The E-Social Project, funded by the Erasmus+ Programme and managed by the Italian National Agency for Youth (IT03 Agenzia nazionale per i giovani), represents a significant step in promoting social entrepreneurship among young Europeans. With its focus on the 18-30 age group, this project is designed to impart essential competencies and knowledge about social entrepreneurship, a field that’s increasingly relevant in today’s socio-economic landscape. The project which its full title is “E-playing in Social Entrepreneurship” aims to develop pedagogical techniques in social entrepreneurship through gamification, oriented to youth.

A breakdown of its key components and objectives follows:

  1. Target Audience: The project is specifically aimed at young adults aged 18-30. This demographic is crucial as it includes individuals who are either in higher education or are recent graduates, often seeking career paths or entrepreneurial opportunities.
  2. Educational Approach: A standout feature of the E-Social Project is its use of innovative pedagogical techniques. The incorporation of gamification in learning is a modern approach that can significantly enhance engagement and retention of knowledge among young people.
  3. Development of a Serious Video Game: The project plans to develop a serious video game focused on social entrepreneurship. This interactive tool is expected to serve as an engaging and effective medium for teaching complex concepts in a user-friendly manner.
  4. Creation of Training Materials: Apart from the video game, the project will also develop various training materials. These resources are likely to include guides, tutorials, and interactive content that can be used both within formal educational settings and for self-learning.

Expected Outcomes:
• Development of Entrepreneurial Skills: By engaging with the project’s resources, young people are expected to develop vital entrepreneurial skills, particularly in the context of social enterprises.
• Innovative Digital Tools for Education: The project aims to create cutting-edge digital tools, setting a precedent for future educational programs in social entrepreneurship.
• Empowerment in Starting Social Enterprises: One of the key goals is to empower young individuals to initiate their own social enterprises, contributing to social good.
• Addressing Unemployment: By fostering entrepreneurial skills, the project indirectly aims to combat unemployment, especially among the youth in European countries.