
OBJECTIVES
OBJECTIVES
General Objective
To strengthen the entrepreneurship education of secondary school students at European level by explaining to them why entrepreneurial skills are essential and useful, while also leveraging the exchange of good practice with partners.
Specific Objectivas
Improve the process of acquiring students' entrepreneurial skills through the creation and use of innovative ICT-based tools, such as a free digital gaming platform for entrepreneurship workshops in schools, the contents of which will be referred to in the EntreComp framework;
Improve the teaching methodologies of teachers, through the elaboration and use of new forms of training on the development of entrepreneurial paths to be carried out, in this case, through the use of the serious gaming platform that will be created.
General Objective
To strengthen the entrepreneurship education of secondary school students at European level by explaining to them why entrepreneurial skills are essential and useful, while also leveraging the exchange of good practice with partners.
Specific Objectivas
Improve the process of acquiring students' entrepreneurial skills through the creation and use of innovative ICT-based tools, such as a free digital gaming platform for entrepreneurship workshops in schools, the contents of which will be referred to in the EntreComp framework;
Improve the teaching methodologies of teachers, through the elaboration and use of new forms of training on the development of entrepreneurial paths to be carried out, in this case, through the use of the serious gaming platform that will be created.
EXPECTED RESULTS FOR BENEFICIARIES
Students
(EntreComp 2016)
Ideas and opportunities: recognizing opportunities, creativity, vision, valuable ideas, ethical and sustainable ideas.
Resources: self-awareness and self-effectiveness, motivation and perseverance, mobilizing resources, economic and financial knowledge, mobilizing others.
Action: take the initiative, plan and manage, face uncertainty and risk, work with others, learn from experience.
TEACHERS
(Eurydice Italia 2017)
Project management approach.
Teaching for case studies in addition to the use of textbooks.
Interdisciplinary approach.
Group process management and interaction in groups;
Coaching for students;
Digital teaching and serious gaming.
EXPECTED RESULTS FOR BENEFICIARIES
Students
(EntreComp 2016)
Ideas and opportunities: recognizing opportunities, creativity, vision, valuable ideas, ethical and sustainable ideas.
Resources: self-awareness and self-effectiveness, motivation and perseverance, mobilizing resources, economic and financial knowledge, mobilizing others.
Action: take the initiative, plan and manage, face uncertainty and risk, work with others, learn from experience.
TEACHERS
(Eurydice Italia 2017)
Project management approach.
Teaching for case studies in addition to the use of textbooks.
Interdisciplinary approach.
Group process management and interaction in groups;
Coaching for students;
Digital teaching and serious gaming.
