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Stichting Kenniscentrum Pro Work

‘‘Together it works’’

Stichting Kenniscentrum
Pro Work

‘‘Together it works’’

   ‘‘Together it works’’

TRIPLE-E-DGE

YEAR:
2017 - 2020

Embedding civic engagement in sustainable development in formal curricula of VET.

logo_Triple_Edge.png

RESULTS:

  • The concrete results of the Triple E-dge project are indicated below;

  • A demonstration package, as it concerns the labor market where companies indicate that there is a lack of an entrepreneurial spirit and skills among young people. Therefore, we will invite these companies to actively participate with the partners to make students understand the importance and relevance of a selected set of skills in the workplace.

  • Triple E knowledge bits: a project database with a composite set of promoting infromation and descriptions of the knowledge to be transferred in this project

  • Mini games for developing Triple E skills: a framework/basic structure for creating digital skills enhancing games, 4 digital mini games based on the Triple E skills in the chosen sectors.

  • Training packages: manual, videos, advice for trainers (school & company)

  • and an e-learning module for students (and employees).

  • Badges system certification: a digital badge containing detailed information and demonstrating the existence of a competency or skill set by an organization or institution.

Eurasmus+ Co-funded logo HIGH QUALITY.png

PURPOSE:

The Triple E-dge project consortium is working on the following: helping students, businesses, and teachers develop more entrepreneurial and digital skills, and fostering better relationships with businesses in vocational education settings. The partnership aims to create vocational education environments where key competencies such as entrepreneurship, critical thinking, independent decision-making, problem-solving, and creativity, as well as digital skills, are ubiquitous—where students are challenged to reflect on their own performance and face digital challenges both in and outside the classroom to better prepare them for future opportunities in the workplace. This is achieved by raising awareness of a number of carefully selected skills and their relevance in the workplace, and by encouraging the acquisition of those skills in a target-group-oriented manner through digital tools (games). Formally and officially validating the acquisition of these skills that are common in the labor market. And from an educational standpoint, by certifying the validated skills through a so-called badge system.

PARTNERS:

Lead:
Syntra West vzw,

(BE)
PLYMOUTH COLLEGE OF ART,
(UK)
INSTITOUTO ANAPTIXIS EPICHEIRIMATIKOTITAS ASTIKI ETAIREIA,
(GR)
Winston Wolff,
(BE)
Stichting Kenniscentrum PRO WORK
(NL)

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