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Intranet: Intrapreneurship net-playbook

Funder: European CommissionProject code: 2018-1-ES01-KA204-050708
Funded under: ERASMUS+ | Cooperation for innovation and the exchange of good practices | Strategic Partnerships for adult education Funder Contribution: 145,877 EUR

Intranet: Intrapreneurship net-playbook

Description

Entrepreneurship is generally recognized as one of the basic skills to be acquired through lifelong learning. Education can make a significant contribution to entrepreneurship, encouraging the development of entrepreneurial attitudes and skills of the learners. This has to do with soft-skills such as leadership, creative thinking, resilience, adaptation, and initiative among others. On Intra-Net project we focus on “intrapreneurship” which place inside institutions and can provide huge benefits for individuals as well as for organisations. It allows the construction of highly effective dynamic teams and collaborative groups that make possible organisations’ continuous innovations and competitiveness increase. Simulations and online activities through gamification are currently acknowledged as having an important potential role in education. It has become a methodology that facilitates the aspects of learning and learners’ socialization which keeps motivation and makes possible the acquisition of skills such as creativity, problem solving, decisionmaking, collaboration, role awareness, focus on aims, strategy, etc. We use Serious Games components (that is called gamification: role simulation, challenge, competition/collaboration, award-wining, etc ) applied on an on-line activity that could be used by a team to promote the acquisition of competencies and skills related to intrapreneurship. In this sense 13 activities have been created, with target several soft skills and capacities among others:1. Critical decision making: decision making2. Creative crowd source thinking: problem solving3. Cause-Effect (Ishikawa): problem analisis4. Six Hats: creativity (thinking outside the box)5. Impact+: target analysis6. Groups development (Tuckman): group formation7. Leadership-thrusted collaboration: leaderhsip8. Bridge map: innovating through analogies: innovation9. Think differntly (SCAMPER): lateral thinking10. Innovative thinking pathway: planning11. Collaborative SWOT: analysis and targeting12. Target Canvan: design13. Lead Brainstorming: creativity (problem solving) We aim at supporting the professional development of individuals to acquire entrepreneurial and digital skills (1st aim). To reach this, we have created previous online activities available on an online platform (2nd aim) designed to be used effectively to engage individuals inside an organisation as well as unemployed individuals. The necessary tools and methods to make explicit the tacit knowledge, group dynamics, and collaborative skills are facilitated within the online platform while promoting other entrepreneurial skills such as innovation, outside-the-box thinking, and adaptation among many others. Educational organisations and teams inside enterprises are the first target of the Intra-Net project. Learners and staff are the end-users. More specifically, the main project’s target group is the staff already working in an organisation or unemployed individuals willing to acquire intrapreneurial skills. They are the main beneficiaries of this project due to the future increase of their skills and competencies. In order to reach this target group, we disseminated the activities and facilitate its use on other educational institutions or training departments inside organisations.We facilitate the use of the activities: they are offered as an online service, to be used directly, accessing to https://tools.intra-net.org. Those can be also included in other eLearning environments (as Moodle) that accept the LTI (Learning Tools Interoperability) protocol, or by inviting learners using a key. The activities are simple but powerful: we skip graphical decoration to promote interactivity and dynamism; that is the phases or steps that the activity required the trainer and learner to go through. Because the graphical simplicity those can be played in a tablet, smartphone or in a website in a computer.Activities can be played collaboratively in a synchronous or asynchronous learning environment or workplace, depending the pace the trainer/coordinator requires. The potentiality of these activities is that could be included by trainers or coordinators for their topics, courses, subjects or challenges, in a very flexible way, as the activity can be customized by including a specific business challenge, a risk, a new product development, the need of leadership for an activity, etc. We maximise by this way the transferability to own learning pathways and organisation’s needs.

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