Entrepreneurial E-learning Experience for Training secondary school’s students
▶Summary
The objective of the project is to convey digital entrepreneurship principles in a blended educational approach joining classical teaching with training tools like gamification. The project aims t...
▶Objectives
The objective of the project is to convey digital entrepreneurship principles in a blended educational approach joining classical teaching with training tools like gamification. The project aims to: - Provide a new kind of educational tool to support teachers to organise attractive and engaging online classrooms; - Promote a new learning model for high schools’ students, by implementing the culture of youth entrepreneurship, through enterprise simulation business game; - Transfer managerial and entrepreneurship competences useful to students by living a competitive virtual experience. The result from this project is also the strong involvement of teachers, who will be the first beneficiaries of a new teaching approach. This is because the game tool allows another level of notions’ assimilation, no longer focusing on theory, but learning by doing. Students develop and reinforce competences and skills related to the concept of entrepreneurship, especially digital entrepreneurship, by experimenting in a virtual, and therefore protected, but highly realistic context, activities and situations that they can actually face in real life.
▶Activities
According to the Digital Agenda Scoreboard, 40% of the EU population has an insufficient level of digital competence, including 22% who do not use the Internet. Digital competence is essential for learning, work and active participation in society. Digital competence refers to the confident and critical usage of the full range of digital technologies for information, communication and basic problem-solving in all aspects of life. 3E-LEARNING project focuses on professional environment empowering learners and facilitating learners’ digital competence increase. 3E-LEARNING project purpose is to address the digital transformation, promoting a gamified educational path in secondary high schools, with the aim to develop and transfer to students strategic competences (digital entrepreneurship and management) and transversal competences (readiness, flexibility, proactivity). The didactic and educational proposal aims to offer a new model of learning based on an online role-playing and simulation game designed specifically for young people.
▶Impact
The main concrete result of the project is the digital business game 3e-learning, available in six languages. The game is single-player and can be played by students in team or individually. Each player is required to perform managerial activities related to digital entrepreneurship. The player covers the role of a consultant of a digital start-up helping to define the business model of the company and making decisions. The game is divided into two parts: the first is more theoretical, introducing students to the concept of digital entrepreneurship and guiding them step by step in developing a predefined business idea. The second part presents students with the challenges and decisions that an entrepreneur must face when managing a digital business (Business Model of the Virtual Company, Financial Statement, Digital Marketing Data, Platform Data, Market information). Other results are: wide communication and dissemination, involvement of wider target groups (more than 1000 students and teachers in EU), scientific studies on digital entrepreneurship, studies on innovative methodologies, design of the experience in the lesson, many gaming sessions, tests with other didactical methods, competence assessment.