▶Summary
The objective of the project is to explore and demonstrate how gamification can be effectively employed to enhance non-formal education and the learning process, specifically in the context of soc...
▶Objectives
The objective of the project is to explore and demonstrate how gamification can be effectively employed to enhance non-formal education and the learning process, specifically in the context of social entrepreneurship field as well as to contribute to the broader discussion on innovative educational approaches that not only make learning more enjoyable, but also equip learners with the skills and knowledge necessary to address pressing societal challenges through social entrepreneurship.
▶Activities
The project will implement a series of activities focused on developing innovative gamified educational materials for social entrepreneurship, including designing interactive social entrepreneurship game, testing, creating guidelines and a video. These activities will actively engage young people to explore entrepreneurial opportunities that address pressing societal issues and become more responsible citizens.
▶Impact
The main result of the project will be an engaging and innovative educational game that can be used both in formal and non-formal education context, as well as youth training with an aim to achieve one or more of the following goals: - to raise the awareness about social entrepreneurship; - to develop social entrepreneurship idea; - to enhance the knowledge, skills and capacity in social entrepreneurship; - to promote the development of social innovations.