terms means keep working. A
savegame will be automatically created at the end of every in-game day, in
order to allow the player to go back in time if they need or want to do so. At
the beginning of every in game day, the player will start at a desk or in an
outdoor environment. The tasks will be exactly similar in both cases, the main
difference being that in the outdoor environment the player will have to use
mobile devices instead of computers to complete the assigned tasks. Every in-
game working day will last the exact same real time duration. Once the player
arrives in the daily environment, he/she will be presented a general briefing for
the day. There will be an infinite number of tasks presented to the player, in a
serial fashion. The next task is only presented once the last one has been
completed.
Each player simulates his/her first day of job in front of a desk.
The EMPLOY projects created an ad hoc methodology and specifically active,
explorative, and collaborative learning through serious games, for enhancing
key digital and STEM competencies of school learners so that they are in-line
with industry and market demands fostering employability. The framework
will take into account analyses on the training requirements of school learners
as well as needs for building the competencies of teachers and designed for
integration into existing school practices enriching learning experiences and
learning outcomes.
- Proof-of-concept serious game
The project consortium authored a proof-of-concept serious game for the
development of ICT skills among individuals at risk of exclusion. The game
drew inspiration from real-life activities that deploy ICT for work purposes and
built digital capacity among young learners in primary and lower secondary
education; the game interface have beenproduced in all languages represented
in the consortium through project partners, i.e. Turkish, Greek, Estonian,
French, and Italian, as well as in English to make it available for a larger
audience. An accompanying user guide on the proposed ICT-skill building
serious game, acting as a reference on game use; will be available in Turkish,
Greek, Estonian, French, and Italian, as well as in English.
Education Digital Skills for Employability and Social Inclusion - EMPLOY Project 2015-1-TR01-KA201-021424KA2 - Cooperation for Innovation and the Exchange of Good Practices Strategic Partnerships for School
Instructional support content in the form of good practice videos facilitated the
integration of proposed methodologies and tools into existing school practices,
enriching learning for the benefit of the ultimate end-users, i.e. learners and
teachers.
7.5 Evaluation sitesThe EMPLOY project has been evaluated in each consortium country.
In Greece in the area of Thessaly, the tests have been realized at: the 2nd
Vocational School of Karditsa, the 5th High School of Karditsa, and the 3rd
High School of Trikala, covering 80 students, covering the age range of 15-18
years-old.
In Italy, 50 students aged 14-15 from the “Galileo Galilei” Vocational
Secondary School, with minimum informatics education, as they are all at the
first year course. This was highly useful in terms of impact evaluation to assess
the intuition skills and the learning methodology of the EMPLOY serious
game. Students enjoyed the experience and were effectively able to use the
whole game, opening to internal competition and giving their feedbacks on the
usability and working desk experience. Many of them, for example, had never
tried to send emails in advance.
In France,
Results from all schools:
- Students actively engaged themselves in the EMPLOY serious game, an
developing an individual and collective overall experience on the game
platform, blending both informatics and transversal skills, in which they
directly tested the positive impact for their future employability
opportunities.
- Students shared their observations and feedbacks with teachers, discussing
in class the possible improvements. The latter have been always collected
and taken into consideration for future updating versions of the serious
game.
Education Digital Skills for Employability and Social Inclusion - EMPLOY Project 2015-1-TR01-KA201-021424KA2 - Cooperation for Innovation and the Exchange of Good Practices Strategic Partnerships for School
- Students have been exposed to the specific learning methodology
developed through the game.
- Teachers took part to the first evaluation of the pilot version of the serious
game, and they provided feedbacks that allow to improve the initial
malfunctioning in the system. Teachers also cooperated with the
implementation team, fostering the relevance, acceptance, and effectiveness
of the EMPLOY learning process to strengthen digital skills, as a
fundamental basis and acquired result among young students for their
future employability.
7.6 Leveraging outcomes through use in additional learning scenarios and
actors
Given the outstanding importance of EMPLOY focus on digital skills
development, its adaptation through additional learning settings and activities.
In particular, it would be interesting to develop the serious game or any other
evolutionary format in partnerships with industries. This cooperation would
follow two main scopes: 1. Modeling the game (or its variation) taking into
consideration the skills required by industries in the labor market, including in
the game new ways to test youth generations’ abilities and attitudes; 2.
Facilitate the meeting process between offer and request of job profile in the
labor market.
An update of the current version with innovative and additional tools or
variations could offer the opportunity to help students develop their own
interpersonal skills, including also specific team-building abilities. Both
students (meant as prospected workers) and industries would benefit from the
improvement of working relationship management skills, in combination with
more technical abilities, such as the distinction between managing and drafting
an e-mail to be sent to a friend or to a colleague/supervisor.
Under the ethical perspective, deepening individual responsibility while using
internet would represent an asset in the development of further stages of the
Education Digital Skills for Employability and Social Inclusion - EMPLOY Project 2015-1-TR01-KA201-021424KA2 - Cooperation for Innovation and the Exchange of Good Practices Strategic Partnerships for School
project. Such approach would be beneficial for students both as individual and
as a future worker.