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Roboedukacja sposobem na rozwój przedsiębiorczości..
Roboedukacja sposobem na rozwój przedsiębiorczości wśród młodzieży - Robotics and logic games as the key for youth to the entrepreneurship and success in the labour market
Start date: Sep 15, 2015,
End date: Mar 14, 2017
PROJECT
FINISHED
The project “Robotics and Logic games as the key for youth to the entrepreneurship and success in the labour market” is an innovative approach developed by 5 partners’ Organisations from six EU countries. The project’ main office and the project manager will be seated at the Leader’s headquarters.
The idea of developing strategic partnership is a result of the analysis of the situation of young Europeans in the labour market. The problem identified by the project consortium lies in the underdeveloped entrepreneurial attitudes among young people. One of the reasons is the weakness of educational tools used to disseminate the knowledge in the field of entrepreneurship.
The main objective of this project is to develop a modern and effective model for teaching / promoting the pro-entrepreneurial attitudes among young people. To achieve this goal, partners elaborated an innovative solution, based on their rich experience in working with the youth.
Partners used the correlation between entrepreneurship and logical games and robotics, which will influence the attitudes of young people, increase their interest and level of commitments during the workshops.
The duration of project activities is 18 months and will be divided into 3 phases:
1. Elaborating the educative module.
2. Evaluation and dissemination of knowledge about the elaborated module.
3. Implementation of the measures elaborated during the phase 1.
Within the project, a group of 11 experts will be established. The members will be all representatives of all partner countries, participating in the project, i.e. trainers, methodologists, graphic designer, manager and activities coordinator. The main task of the group will be to develop the intellectual goods.
Elaborated educative model will be based on increasing the knowledge about entrepreneurship during the workshops by using logical/strategic games, robotics and computer programming.
Interdisciplinary character of the course is the added value element. The result of the project activities will be the Model (entitled Roboeducation) for non-formal and formal youth education,.
The project outputs will include, inter alia, 2 course books – one presenting how to use the robotics for teaching entrepreneurship, and the second on the use of logical games along with 4 lesson scenarios , instructions for constructing the robots and programming them, and what is important 3 completely new robots with the software.
In order to achieve the sustainability of the project and to disseminate the knowledge and the results will be organised: 2 international conferences, 12 regional conferences/meetings with participation of about 450 people working in the field of entrepreneurship.
Within the project, partners will launch a project website and create project profiles on popular social portals.
As part of the evaluation and implementation activities, partners, their representatives/ trainers will participate in 3 internal training, as the result of actions towards strengthening the institutional capacities of the partners’ Organisations. Participants of the 3 internal trainings will obtain the titles of Supervisors and will sustain the results of the project after its completion.
In order to increase the value of developed measures, they will be tested during 3 international trainings for trainers / teachers / youth workers and 3 international workshops for the youth, to test the designed model in practice.
The second stage of model implementation are the regional trainings, organised at least once in each partners’ country, lasting for 5 days.
The ability to utilise the elaborated measures after the project implementation will be the long-lasting benefit. Additionally, about 60 young people will participate in the trainings, whose knowledge and recognition on entrepreneurship will be improved. Also, a group of 82 teachers/ trainers/ youth workers will be the beneficiaries of the project outcomes - developed model of teaching entrepreneurship through games and constructing robots from Lego Mindstroms sets.