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Chania Directorate Primary
Education CDPE
Second project meeting
12 February 2021
LittleBigEntrepreneurs –
Design Thinking and Gaming
Applied to Entrepreneurship
Education
1
1.1 Overview of TO-DOs and activities
after the last meeting
• Forming of the project management team.
• Setting up of a weekly meeting every Thursday 12:30 - 14:00,
with an open invitation to all members of the project.
In these meetings the planning of the actions is discussed,
their implementation is monitored and feedback is given
on their progress.
2
• Notification to all schools in Chania and the regional director for the
undertaking of the program by our organization.
• Assignment of tasks and monitoring of their completion.
• Dissemination actions of the program.
• Cooperation of the project group members for the production of the
O1/A1 Task - Learning Framework through face-to-face and distance
meetings.
• Preparation of second meeting.
3
1.2 Overview of TO-DOs and activities
after the last meeting
2.1 Analyze/report of the work done on the learning
framework
The research reveals that:
• Entrepreneurship education is presented as
interdisciplinary approach.
• Entrepreneurship education hasn’t been integrated
into compulsory courses.
• Most common and effective practices in secondary
education courses via work plans, case studies, text
readings and lectures and presentations
Entrepreneurship in the official institutional texts of Education (1)
4
2.2 Analyze/report of the work done on the learning
framework
• Empirical learning through specific projects is the
most common practice of Entrepreneurship
education and takes practice in various forms:
• Active learning
• Project-based learning
• Experiential learning
• This year Ministry of Education has implemented
Workshops of Skills integrating Entrepreneurship in
them.
Entrepreneurship in the official institutional texts of Education (2)
5
• It is an easy to use and innovative computer learning
game. It is a multiplayer game with a variety of scenarios.
• Increasing the entrepreneurial culture of children through
gaming / Simulation game - supporting participative
learning which enhance entrepreneurship.
• Friendly and entertaining tool for teaching
Entrepreneurship skills such as:
Creativity, Cooperation, Achievement motivation, Need for
autonomy , Risk taking, Goal setting , Self-awareness ,
Persistence
• It is methodologically based on pedagogical principles,
which promote the above skills.
Graphic
Environment
-More 3d design of
the environment
-Possible use of
augmented reality
Age Group 6-
10 years old
(?)
3.1. Partners feedback/discussion on
the example game Kidventure
6
Specific notes per category (1)
• Relation of game content to learning goals: Clear connection between the content of the
game and the desired learning goals throughout the entire game.
• Problem-solving characteristics: The game presents well-ordered, scaffolded problems that
allow players to work up to challenges. * Problems or tasks are not leveled from beginner to
advanced (age-related differentiation of players)
• Integration of knowledge content into the game: System thinking is promoted, and players
connect previously learned knowledge with new knowledge as they move through the game.
• Feedback/instruction: Feedback that supports players success during game play is presented
when needed but may provide too much information at one time.
3.2. Partners feedback/discussion on
the example game Kidventure
7
Specific notes per category (2)
• Relationship of game content (knowledge) and game control to student's ability levels:
There may be concerns regarding the appropriateness of the level of language and quantity of
text.
• Ease of use: The game requires practice time for both students and teachers to become
comfortable with it.
• Collaboration: The game design allows several players to easily collaborate to solve problems
or tasks throughout all stages of play.
• Student engagement in the game: The game provides roles for student characters and allows
growth of character. * Need to be more visually attractive.
3.3. Partners feedback/discussion on
the example game Kidventure
8
4. Discussion on the main learning objectives as an input
to start the game specification.
• The main learning objectives
should be to promote the
introduction to
entrepreneurship from an early
age, to promote the
development of mentality, the
cultivation of skills and the
acquisition of knowledge.
