Title I can.. I can't.. I go! Rev.2 (PNPV2)
Project Number 2011-1-IT1-LEO05-01928
Product Report Contents Adaptation
Title Report Contents Adaptation
Product Type teaching material
The adaptation of content has led to:
- The design of a new learning model
- The adaptation and elaboration of educational material of the GI project (object of transferring) to make it adapt to the different target/learners and to the economic sector chosen for the training activities (touristic sector)
- The design of a new questionnaire for orientation. In fact, starting from the questionnaire of orientation developed in PNPV project (object of the transferring) we have designed a new survey taking into account of the state of the art and the literature about constructs for the evaluation of the entrepreneurial potential in young people.
The learning model is based on a path lasting about two months. During this period, about every week, students will be involved in educational activities in classroom (two hours for eight sessions) aimed at training them to manage a touristic village through the PNPVillage serious game.
In each meeting, students will discuss about new concepts important for the appropriate management of a touristic village, activating specific decisional levers.
The complexity of concepts and decisional strategies will increase during the educational path, going from the first level to the last one.
In particular, educational contents are introduced by the teacher in the classroom; students can deepen the contents during the week among a session and the following, by means of the educational forms available in the Moodle platform of the project. At the following session, students will be committed in using new acquired knowledge to take appropriate decisions to get the best results in the game.
The decisional activity of players is collaborative; in fact, students cooperate to analyze the state of the village, trying to improve it. They produce “meeting minutes” with a synthesis of the lines to be followed during the next game sessions.
At every educational meeting, players go through 4 game sessions (corresponding to a trimester of a solar year, i.e. 1 virtual year) interspersed with moments in which every group has the possibility of analyzing the outcomes of its decisions and applying appropriate changes to the game strategy.
At the end of the game sessions, teachers discuss with all the groups the outcomes and the evolution of the market.
Finally, at the end of the meeting the teacher introduces shortly the contents that will be debated during the following meeting, enabling them to access the related educational resources.
The selected learning resources take into account of the selected schools involved in the experimental phase, and they are enriched with insights specific for the touristic sector.
The used language is very easy and adapt for young students, aged between 16 and 18 years. Each educational form is arranged in three sections: descriptive, by example and with a technical definition of new topics.
The educational material includes also a section with multiple choice tests, aimed at assess the level of knowledge acquired by the students.
The aim of the PNPV Entrepreneurial Potential scale is to define a measurement tool aimed to the evaluation of entrepreneurial potential in school students.
According to the suggestions of the European Commission, in order to assess the results of Entrepreneurship Education (EE) and therefore support the quality improvement of these education programmes, a European common framework of tools to assess entrepreneurial mind-sets, attitudes and skills acquired by students in entrepreneurship education activities should be developed.
The entrepreneurial potential appears to be the construct more easily adaptable at the school level.
Target group Students, trainers, teachers, mentors
The results are accessible at the following url:
Area of application Education
Product Languages English