MiGreat!

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In a society in constant change and development, grows the need to empower the skills of migrants through specific tools for trainers, in order to facilitate their access to the job market. Project lifetime September 2016 - September 2018 Objectives The primary goal of the MiGreat! project is to train a group of migrant trainers (VETPROS) by developping a series of online educational material and mobile technology applications aimed at empowering Migrants to make best use of their existing knowledge, skills and competences and
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WORKQ – Qualification at work

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WORKQ (Qualification at work) has chosen three priorities that go hand in hand and affect on the quality of VET. The priorities follow the priorities of Edupoli's strategy and the KA2 Strategic Partnerships for VET. For the future success of VET we need to find new path ways, new models and methods to get competencies needed  in the working life. Close cooperation, working together with and in the work places is a key to competent, high quality workers. Context Most of European countries
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SUSEN – Sustainable Entrepreneurship – A Game-Based Exploration for Lower Secondary Schools

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The core goal of this project is the development of a game-based learning tool to enhance entrepreneurial education. The tool combines typical features of strategic games, like team-oriented problem-solving while facing uncertainties in a competitive environment, with elements of a so called service learning to support the development of civic engagement. Service learning is a method of teaching that emphasizes critical thinking and personal reflection while encouraging a heightened sense of community, civic engagement, and personal responsibility. Participating students will
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SG4Adults – Serious Games for Entrepreneurship Skills of Adult Learners

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The European project Serious Games for Entrepreneurship Skills of Adult Learners (SG4Adults) aims to stimulate entrepreneurship mind-set and to develop entrepreneurial competencies of adult learners through the use of game-based learning method. Context Entrepreneurship is generally recognized as one of the basic skills to be acquired through life-long learning. Education can make a significant contribution to entrepreneurship, encouraging the development of entrepreneurial attitudes and skills of the learners. Serious Games are currently acknowledged as having an important role and potential in education
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