Powered by OpenAIRE graph
Found an issue? Give us feedback

GAMEON - The Introduction Journey to the Game Development for NEETs

Funder: European CommissionProject code: 2020-2-PL01-KA205-082892
Funded under: ERASMUS+ | Cooperation for innovation and the exchange of good practices | Strategic Partnerships for youth Funder Contribution: 57,730 EUR

GAMEON - The Introduction Journey to the Game Development for NEETs

Description

Game industry is highly advanced technologically sector. Involvement in games development, no matter if at professional level or as a hobbist, provide the person with important skillset which is important for their digital skills. Apart from the knowledge of the selected programming languages, the game creation involves a lots of other skills such as: creativity, innovativeness and as well knowledge of marketing, sales and promotion in Internet. The typical users of gaming products are youth without higher education who lives in the small-sized cities or villages (Report State of the Polish Gaming Industry, 2017). At the same time the most of the creators in the industry posess at least bachelor’s degree or higher title in the computer programming or gaming production (Study.com report, 2019). In the EU most innovative countries such as Scandinavia, there is a lot of educational support also for non-higher education students who would like to participate in the sector, mostly in through the use of non-formal methods of education, courses and other types of non-degree educational intervention. Typical show-case story is of Markus Persson who is a creator of the Minecraft and one of the richest people in the EU in the IT industry. Bacically he was a NEET and spend most of the time with his mother at home unemployed. His mother finally found him a informal course where he was introduced to the game industry and he followed with the course of C ++ which was the kickstart of his future career in the game development. Our project aims at enabling the NEETs also to consider the careers in gaming sector which offers lucrative and stable jobs. Objective:The general objective of the GAMEON project is to exchange of good practice in the informal educational pathways to the gaming industry for the NEET group.The specific objectives are:• to exchange best practices on how to bring NEETs to high-tech industry of gaming;• to create the show-cases of successful people (like Markus Persson) who made it in the industry without formal degree;• to visualize the alternative pathways for the gaming industry with the use of informal learning approach;• To promote a non formal approach in game training;• To provide understanding of the educational pathways for non-degree students (in this case NEETs) to the gaming industry;In our course we would like to focus on NEETs and youth who are not in higher education and would like to consider their career in the game development but they do not know how to enter it without degree. The project focuses on exchange of good practices between partners on the topic of attraction of NEETs to game development industry and the specific results of the projects are(RESULT 1) report on the best practices of bringing disadvantaged youth and NEETs into game development industry with show-cases.(RESULT 2) repository of free online resources which will guide the participants into the basic level skills of game development.(RESULT 3) Educational pathway to game development for NEETsThe project targets primarily: nr. 110 youth workers, youth organizations and social educators dealing with NEETs who will test the RESULTS 1,2,3 nr. 50 young people NEETs that will be testing the RESULTS 1,2,3. All of them be a participants with the fewer opportunities.The participants will be involved:50 people youth workers, public policy authorities, social policy centers and other stakeholders will participate in the GAMEON conference60 people youth workers, public policy authorities, social policy centers and other stakeholders will participate in the GAMEON local workshops (15 per country)min 50 NEETs will test the RESULTS 1,2,3.In order to select and involve the above-mentioned target groups, after the kickoff meeting, the project partners will provide stakeholders agreements with youth organizations, for ensuring the involvement of target groups from the very beginning of the project.The criteria for selecting the participants are:- Interest in the project’s topics and availability in being committed with the project’s activities- Significative presence of youth workers’s working with NEETsn (if cooperation on instititutional basis for example with social welfare centers)- Previous collaborations between the youth organizations and the project partners is considered an added value- Interest in ICT and gaming industry Rationale for transnational cooperation:- Project brings partners with the unique set of skills in the IT industry: VR/AR, AI technologies (Sumy State University), digital skills and coding training (INERCIADIGITAL), project management in IT (Eduvibes) and two partners who have a broad experience in working with NEET (APE and AKTEK). The scope of the project can be attained only in such wide consortium

Data Management Plans
Powered by OpenAIRE graph
Found an issue? Give us feedback

Do the share buttons not appear? Please make sure, any blocking addon is disabled, and then reload the page.

All Research products
arrow_drop_down
<script type="text/javascript">
<!--
document.write('<div id="oa_widget"></div>');
document.write('<script type="text/javascript" src="https://www.openaire.eu/index.php?option=com_openaire&view=widget&format=raw&projectId=erasmusplus_::f7e3447890c0ea65770adb363b5763d0&type=result"></script>');
-->
</script>
For further information contact us at helpdesk@openaire.eu

No option selected
arrow_drop_down