Title Refugee Interactive Skills for Employment
Project Number UK/12/LLP-LdV/TOI-584
Project Type Transfer of Innovation
Country UK-United Kingdom
RISE aimed to remove the gaps in key competencies that create barriers to employment for refugees in the UK, Germany and Ireland via the provision of a focussed curriculum and accompanying learning materials, including interactive desktop and mobile games based learning resources, which are engaging and accessible to the target groups. Our key messages were:
•'Mobile games and apps for workplace skills'
•'Intercultural and vocational language learning'
•'A Workplace toolkit created by refugees for refugees'.
RISE tackled the barriers to employment faced by refugees by using a user sensitive development methodology that positioned our target audience as 'Design Partners' in the development of serious games to develop VET skills. The materials developed can:
1. Reduce skills gaps
2. Develop key competencies in Vocational Language Learning and pre-vocational skills gaps.
3. Increase the numbers of refugees entering work.
The RISE team undertook the following steps to achieve the project goals:
•Developed a methodology, methods and tools for analysis of the user group needs
•Established user groups
•Wrote a User/Stakeholder report
•Mapped all relevant stakeholders
•Carried out investigation into perceived skills for employment
•Worked with end user groups in a series of co-design workshops to develop the learning objectives, content specification, aims & learning outcomes for the curriculum and games
•Produced empirical research reports in each partner country and a combined report.
•Reviewed available game environments and editors including those from the LLP GOAL, GOET and PAUSE projects against the needs of the curriculum, learning content, games narrative and formal Games Design Doc.
•Referenced this review against the functionality of the Unity Authoring Environment and the PAUSE project tools to determine suitability
•Identified the curriculum content and learning content for design of the games
•Collaboratively produced the final games design documents and curriculum
•Created 4 games, 2 for Windows desktops, and 2 for Android devices
•Developed 10 'added value' games with NTU undergraduate computing students
• Completed, testing and piloting the games with stakeholders
• Created a full curriculum and trainers’ handbook complete with a set of comprehensive lesson plans in both the partner languages.
•Carried out a workshop at ITAG 14 to demonstrate the finalised resources developed in the project
•Produced a final Impact and Sustainability Report, and an evaluation report
RISE was conceived in response to the high levels of unemployment in our target group of refugees. Recent research carried out in Birmingham recorded 80% unemployment overall amongst refugees. Needs analysis, with user groups of refugees in Birmingham, identified their barriers to employment as:
1) Language, especially vocational language
2) Lack of UK work experience
3) Lack of UK qualifications
4) Lack of understanding of how to apply for jobs
5) Lack of UK references
6) Poor prevocational training.
Aim: After identification of the gaps in key competencies that create barriers to employment for refugees by the stakeholder needs analysis process, the project aimed to remove these using a focussed curriculum and accompanying learning materials, including interactive desktop and mobile games based learning resources, which engage and are accessible to the target groups.
1) To address gaps in key competencies, including VOLL and digital competencies, but also to address gaps in cross-cultural communication skills and pre-vocational skills.
2) To further ensure that learning content and narrative is useful, meaningful, usable, accessible and effective by scoping this content, testing and piloting with user and stakeholder groups.
Nottingham Trent University were Project Coordinator and technological lead partner. Greenhat Interactive facilitated end user groups to ensure user sensitive design and also acted as Quality Assurance Managers. The Integration Centre, an NGO committed to the integration of migrants in Ireland, with more than 250 affiliated organisations as part of their network, facilitated groups in Ireland. University of Eichstaett, an experienced social research institution, facilitated the project with German stakeholders.
The games developed include one to address Health and Safety in the Workplace issues called Risky Business, Interview Expert – a game to give tips on getting through a job interview, Email Knowhow - a game about using the correct levels of formality when composing work emails, and Getting There – a driving based multiple choice game which focuses on barriers to employment including language, cultural differences in the workforce as well as introducing rights and responsibilities in the workplace.
Access for disadvantaged
Information and Communication
Human Health and Social Work Activities
program or curricula
procedure for the analysis and prognosis of the vocational training requirement
The products currently include:
1. Marketing information
2. A fully accessible Project Website including links to downloads of the full set of resources created within the project. This includes the games, curriculum, handbook, and lesson plans.
3. A research and Needs analysis comparative report based on the stakeholder interviews and workshops.
4. Ten added value student developed games which provide additional materials on a number of related topics that can be incorporated into an engaging course for refugees and asylum seekers.
5. A suite of four educational games, two Windows desktop, and two Android games as described above.
6. Games editors that allow the content of the games to be edited (e.g. question and answer sets) for personalised learning.
7. A Games Authoring Environment - including a Narrative and Translation Tool to allow content to be translated to a variety of EU Languages. Parts of the tool are already being transferred to our linked SGSCC and CodeRED projects.
8. A curriculum for Vocational Language Learning and employability including a set of comprehensive lesson plans.
9. A Trainers’ Handbook.
10. Added value student developed games.