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The main objective of the SUSEN project was the creation of an innovative game-based, student-centred learning programme for lower secondary schools. The result is to ensure the acquisition of key competences with focus on entrepreneurship, which is seen as a key competence in the European strategic framework ET 2020. A strategic game is the core of the SUSEN learning arrangement. Students of 7th-9th grade assume the role of a manager/entrepreneur in the market of energy provision and collaborate in teams. The game-character of SUSEN will raise motivation so the learning topic has the maximum impact with the students.The consortium selected the energy sector as a focus for the project to combine entrepreneurship education with education for sustainable development. Energy provision, energy mix and energy consumption are central issues for sustainable trajectories in times of climate change. Sustainability comprises not only environmental but also economic and social factors. Consequently, the learning programme combines a classroom game with elements of service learning. Participating students have the opportunity to learn outside the confines of school. Students are confronted with tasks that suggest contacts external stakeholders. With this enrichment of traditional game construction, the partners intend to sensitise students not only for community but also to create opportunities and preparing young people for when they leave school.The SUSEN game-based learning is innovative according to the mentioned combination of learning topics with their particular learning goals: education for sustainable development, entrepreneurship education, and civic education. Far more, it will support collaboration strategies between the game players besides strategies to succeed in a competitive environment. It fosters creativity and design thinking, self-efficacy and self-efficiency. Not least, it requires transversal competences like a sense of initiative, learning to learn and digital competences. For this reason the consortium adopted a blended learning concept creating an online companion to accompany the game which is appealing to the younger audience offering ‘auditive’ and ‘visual’ learning styles.The consortium analysed at the first phase the learner’s needs according to the different topics and main learning goals to reach these objectives. Simultaneously they identified the relevant curricula to ensure the intended programme is embedded more effectively in schools' regular processes. Regional/national differences are considered in game construction by adaption of rules. The partners developed the game rules, defined players' roles, and identified relevant stakeholders (experts) who accompanied the game development critically. The classroom game and the online companion were piloted by schools in different programme partner countries. The evaluation of the whole programme led to a final version of the game and the online companion. Then the teacher support pack was developed as well as a syllabus and material to train teachers. The teacher training syllabus and the teacher support pack were tested and evaluated in several multiplier events in the different partner countries. The consortium of six partners from Germany, UK, Poland, Belgium, and Switzerland were selected for its breadth of relevant knowledge and skills and partners' experiences referring to the topics entrepreneurship, sustainability and civic education as well as their experiences in proceeding EU projects. All partners are situated in the educational sector - from higher education to adult education, from vocational to general education. The partners collaborate in all activities commonly and the main outputs which are listed below: • SUSEN Classroom Game• Online SUSEN Gaming Companion• Teacher Support Pack• Teacher Training Course• Teacher Training Syllabus• Piloting and Evaluation• SUSEN Best Practice Case Studies• SUSEN Portal and Website Due to its conception, the game is applicable to different curricular settings, national and international. So it is not necessary to adjust the game itself to national educational standards and contexts.. In order to enable students to see a connection between their national contexts and the game’s intention each partner designed several case studies. So the students’ game experiences are connected to concrete, national and real-life examples of companies that implement aspects of sustainable development into their company policy.The consortium was in a constant exchange of information with several experts, that accompanied the game-development (appendix „3-3 Comments of Experts“).All the main results of the project will be provided online for longer term benefits and maximum exploitation of the project via the SUSEN portal (http://powerplayer.info). After expiring, the website will be moved to one of the partners’ institutional websites (appendix„5.3-5 Project Website and SUSEN Platform”).
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