• 2020

    1

    Output 1: Research on soft skills for employability

    Project partners will find out more about skills needs, priorities of employers, but also about expectations of young people and their experiences when it comes to the acquisition of soft skills. This will be done through desk research, a survey on self-awareness concerning soft skills among young people and a survey/interviews among employers and unions.

    Download Intellectual output 1: Research on soft skills for employability >>

  • 2020

    Output 2: Study on gamification and serious gaming for education and training

    Partners will explore already existing serious games, their characteristics and effectiveness, but also at the educational methodologies used. In a second step, this analysis will be crossed with the results of the previous research phase (O1) on expectations of employers and students. This process should allow project partners to identify the most suitable interface and the most effective educational methodology for the game.

    Download Intellectual output 2: Study on gamification and serious gaming for education and training >>

    2

    2020

  • 2021

    3

    Output 3: Videogame

    Contents and methodologies of the game will be defined jointly by all partners. On this basis, the videogame will be created. Its beta version will be tested by partners and higher education professors and trainers. Their feedback will then lead to a review of the game, related adjustments, and final validation by all project partners.

  • 2021

    Output 4: COMPETE! Toolkit

    A game manual for professors, teachers and trainers providing guidance on the use of the game in classrooms/courses will be developed.

    In addition, the project partnership will compile and test a training package including the game, but also other didactic materials which demonstrate the importance of soft skills for the labour market and facilitate their acquisition by students.

    4

    2021