9
Main learning objectives are
connected to the cultivation of
• Critical thinking and creativity
• motivation for undertaking initiatives, goal setting,
scheduling and acting through problem solving situations
• Exploiting challenges or seeking Innovation
• Communicate and developing Cooperation and team work
Dissemination Initiatives of CDPE
Second project meeting
12 February 2021
 a press release
witch was published
in Printable Newspaper
/e-Newspapers
 Facebook group of
European Cretan
programs
Dissemination Initiatives of CDPE
Meeting for project announcement
 online meeting with the
principals of the schools
 presented the program in the
workplace and online
Dissemination Initiatives of CDPE
Website /media
 link to our page that refers to the
LBE main page
http://dipechan.blogspot.com/search/label/%CE%9A%
CF%8D%CF%81%CE%B9%CE%B1
 have started creating a blog
https://littlebigenterpreneurschania.blogspot.co
m/p/blog-page_11.html
Dissemination Initiatives of CDPE
Ather activities
 poster for the presentation of the
program in our service and also
donated a cup with the logo of the
program to the staff and the
authorities
 have a stand where the program is
displayed
Dissemination Initiatives of CDPE
Thank you …
LittleBigEntrepreneurs –
Design Thinking and Gaming
Applied to Entrepreneurship
Education
16

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Final pptx second project meeting 12 feb little bigentrepreneurs cdpe

  • 1. Chania Directorate Primary Education CDPE Second project meeting 12 February 2021 LittleBigEntrepreneurs – Design Thinking and Gaming Applied to Entrepreneurship Education 1
  • 2. 1.1 Overview of TO-DOs and activities after the last meeting • Forming of the project management team. • Setting up of a weekly meeting every Thursday 12:30 - 14:00, with an open invitation to all members of the project. In these meetings the planning of the actions is discussed, their implementation is monitored and feedback is given on their progress. 2
  • 3. • Notification to all schools in Chania and the regional director for the undertaking of the program by our organization. • Assignment of tasks and monitoring of their completion. • Dissemination actions of the program. • Cooperation of the project group members for the production of the O1/A1 Task - Learning Framework through face-to-face and distance meetings. • Preparation of second meeting. 3 1.2 Overview of TO-DOs and activities after the last meeting
  • 4. 2.1 Analyze/report of the work done on the learning framework The research reveals that: • Entrepreneurship education is presented as interdisciplinary approach. • Entrepreneurship education hasn’t been integrated into compulsory courses. • Most common and effective practices in secondary education courses via work plans, case studies, text readings and lectures and presentations Entrepreneurship in the official institutional texts of Education (1) 4
  • 5. 2.2 Analyze/report of the work done on the learning framework • Empirical learning through specific projects is the most common practice of Entrepreneurship education and takes practice in various forms: • Active learning • Project-based learning • Experiential learning • This year Ministry of Education has implemented Workshops of Skills integrating Entrepreneurship in them. Entrepreneurship in the official institutional texts of Education (2) 5
  • 6. • It is an easy to use and innovative computer learning game. It is a multiplayer game with a variety of scenarios. • Increasing the entrepreneurial culture of children through gaming / Simulation game - supporting participative learning which enhance entrepreneurship. • Friendly and entertaining tool for teaching Entrepreneurship skills such as: Creativity, Cooperation, Achievement motivation, Need for autonomy , Risk taking, Goal setting , Self-awareness , Persistence • It is methodologically based on pedagogical principles, which promote the above skills. Graphic Environment -More 3d design of the environment -Possible use of augmented reality Age Group 6- 10 years old (?) 3.1. Partners feedback/discussion on the example game Kidventure 6
  • 7. Specific notes per category (1) • Relation of game content to learning goals: Clear connection between the content of the game and the desired learning goals throughout the entire game. • Problem-solving characteristics: The game presents well-ordered, scaffolded problems that allow players to work up to challenges. * Problems or tasks are not leveled from beginner to advanced (age-related differentiation of players) • Integration of knowledge content into the game: System thinking is promoted, and players connect previously learned knowledge with new knowledge as they move through the game. • Feedback/instruction: Feedback that supports players success during game play is presented when needed but may provide too much information at one time. 3.2. Partners feedback/discussion on the example game Kidventure 7
  • 8. Specific notes per category (2) • Relationship of game content (knowledge) and game control to student's ability levels: There may be concerns regarding the appropriateness of the level of language and quantity of text. • Ease of use: The game requires practice time for both students and teachers to become comfortable with it. • Collaboration: The game design allows several players to easily collaborate to solve problems or tasks throughout all stages of play. • Student engagement in the game: The game provides roles for student characters and allows growth of character. * Need to be more visually attractive. 3.3. Partners feedback/discussion on the example game Kidventure 8
  • 9. 4. Discussion on the main learning objectives as an input to start the game specification. • The main learning objectives should be to promote the introduction to entrepreneurship from an early age, to promote the development of mentality, the cultivation of skills and the acquisition of knowledge. 9 Main learning objectives are connected to the cultivation of • Critical thinking and creativity • motivation for undertaking initiatives, goal setting, scheduling and acting through problem solving situations • Exploiting challenges or seeking Innovation • Communicate and developing Cooperation and team work
  • 10.
  • 11. Dissemination Initiatives of CDPE Second project meeting 12 February 2021
  • 12.  a press release witch was published in Printable Newspaper /e-Newspapers  Facebook group of European Cretan programs Dissemination Initiatives of CDPE
  • 13. Meeting for project announcement  online meeting with the principals of the schools  presented the program in the workplace and online Dissemination Initiatives of CDPE
  • 14. Website /media  link to our page that refers to the LBE main page http://dipechan.blogspot.com/search/label/%CE%9A% CF%8D%CF%81%CE%B9%CE%B1  have started creating a blog https://littlebigenterpreneurschania.blogspot.co m/p/blog-page_11.html Dissemination Initiatives of CDPE
  • 15. Ather activities  poster for the presentation of the program in our service and also donated a cup with the logo of the program to the staff and the authorities  have a stand where the program is displayed Dissemination Initiatives of CDPE
  • 16. Thank you … LittleBigEntrepreneurs – Design Thinking and Gaming Applied to Entrepreneurship Education 16