Title M.E.E.T. - Management E-learning Experience for Training secondary school's students
Project Number 2010-1-IT1-LEO05-01079
Project Type Transfer of Innovation
Marketing Text The project focused on the Business Game and its transfer to high schools. Thanks to BG the user can learn how managing a small business; know what works or not; test different strategies; play the game well in order to succeed and win the prize. BG is a simulation and role-playing game which has been specifically designed for young people. The project aimed at fostering its use within high schools in order to adjust the learning pathways to companies' requirements; it is an appealing educational game and it enables the users to play a role and to launch a new company.The game is based on 5 stages. BG approach is innovative. Usually a teacher transfers the knowledge to the students. On the other hand BG learning model is based on the experience: the student has not a passive behaviour but he/she plays an active role and cooperates with the teacher and the other virtual colleagues
The globalisation of markets and working processes as well as the financial crisis bringing about the loss of lots of jobs highlight the need to search and suggest innovative training instruments and proposals. MEET project has selected and addressed three needs which deal with: product typology; reforms of the education & training systems undertaken in the partner countries; quality criteria.
The consortium aimed at implementing and transferring BG from the applicant’s country to the other ones and in particular from the higher education to the VET (EQF level 4 – 5). Moreover it aimed at encouraging a possible development of the practice in the LLP and the setting out of pedagogical solutions based on ICT. The proposal has addressed the following 3 objectives: 1) Innovative and attractive instrument: B.G. is a simulation and role-playing game which has been specifically designed for young people; it can be used by the schools to help the students to face a real working environment. 2) the template should comply with the European devices; 3) analysis and evaluation of the proposal in order to assure the quality.
The consortium was composed of 14 partners and it represented a remarkable sample of organisations which were strongly motivated and used to cooperate in European contexts. Thus they could provide the appropriate contribution and support in achieving project results. Several partners had a wide and proven experience in LdV projects; they had also established close relationships with other local bodies and the policy makers. The competences, the experience and the human resources involved allowed to assure the quality in achieving project aims and carrying out activities planned.
The impact: target groups (students and operators) which were directly involved in translating and adjusting the product; the proposal aimed at transferring and adapting the B.G. – in use in Italy for the EQF Level 6-7 – to a EQF Level 4-5 in Italy, Portugal, France and Netherlands. Poland, Romania and Estonia were also involved in the B.G. testing; the testing was carried out by using the product in English. In the long term the partnership wishes to extend the product to the Eastern Europe countries.
The project aimed at implementing one innovative training tool (Business Game) and transferring it both from the applicant's country (Italy) to the other ones and from the higher education to the VET (EQF level 4-5).
The first stage has focused on the didactic adaptation of the Business Game. The consortium has analysed both teachers and students’ requirements in order to adapt the BG to the new context. Thus BG transfer to the VET context has entailed several variables that the consortium has taken into account. The partners have also agreed on the didactic criteria that a multimedia product addressed to high schools should have. Since current new learning pathways in VET are described according to the EQF format, each partner involved in the testing have provided a description of the job profile and the unit to be tested in terms of learning outcomes and KSC. This could represent an useful tool in case a student wants to carry out a training period abroad.
The second stage has dealt with the software adaptation and translation. The technological partner has adapted the software taking into account the decisions and indications agreed during the first phase. The concrete tool has been first elaborated in English in order to be used in a successive phase by the Eastern Europe countries. Afterwards the learning contents, the manuals addressed to teachers and students, were translated into French, Dutch and Portuguese in order to elaborate the three versions of the Business Game. A video has been also elaborated in order to describe how to manage the game platform and the tournament.
The next step has dealt with the testing. It was carried out by some partners and it was based on two steps: the first has involved a little group of trainers and students chosen by the partners; the second has addressed to a larger number of target users by organizing a local event in each partner country. The testing has enabled to collect information, remarks and feedbacks in order to elaborate the final versions of the BG.Partners have also provided the description of the unit to be tested according to the EQF format and thus in terms of learning outcomes and KSC.
After the testing the aim was to extend the BG use (English version) to all the Eastern Europe countries involved in the project. Each partner has set up a pilot group and tested the BG. The pilot phase has enabled to identity strengths and weaknesses of the real implementation and highlighted the differences between the academic context and the VET.
Throughout the project life a continuous dissemination action was performed by the whole consortium. The exploitation actions has started in June 2011.
An internal monitoring and evaluation has been performed in order to detect and solve possible problems, assess the progress of the activities and eventually adjust them.
Utilization and distribution of results
Recognition, transparency, certification
Administrative and Support Service Activities
Information and Communication
transparency and certification
The consortium has elaborated the main following products according to the project proposal:
- Website and platform
- Methodology relating to EQF to apply during the BG adaptation phase
- Chapter 1 – Supporting the Learning Process of users at levels 4-5 of the EQF: the needs
- Articles written by two experts
- Chapter 2 – The EQF standard and the pedagogical expectations applied to BG
- Chapter 3 – The features of a multimedia learning product or tool
- BG Italian and English versions with Annexes
- BG French, Dutch and Portuguese versions with Annexes
- BG utilization video
- Chapter 4 – Support to the testing
In the second year the consortium has elaborated the following products:
- BG final versions (French, Dutch and Portoguese)
- Chapter 5 – Utilization guide
- Chapter 6 – Observation of the testing activities
- Chapter 7: Examples of the testing units described in terms of Learning Outcomes
- Chapter 8: Results about the pilot phase
- Leaflets in all partners' languages
- Booklet in all partners' languages
- Exploitation brochure
- Final Meetings materials
- Final project publication
- Monitoring & Evaluation report