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Ref. no. 2015-1-TR01-KA201-021424 This project has been funded with support from the European Commission. This communication reflects the views only of the author, and the Commission cannot be held responsible for any use which may be made of the information contained therein. Digital skills for employability and social inclusion Michela Tramonti Project Manager Rome, May 20, 2016

EMPLOY project

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Ref. no. 2015-1-TR01-KA201-021424

This project has been funded with support from the European Commission. This communication reflects the views only of the author, and the Commission cannot be held responsible for any use which may be made of the information contained therein.

Digital skills for employability and social

inclusion

Michela Tramonti Project Manager

Rome, May 20, 2016

Ref. no. 2015-1-TR01-KA201-021424

This project has been funded with support from the European Commission. This communication reflects the views only of the author, and the Commission cannot be held responsible for any use which may be made of the information contained therein.

USGM location Programme : Erasmus + KA2 - Cooperation for innovation and the exchange of good practices - Strategic Partnerships for school education

Duration : 2015 - 2017

Budget : Euro 257.767,00

Ref. no. 2015-1-TR01-KA201-021424

This project has been funded with support from the European Commission. This communication reflects the views only of the author, and the Commission cannot be held responsible for any use which may be made of the information contained therein.

USGM location PARTNERS

Governorship of Istanbul (TR)

Ort France (FR)

Tallinn University (EE)

Centre for research and technology (GR)

Università degli Studi Guglielmo Marconi (IT)

University of Thelassy (GR)

Ref. no. 2015-1-TR01-KA201-021424

This project has been funded with support from the European Commission. This communication reflects the views only of the author, and the Commission cannot be held responsible for any use which may be made of the information contained therein.

USGM IN A NUTSHELLWhy EMPLOY?

Young learners with inadequate digital skills may be at increased risk of becoming professionally marginalized in the future.

Low skilled individuals, who may in the present be attracted by jobs with limited entry level requirements, may face increased professional challenges in the future as the demand for highly skilled workers rises.

Over 90% of jobs are expected to require digital skills in the near future.

Ref. no. 2015-1-TR01-KA201-021424

This project has been funded with support from the European Commission. This communication reflects the views only of the author, and the Commission cannot be held responsible for any use which may be made of the information contained therein.

USGM IN A NUTSHELLTherefore…

There is an urgent need for interventions in education and training practices towards strengthening the digital skill profiles of individuals at risk of exclusion with an emphasis on the next generation.

Ref. no. 2015-1-TR01-KA201-021424

This project has been funded with support from the European Commission. This communication reflects the views only of the author, and the Commission cannot be held responsible for any use which may be made of the information contained therein.

USGM location Innovation

EMPLOY aims at developing advanced digital literacy in line with industry needs for learners in primary and lower secondary education.

The project promotes employability , fosters social equity and inclusion , and facilitates economic growth based on effectively trained future professionals.

It addresses digital skill development among youngsters aged 10-15 and promotes the broadening of career options by building the skills that are necessary for entering the knowledge economy through openly available serious games.

Ref. no. 2015-1-TR01-KA201-021424

This project has been funded with support from the European Commission. This communication reflects the views only of the author, and the Commission cannot be held responsible for any use which may be made of the information contained therein.

USGM location Innovation

It deploys active, game-based learning for exposing learners to work-inspired activities that require digital competences , problem -solving capacity , and analytical thinking .

It includes increased knowledge retention through serious gaming, capacity to transfer knowledge to the real-world, learning linked to educational objectives through effective feedback and a supportive, inclusive learning environment based peer collaboration and entrepreneurial thinking.

Ref. no. 2015-1-TR01-KA201-021424

This project has been funded with support from the European Commission. This communication reflects the views only of the author, and the Commission cannot be held responsible for any use which may be made of the information contained therein.

USGM location Objectives

1. Empowering learners– Building early on digital skills in demand in the ICT sector and

ICT using sectors

– Implementing a proof of concept serious game with content linked to school curricula and professional requirements

– Empowering learners to take control of the lives by addressing core digital competencies early in school education

Ref. no. 2015-1-TR01-KA201-021424

This project has been funded with support from the European Commission. This communication reflects the views only of the author, and the Commission cannot be held responsible for any use which may be made of the information contained therein.

USGM location 2. Supporting teachers

– Receiving support to facilitate the easier integration of the game-based learning framework into existing instructional practices

– Enhancing their capacity to link school activities to the needs of the world of work

Ref. no. 2015-1-TR01-KA201-021424

This project has been funded with support from the European Commission. This communication reflects the views only of the author, and the Commission cannot be held responsible for any use which may be made of the information contained therein.

USGM location 3. Enabling industry

– More effectively finding trained staff and employ youths with high digital skills

– Enhancing competitiveness through better matching of young staff skills to organisational business objectives

Ref. no. 2015-1-TR01-KA201-021424

This project has been funded with support from the European Commission. This communication reflects the views only of the author, and the Commission cannot be held responsible for any use which may be made of the information contained therein.

We are here …

O2 – Development of Methodological Learning Frameworks for Promoting Digital Skills in School Education taking account Learning Requirements.

Aiming at:

• Documenting and analyzing learning requirements of school learners in primary and lower secondary education • Analyzing the skill building needs for teachers in primary and secondary education • Designing an active, game-based learning methodological framework that can enhance existing practices on digital skill

Ref. no. 2015-1-TR01-KA201-021424

This project has been funded with support from the European Commission. This communication reflects the views only of the author, and the Commission cannot be held responsible for any use which may be made of the information contained therein.

What next?

O3 – Serious Game Design and Implementation on Building Digital skills in School Education.

Aiming at the design and software implementation of a serious game for building digital skills among school learners promoting the link between digital literacy and employability.

Ref. no. 2015-1-TR01-KA201-021424

This project has been funded with support from the European Commission. This communication reflects the views only of the author, and the Commission cannot be held responsible for any use which may be made of the information contained therein.

Validation

O5 – Evaluation/validation of tools and methodologies in real-life educational settings.

Aiming at ensuring that project outcomes meet the needs of identified target groups in terms of relevance to learning needs, acceptance, usability and effectiveness.

Ref. no. 2015-1-TR01-KA201-021424

This project has been funded with support from the European Commission. This communication reflects the views only of the author, and the Commission cannot be held responsible for any use which may be made of the information contained therein. 14

Train your digital skills through a serious game!

Thank you for your attention.

https://www.facebook.com/projectemploy/

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Research & Development, International Relations Department

[email protected]

Tel. +39 06 37 72 5511

Skype: michela.tramonti

www.unimarconi.it

www.gmuonline.org