GADE project is implemented by a consortium of 5 organizations from FR, IT, DE, BG, AT specialized in youth work and/or entrepreneurship education and development.
The consortium uses the innovative methodology of gamification for promoting sense of initiative and entrepreneurship among youths 18-29: NEETs, youths by income or by social condition, belonging to discriminated groups as ROMA, VET, organizations working with youths. In every country, youth aged 18-29 assisted by staff of partner organizations are trained to:
develop SIE as facilitators of workshops with groups of youths so to rise their SIE. • pilot the materials and methodology developed by the project in informal settings, as well as schools, VET courses, universities • sustain learning gamification activities and make them effective to improve SIE.
The project is developing sense of initiative and entrepreneurship by using an innovative methods based on gamification and aims to: ●Promote entrepreneurship education among young people
●Promote empowerment and active citizenship of young people
●Enhance open and digital integration in learning, teaching, training and youth work, by developing a open accessible training program based gamification.
The European Key Competences Framework defines SIE (sense of initiative and entrepreneurship ) as an individual›s ability to turn ideas into action. It includes creativity, innovation and risk-taking, as well as the ability to plan and manage projects in order to achieve objectives. Entrepreneurship is a competence for everyone, helping people to be more creative and self-confident in whatever they undertake. Even if entrepreneurship is recognized as a powerful driver of economic growth and job creation, the uptake and the effectiveness of entrepreneurship education in Europe are still far from being fully satisfactory. This is mainly due to lack of suitable materials and lack of skills in trainers. Given this context, GADE project proposes to develop courses and tools for development of SIE in youths through gamification making education more fun and engaging with the application of game-design elements and game principles without undermining the credibility of training