This is the place to find all project deliverables and results.
The document titled “REPORT ON PROGRAMMES AND MEASURES TO JUMPSTART THE SOCIAL ENTREPRENEURSHIP IMPLEMENTATION ENDEAVOR IN YOUTH” is a comprehensive report that serves multiple purposes:
Youth Empowerment through Social Entrepreneurship: The primary purpose of the document is to support and promote social entrepreneurship among young people across several European countries. It seeks to equip youth with the necessary skills, knowledge, and tools to engage in social entrepreneurship, with a particular focus on leveraging social innovation to address societal challenges.Training and Educational Framework: The report also aims to develop a structured educational framework, including the creation of a training curriculum and a serious game platform, designed to enhance the entrepreneurial skills of young individuals. The objective is to provide a practical, engaging, and interactive learning experience that can better prepare youth for real-world social entrepreneurial activities.Collaborative and Innovative Approaches: The report emphasizes the importance of cross-sector collaboration, digital tools, and innovative methodologies such as gamification to effectively engage youth in social entrepreneurship. It seeks to foster a supportive ecosystem where young people can thrive as social entrepreneurs.
Content Summary:
European Approach and Youth Focus: The report outlines the European approach to social entrepreneurship, highlighting the significance of youth involvement in this field. It discusses various EU initiatives and policies that support social entrepreneurship and provides a detailed overview of the resources available to young entrepreneurs.
Research and Findings: The document includes research on the state of youth social entrepreneurship across several partner countries (Italy, Netherlands, Cyprus, Greece, Belgium). It presents successful case studies, identifies gaps in entrepreneurial education, and recommends strategies to enhance social entrepreneurship among youth.
Competency Framework and Training Modules: The report proposes a competency framework that identifies the essential skills and knowledge required for social entrepreneurship. It also details the development of training modules aimed at building these competencies, which are integrated into a serious game platform to provide an engaging learning experience.
Methodology and Implementation: The report discusses the methodology used to collect data, including workshops, interviews, and focus groups, and how this data was used to inform the development of the training curriculum and serious game. It also addresses the importance of data validation and the selection of innovative tools and methodologies for youth engagement.
Conclusion and Recommendations: The report concludes with key findings, recommendations for future action, and a call to further develop and support youth social entrepreneurship. It emphasizes the need for tailored educational programs, the role of social cooperatives, and the importance of economic sustainability in social enterprises.
The document is both a strategic guide and a practical resource for fostering social entrepreneurship among young people in Europe, with a strong emphasis on education, collaboration, and innovation.
TRANSLATIONS
E-PLAYING IN SOCIAL ENTREPRENEURSHIP GUIDE
The E-SOCIAL project
The Erasmus+ E-SOCIAL Project “E-Playing in Social Entrepreneurship” is aimed at addressing young
people in the world of social entrepreneurship. The project will give youth the opportunity to
acquire key competences in Social Entrepreneurship and give them the first knowledge needed to
understand the subject. The E-SOCIAL project aims to develop pedagogical techniques in social
entrepreneurship through gamification, oriented to youth. The project creates innovative training
materials in game-based social entrepreneurship education and will deliver serious video games
which will help youngsters engage in learning the essentials of social entrepreneurship, by playing
and interacting digitally with their peers. The games will be of scalable difficulty and will be free of
charge, as part of a digital platform that will be created during the project.
The expected results of the project are the development of the entrepreneurial skills of
youngsters, the creation of innovative digital tools for education in social entrepreneurs, and the
empowerment of youngsters to start their own business.
The following Guide aims to provide a clear definition, information and methodology to implement and follow gamification practices in Social Entrepreneurship.