Time to Work on Gamified blended learning course on “Tackling real-world challenges through Social Entrepreneurship”

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The PROSPER project is moving forward!

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At the moment we are working mainly on Gamified blended learning course on “Tackling real-world challenges through Social Entrepreneurship”: This output will provide a holistic and comprehensive Teachers training toolkit that will facilitate the smooth and effective implementation of the Intellectual Output 1 and ultimately support university teachers coming from diverse fields of study embed social entrepreneurship into their curriculum following our projects’ interactive and innovative methodology combining the virtual game-based learning environment with real-world opportunities through service learning. The PROSPER teachers training toolkit will contain the following handbooks that will be both printable in the form of handbooks and also transformed into eBooks that will be available on the PROSPER social entrepreneurship online platform;

This output aims to develop and implement the gamified blended learning course on “Tackling real-world challenges through Social Entrepreneurship” including 6 modules with a total duration of up to 75 hours of study (up to 6 ECTS). The format of delivery of the course will be flexible and will be facilitated with both online and blended learning module in order to be adapted and transferred to any context and discipline.
The course will provide basic theoretical knowledge on social entrepreneurship and its applied methodologies on various disciplines through blending gameplay and real-life experiences gained with the application of service learning as a way to engage students in a deep and meaningful way.
Going further from the conventional approaches of learning and teaching Social Entrepreneurship, this course will invite students to get through a series of real-world challenges, assignments and quizzes in order to move to the next module/level of the course. Students will be engaged in an interactive learning environment and role-playing activities will put them in the “shoes” of social entrepreneurs and enable them to explore the fundamentals of social entrepreneurship through game-based learning. Following the overarching principles of gamification, this course will bring forward a number of choices during each module/level allowing students to take responsibility of their business actions and learn how to confront, limit or avoid the bad consequences connected to the different Sustainability Challenges. More specifically, each choice will be connected with multiple paths leading to different sustainability challenges and provide students with credits or penalties, as way to help them understand and measure their social and environmental impact of their social enterprise.
Ultimately, this course aims to bring real learning outcomes as students will be offered with real-world learning experiences through their participation in service-learning projects.
Students will have the opportunity to opt for short-term placements in social enterprises or community organisations in their region and gain practical and useful insights on how social enterprises operate and tackle societal issues. Students’ participation in service learning will be rewarded with bonus points and students could recognize their voluntary work in academic results where appropriate.

Stay tuned for more news!

 

Erasmus Co funded EN text