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UPCNET, SERVEIS D'ACCES A INTERNET DE LA UNIVERSITAT POLITECNICA DE CATALUNYA

Country: Spain

UPCNET, SERVEIS D'ACCES A INTERNET DE LA UNIVERSITAT POLITECNICA DE CATALUNYA

2 Projects, page 1 of 1
  • Funder: European Commission Project Code: 101089731
    Funder Contribution: 14,399,900 EUR

    Unite! aims to be a model for a European University of innovation, technology and engineering addressing the Sustainable Development Goals through the twin digital and green transition. As a strategic, agile and dynamic alliance of universities based on shared values with a common vision and mutual trust, Unite! commits to deepening, intensifying, strengthening and broadening its institutionalised cooperation across all four missions of our universities. Building on the achievements of the ongoing projects, Unite! has set the following key objectives to be achieved by 2030: strategic long-term collaboration, a strong and inclusive community, innovative teaching and learning opportunities and a well-developed virtual, physical, and blended trans-European Campus with seamless mobility.To achieve these goals, we will establish seed funding to foster bottom-up community development and strengthen student involvement and engagement throughout our activities. Unite! will expand by integrating two new partners from Central and Eastern Europe and by outreaching to other external stakeholders. Communities will be created in our focus areas Sustainable Energy, Artificial Intelligence, Industry 4.0, Entrepreneurship as well as other areas yet to be defined. Unite! will offer state-of-the-art learning opportunities with innovative pedagogies for challenge-based approaches, student-centred learning, and high-quality interaction in digital, hybrid and face-to-face learning environments. In particular, Unite! will foster joint programmes and joint pedagogical trainings, implement creative virtual teaching and learning spaces as well as be at the forefront for the implementation of the European Degree and the development of a European Doctoral School. We will continue to build the hybrid and multilingual Unite! trans-European Campus with easily accessible joint educational offerings, shared and pooled resources, efficient services and green mobility.

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  • Funder: European Commission Project Code: 2014-1-ES01-KA201-004926
    Funder Contribution: 114,865 EUR

    The GEM: Guidance and Entrepreneurship Mind-Sets through Games project seeks to foster the assessment of transversal and entrepreneurship skills of students through innovative, ICT-based guidance games. The project design, create and test a multilingual game that helps guide students through transition periods and fosters entrepreneurship mind-sets and skills. The GEM project analyze needs and game possibilities related to self-knowledge, decision-making and the world of work with a focus on fostering entrepreneurship mind-sets and skills. Through the games developed in the GEM project students will have an increased sense of initiative and entrepreneurship and better understanding and identifying skills and competences. The GEM game is also an innovative, quality tool for guidance services in order to increase the quality and innovation of their services. The GEM game is targeted at late primary and lower secondary school. The need for innovative guidance actions at the earliest levels of education is clear after a previous Comenius project that tested guidance actions within Primary school and while there have been other initiatives to create entrepreneurship skills and values through games, they have not focused on primary and lower secondary education. The GEM project carry out an analysis of needs to identify priorities and the state of the games and entrepreneurship education. This analysis has collect other experiences as well as involve teachers and guidance practitioners. The GEM project has design a game aimed at primary and lower secondary school. The learning outcomes of the GEM game are based on Entrepreneurship education learning outcomes for primary and lower secondary (ISCED 1 and 2) from educational steering documents of partner countries. The games have been tested within 398 students between 9 and 13 years old participated, and also more than 40 teachers or guidance practitioners. The impact of the GEM game has been analyzed through pre and post surveys of students and teachers and guidance practitioners, as well as observations and focus groups. The study reflects that, although the game has impact in 3 of the 7 transversal and entrepreneurial skills, is a useful and complementary resource to foster the assessment of transversal and entrepreneurship skills of students. Finally, it is important to explain that GEM game was valued by the students with a score of 7.59 on a scale from 0 to 10, and teachers was valued their experience with a 6.8 on a scale from 0.10. The GEM project has also create outputs to support teachers and guidance practitioners to use the game with their students. GEM manual supports teachers and guidance practitioners in using the game with their students and incorporating it into curriculum and classroom activities. The online module for teachers and guidance practitioners in an open source learning management system (Moodle) that supports teachers and guidance practitioners in using and incorporating the game in lesson plans. The project partners have disseminated the openly available GEM game through their networks and extensive online prescence within the education sector. GEM Gymkhanas- local dissemination events with a learning through games theme have been organized in each partner country.

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