
3M ESPANA SL
3M ESPANA SL
2 Projects, page 1 of 1
assignment_turned_in ProjectPartners:TUV NORD, ASIIN CONSULT GMBH, Complutense University of Madrid, SOUTH POLAND CLEANTECH CLUSTER SPOLKA Z OGRANICZONA ODPOWIEDZIALNOSCIA, CIRCULAR CHANGE, INSTITUTE FOR CIRCULAR ECONOMY +8 partnersTUV NORD,ASIIN CONSULT GMBH,Complutense University of Madrid,SOUTH POLAND CLEANTECH CLUSTER SPOLKA Z OGRANICZONA ODPOWIEDZIALNOSCIA,CIRCULAR CHANGE, INSTITUTE FOR CIRCULAR ECONOMY,ISPIM,HHL GEMEINNUTZIGE GMBH,INNOFORA LIMITED,PK,FRI,HMKW - HOCHSCHULE FUR MEDIEN KOMMUNIKATION UND WIRTSCHAFT GMBH,3M ESPANA SL,NUOVO PIGNONE INTERNATIONAL SRLFunder: European Commission Project Code: 621672-EPP-1-2020-1-DE-EPPKA2-KAFunder Contribution: 971,175 EURIMPACT is a practice-based, sustainability-oriented, and result-driven project aiming to advance Europe’s capacity and effectiveness in training and teaching sustainability-oriented innovation and entrepreneurship (SOIE). The ambition of the project is to drive innovation and entrepreneurship based on values of corporate sustainability, and to facilitate organisation-wide cultural change toward more sustainable innovation processes. With its explicit focus on sustainability, IMPACT makes a unique contribution to effectively translating Europe’s new growth strategy presented in the “Green Deal” into an innovative educational program and business practice.More specifically, IMPACT brings together leaders from industry, academia and innovation ecosystems to:I. empirically generate, aggregate, exchange and disseminate knowledge about good practices and methods in SOIEII. facilitate values-based and sustainability-oriented innovation and entrepreneurship practices and methods that help to establish a sustainability-oriented innovation culture III. create advanced education methods and real problem-based materials to teach and learn SOIE IMPACT builds on the results of previous projects and draws on the experience of innovation scholars and practitioners to generate actionable insights for students, young entrepreneurs and industrial partners striving to make a positive impact on society as a whole. The main outcomes of the project are: I) a database of concrete examples and best practices for enhancing sustainability; II) facilitation methods toolkit for enabling the effective involvement of internal and external stakeholders in innovation-related activities, as well as the collaborative review and redefinition of cultural routines, implicit values and hidden assumptions; and III) methods for teaching and coaching SOIE toolkit, which includes a module on Sustainable Innovation Practices (12 ECTS) for professional development and elective university courses.
more_vert assignment_turned_in ProjectPartners:3M ESPANA SL, HMKW - HOCHSCHULE FUR MEDIEN KOMMUNIKATION UND WIRTSCHAFT GMBH, Complutense University of Madrid, LSY, DANSKE BANK AS +7 partners3M ESPANA SL,HMKW - HOCHSCHULE FUR MEDIEN KOMMUNIKATION UND WIRTSCHAFT GMBH,Complutense University of Madrid,LSY,DANSKE BANK AS,DT,ISPIM,KAMSTRUP AS,HHL GEMEINNUTZIGE GMBH,Design School Kolding,ASIIN CONSULT GMBH,AACHENMÜNCHENER VERSICHERUNG AGFunder: European Commission Project Code: 600947-EPP-1-2018-1-DE-EPPKA2-KAFunder Contribution: 949,620 EUR<< Background >>GAMIFY enhanced capabilities through experience-based development of 21st century skills such as managing non-routine interpersonal tasks. Gamification allows to provide non-formal education and activation and to engage diverse stakeholders and appropriate participation in the future development of products, services, business models, work processes and new firms.<< Objectives >>Within these objectives the project combines the efforts and knowledge of academia as well as industry in order to advance gamification for innovation and entrepreneurship (InnEn). Against this background the GAMIFY project builds on a community focused on InnEn – a theme of central interest across the EU as a source of employment and growth.<< Implementation >>The implementation on the GAMIFY objectives took place in line with the original proposal. Due to Covid some small changes needed to be done accordingly (e.g. online meetings instead of onsite meetings). Besides, 4 amendments were tabled and officially confirmed.<< Results >>The project reached all milestones: the publications (7 conference papers/ 2 journal papers) , several patterns for the design of gamification formats, several reports as well as internal and external meetings, quality criteria for games format and repository of gamified formats/techniques for InEn through the development of 6 games & implementation of pilot, test and validation workshops, pedagogical materials, 9 webinars, 3 curricula and guidelines and book of games.
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