GAMEON - The Introduction Journey to the Game Development for NEETs
βΆSummary
Background The consortium applied for this project because we identified the need to address the issue of the underrepresentation of NEETs in the gaming industry, particularly in the context of the fast-paced digitalization of the economy. We recognized the potential of the gaming industry to offer lucrative and stable employment opportunities to the NEETs, and the need to promote non-formal approaches to learning and training in this field. By participating in this project, we aimed to exchange best practices and develop innovative solutions for attracting and training NEETs for the gaming industry, in collaboration with our partners from other EU countries. The specific results of our project, including the report on best practices, repository of free online resources, and educational pathway for NEETs, were designed to address these needs and contribute to the overall goal of promoting digital skills and employability among disadvantaged youth. Objectives The general objective of the GAMEON project was to exchange good practice in the informal educational pathways to the gaming industry for the NEET group. The specific objectives were to exchange best practices on how to bring NEETs to the high-tech industry of gaming, to create show-cases of successful people (like Markus Persson) who made it in the industry without formal degrees, to visualize the alternative pathways for the gaming industry with the use of informal learning approaches, to promote a non-formal approach in game training, and to provide understanding of the educational pathways for non-degree students (in this case NEETs) to the gaming industry. Implementation During the project we implemented following activities: 3 RESULTS: (RESULT 1) report on the best practices of bringing disadvantaged youth and NEETs into game development industry with show-cases. (RESULT 2) repository of free online resources which will guide the participants into the basic level skills of game development. (RESULT 3) Educational pathway to game development for NEETs 4 TRANSNATIONAL PROJECT MEETINGS: TPM1 (VIRTUAL) in Poland TPM 2 in Ukraine TPM 3 in Spain Final TPM in Poland We also implemented following activities and documents related to the project management: The results concerning management, monitoring and evaluation process: 1. Partner's consortium agreement and protocol of transnational cooperation 2. Risk management plan 3. Project's profile on on-line management platform (with all necessary information as project time plan, distribution of tasks plan, meeting minutes, base of results, etc.) 4. Monitoring and evaluation plan 5. Quality management plan 6. Report on the project impacts will be realized that included a methodological illustration useful for the evaluation of the project success Achievements The project focused on exchanging good practices between partners on the topic of attracting NEETs to the game development industry. The specific results of the project were: RESULT 1: a report on the best practices for bringing disadvantaged youth and NEETs into the game development industry with showcase examples. RESULT 2: a repository of free online resources to guide participants in developing basic-level skills in game development. RESULT 3: an educational pathway to game development for NEETs.