
AACHENMÜNCHENER VERSICHERUNG AG
AACHENMÜNCHENER VERSICHERUNG AG
2 Projects, page 1 of 1
assignment_turned_in ProjectPartners:University of Exeter, LEGO SYSTEM AS, HHL GEMEINNUTZIGE GMBH, ASIIN CONSULT GMBH, ISPIM +6 partnersUniversity of Exeter,LEGO SYSTEM AS,HHL GEMEINNUTZIGE GMBH,ASIIN CONSULT GMBH,ISPIM,RWTH INTERNATIONAL ACADEMY GMBH,SOUTH DEVON HEALTHCARE NHS FOUNDATION TRUST,SDU,LSY,AACHENMÜNCHENER VERSICHERUNG AG,BMW (Germany)Funder: European Commission Project Code: 562459-EPP-1-2015-1-UK-EPPKA2-KAFunder Contribution: 999,561 EURThe project builds on an existing community linked to ISPIM Society focused on innovation and entrepreneurship (I&E) – a theme of central interest in EU as a source of employment and growth. The consortium consists of industrial partners (Nokia Networks, Lufthansa, Torbay Hospital, AachenMuenchener, BMW, Lego) and academics who share a concern with the question:How do we improve on current I&E teaching, coaching and training?While many organizations offer courses that focus on I&E we know these often fail to stimulate a step change in student abilities. Learners know they should act, but training does not enable this and whilst they gain considerable ‘explicit’ knowledge, they fail with ‘TACIT’ element that helps them to apply it. We suggest this is partly due to the mode of delivery and there is a need for new and innovative approaches that embrace learning as a generative iteration of knowledge and knowing through doing, making and relating:• recognise different modes of learning; for many practitioners classroom style approaches do not work effectively• promote experiential learning offering different ways of closing the learning cycle between theory and practice• create skills-based learning placing emphasis on what individuals in organizations can actually do rather than focusing only on structures and processes to enable innovation• assure practice-based learning: allowing capability development through experimentation and prototyping• build on core I&E principles around which individuals configure solutions to work in their own corporate contextThe objective of this project is to combine the efforts of business and university educators to create new learner-centred teaching methods, open up new learning opportunities and develop the practical application of entrepreneurial skills. This will be framed as an innovative teaching module to be embedded in the existing curricula of higher education institutions and in the corporate training programs.
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For further information contact us at helpdesk@openaire.euassignment_turned_in ProjectPartners:DT, HHL GEMEINNUTZIGE GMBH, 3M ESPANA SL, LSY, HMKW - HOCHSCHULE FUR MEDIEN KOMMUNIKATION UND WIRTSCHAFT GMBH +7 partnersDT,HHL GEMEINNUTZIGE GMBH,3M ESPANA SL,LSY,HMKW - HOCHSCHULE FUR MEDIEN KOMMUNIKATION UND WIRTSCHAFT GMBH,DANSKE BANK AS,Complutense University of Madrid,ASIIN CONSULT GMBH,ISPIM,Design School Kolding,KAMSTRUP AS,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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