Intelligenza Artificiale e Gamification nell’Orientamento per la Formazione professionale
▶Summary
The general goal was to innovate the operational tools of Guidance within the VET System and in particular in the partner organisations through the development of an Expert System that, takes adva...
▶Objectives
The general goal was to innovate the operational tools of Guidance within the VET System and in particular in the partner organisations through the development of an Expert System that, takes advantage of Artificial Intelligence, enables operators to correctly and effectively assess the personal potential and skills of the users, improving the quality standards: user profiling check, evaluating potential and competences (soft and hard skills), skills needs analysis, definition of reintegration and/or up-skilling and/or re-skilling pathway. Specific objectives: 1. introduce the use of digital technologies within the partner organisations operating in the VET sector, able to support counselors to verify the user's profiling, to identify skills gaps and to define re-employment, re-skilling and up-skilling paths. 2. strengthening the digital skills of VET practitioners, that will contribute to their personal and professional growth. 3. Adapting the guidance practices to the digital changes and innovations of current society to modernize the VET practitioners’ work and bring them closer to the needs of their target groups, so that it they can be effective and in line with current and future needs of the economy and society.
▶Activities
A.1 - Project Management according to the time schedule and foreseen budget, for both internal and external purposes A.2 - Transnational Project Meetings online and face-to-face to improve cooperation and communication between partners, developing planning and monitoring activities A.3 - Mapping of the Guidance Process: in order to adapt the career guidance practices to the digital changes, the partnership followed a three phases process to conclude to the final path/flow-chart of the guidance activities, that incorporates digital tools and methodologies A.4 - Development of the Artificial Intelligence Module and Gamification Scenarios: 4.1 Definition of the knowledge base (KB). 4.2 Chatbot and Game definition. 4.3 Chatbot and game design and implementation A.5 - Data Monitoring and Analysis: testing the digital tools implemented in the previous activity: Artificial Intelligence Module and Gamification Scenarios and collect information and feedback in order to be able to evaluate their effectiveness A.6 - Interactive Guide Development to simulate real-time implementation of the Chatbot interactions, to create and manage the knowledge base appropriately and to learn how to insert the backend side of the platform
▶Impact
The main results are: - Project and accounting-administrative Management Manual - Quality and Risk Management Plan - Project Website - Communication Plan - 4 transnational project meetings - “Activity 3 - Mapping of Guidance Process” Report with the description of: the Path/Flow-chart and representation of each phase of the guidance process as actually carried out within the partner organizations; SWOT analysis of the flow-chart of Guidance process; Final Flow-chart as a review of the one shared by the partner organizations based though on the results of the SWOT analysis carried out and the inputs coming from outside - Artificial Intelligence Module in the form of a Chatbot that allows the analysis and evaluation of specific soft and hard skills - 2D gamification environment for the simulation of social and work scenarios, which allows the evaluation of the user's skills both digitally and in relation to sustainability, in an ESG key - “Activity 5 – Data monitoring and Analysis” Report with the description of the testing activity realised to evaluate the effectiveness of the tools implemented in the previous activity - Interactive Manual/Guide for using the Artificial intelligence Module (Chatbot) - Game's Operating instructions