Title ICT Professionals in Touch: New non-routine skills via mobile game-based learning
Project Number 2013-1-TR1-LEO05-47534
Project Type Transfer of Innovation
Marketing Text The aim of the INTOUCH-ICT Project is helping to ICT SMEs’ business professionals to handle their non-routine daily tasks since their needs to be trained are rapidly growing. The project spreads an innovative approach for enabling new generations of business professionals from ICT SMEs to develop their non-routine skills via mobile learning (m-Learning). At the end of the project, we, the partners, will be proud to be able to offer 20 working and interesting m-learning games in what is considered to be the top 10 different European skills for competitiveness. By means of the proposed mobile game-based learning solutions in the project, the workers will be able to learn anytime at anywhere, especially at work where they mostly encounter the those non-routine tasks.
The ICT jobs in Europe are unfilled now and there is a decline in competitiveness. The number of digital jobs is growing – by 3% each year during the crisis – but the number of new skilled ICT workers is shrinking. In 2020 almost three quarters of jobs will be in services, especially in BUSINESS SERVICES. ICT professionals have to develop skills in marketing or management; service workers have to develop customer orientation skills (non-routine tasks) ICT SMEs’ business professionals demand different traits such as problem solving, self-management and communication where they have not appropriate time to improve themselves in non-routine skills and SMEs can’t spend too much money for the company training courses. m-Learning serves to decrease costs, while increasing the learning quality and institutional development.
The project aims to create an innovative approach to enable ICT SMEs’ business professionals to develop their important “non-routine” skills with m-Learning. The three essential project objectives are; (1)to define the key skills needed of the ICT SMEs’ business professionals in TR and in other EU countries, (2) to increase the cooperative learning among Turkish SMEs and between Turkish SMEs and the other European SMEs in the ICT industry and (3) to promote and disseminate the innovative approaches and tools of mobile learning within Turkish SMEs and the other European SMEs.
The project is composed of 2 ICT SMEs (ENOCTA and REFILE), 1 ICT NGO (TBV), 1 University (OKAN), 2 Adult Education Providers (TREBAG and CFL), 1 industry-academia PPP Body (SI), 7 partners in total.
The main outcomes of the project are; questionnaire and the indicators for the requirement analysis for ICT SMEs, survey to ICT SMEs’ business professionals in each country, crucial Top 10 European skills for competitiveness, crucial top 10 European skills for competitiveness, crucial 20 situational learning cases of ICT SMEs, 20 m-Learning interactive serious games, 50 European ICT SMEs’ business professionals in the e-HOW Community, pilot implementation to 25 ICT SMEs’ business professionals in TR, 4 learning labs and a final conference. Partners will reveal foreground knowledge on innovative learning methods too.
Business Professionals working in ICT SMEs will upgrade their non-routine transversal skills and will be put in contact with other employees in the field for sharing experiences and best practices. ICT SME will be motivated to transform their own workplaces into learn conductive environments, and to promote Informal and Individual learning taking place, thus increasing their competitive value. Trainers will be able to effectively empower transversal key competencies via the intensive use of m-Learning, to create open mobile didactical environments, and to promote change within individual ICT SME client environments. ICT NGOs will be provided with relevant knowledge and material to integrate changes in their own educational offers.
The overall aim of the INTOUCH-ICT Project is to further develop, implement and disseminate the mobile serious game-based learning solutions intended upgrading non-routine skills of the ICT SMEs’ business professionals in Turkey, Sweden, Italy and Hungary in order to contribute in increasing their competitiveness in the EU Labour market, thus contributing to economic growth in the EU countries. There are three specific objectives supporting the overall aim of the project as following:
-To define the key skills needed of the ICT SMEs’ business professionals in TR and the other EU countries according to the ICT industry anticipation and to develop their crucial “non-routine” skills via mobile learning, exploiting the new technologies of smart phones and tablets for creating open and mobile didactical environments.
-To increase the cooperative learning among Turkish SMEs and also between Turkish SMEs and the other European SMEs in the ICT industry by providing them with an online cooperative environment where they can share and discuss their knowledge and experiences on the non-routine tasks.
-To promote and disseminate the innovative approaches and tools of mobile learning within Turkish SMEs and the other European SMEs in the ICT industry and to reinforce their contribution to vocational education and training.
Open and distance learning
Information and Communication
material for open learning
open and distance learning
transparency and certification
During the Project lifecycle, the following outputs, results and products will be developed, defined and translated:
Requirement Analysis for ICT SMEs:
- Guidelines for Research and Reporting (5 guidelines)
- Good Practices in Use of Mobile Technologies (5 e-books)
- The Crucial Top 10 European Skills for Competitiveness (5 e-books)
- The Crucial 20 Situational Learning Cases (5 reports)
- Description of serious mobile game-based approach (5 reports)
- New Skills Handbook (5 handbooks)
- m-Learning New Skills Kit
e-HOW Cooperative Community:
- e-HOW Platform
- Specification Document of e-HOW
- e-Book of ICT Labour Market INTOUCH-ICT Approach (5 e-books)
- Market Scenarios and guidelines for Mobile Technologies (5 reports)
Testing and Quality:
- The Report of the Methodology Evaluation
- The Evaluation Report for Content and Serious Games
- The Evaluation Report for Pilot Implementation
- 2 Training Events
- Pilot Activities Result Report
Dissemination and Exploitation:
- Valorization Strategy
- INTOUCH-ICT Web Portal
- 4 Learning Labs and their evaluation reports
- Final Conference