AGROPOLY is a new online game, a virtual place which reunites the fun of playing with games and usefulness of learning entrepreneurial skills and competences for students in the agricultural sector. Those who are planning to start their own business, can play the game to get an idea about real life situations and competences to be developed.
PLENTIS (Play & Learn Entrepreneurial Skills in the Agricultural Sector) has been financed by the European Commission in the framework of the ERASMUS+ programme. The project is led by TREBAG (Hungary) and counts on the collaboration of 7 partners from 4 different countries: VM KASZK Vocational School and PROMPT-H in Hungary; Soros Educational Center in Romania; the University of Life Sciences in Czech Republic, as well as Inveslan and HAZI in Spain.
Entrepreneurial skills are considered one of the basic key competences set out in the Lisbon Strategy, and essential to be included in the formal and non-formal learning itineraries. As entrepreneurship cannot be identified as one competence, but as a set of competences, the PLENTIS project aimed to develop an online educational platform, which is basically a gamified competence development land (literally), with actual content (knowledge base) and individual games to help teachers and students develop those skills and competences essential for entrepreneurship.
The main outputs developed include:
AGROPOLY GAME - is a virtual place which reunites the fun of playing with games and usefulness of learning entrepreneurial skills and competencies for students of agricultural sector. If these students are open or plan to start their own business in the future, they will already have an idea about real life situations as well as they get an idea about their competencies to be developed.
The game itself has a framing story serving as a starting point to give them motivation to perform well and achieve points. This framework is about building up their own enterprise depending on their collected points they earn based on correct answers.
Besides the tests – based on different types of game engines – real life simulations, decision trees can also be found (and played) on the platform. The platform contains 6 knowledge bases, covering the important topics of agricultural entrepreneurship and the essential competences belonging to it.
What do Dian Fossey, Jeanne D´Arc, King Arthur, Leonardo da Vinci, Phileas Fogg and Sherlock Holmes have in common? They all are MENTORS on the AGROPOLY platform, chosen by their outstanding capabilities to support gamers with their advice and specific knowledge and skills. Players receive hints and tips from the Mentors regarding how to develop their skills and use them in agricultural entrepreneurship. These form the base of a thematic knowledge Garden, which functions practically as an e-Learning Library.
TRAINERS´HANDBOOK - is the core tool to guide teachers in the use of games, and particularly AGROPOLY game, in their classes. That is, the handbook provides help for the application of the Agropoly game as a framework without describing ready-made, instant solutions but integrating the game into the tool system of modern methodology and giving the reader instructions as to how to prepare for its adequate use.
The Handbook presents firstly the educational segment supported with the creation of the system, then the teacher can become acquainted with the competences and skill sets which can be developed by the game.
It is important to outline that the most significant aim of this guiding book is to show the diversity of its use and the endless opportunities that Agropoly presents. PLENTIS partners do not offer a single recipe, since every student, every class, every lesson, every school, every town and every country is different. Only one thing is constant: the role of the teacher in finding the best possible method to match their students’ actual state and in order to achieve their learning aims.
The project came to an end in November 2016, but the PLENTIS team continues working on the AGROPOLY game and project outputs, to put them into practice in all the participating countries. We invite you to take part and joint the PLENTIS COMMUNITY on facebook: https://www.facebook.com/Plentis-project-799739936780431/
Rural regions not only offer natural and healthy life! They can also provide opportunities to develop innovative and successful business ideas where e-commerce can play a decisive role, bringing services and products where before could not come.
TransForm@ is a Transnational project aimed at encouraging the digital transformation of commerce sector in rural areas, by enhancing people’s digital and e-business related skills through a game-based training.
VET centre’s managers, teachers and students, (aspirant) young entrepreneurs, people from enterprise organisations, job services, business consulting services as well as inhabitants of rural areas, will find here new tools to train skills for e-commerce in rural areas.
Transform@ project is:
TransForm@ project pursues 3 main objectives:
The Transform@ Consortium main outputs are:
Feel free to contact us for further information (proyectos (at) mediacreativa.eu
Erasmus + project SG4Adults developed a serious game to learn entrepreneurial skills: BIZ-E-BEE. In the Netherlands the game has been tested with students at a bachelor's degree Social Work because entrepreneurship is a relevant topic for their future study and work.
Social workers have to deal with many different problems such as parenting issues, domestic violence, lack of money, poor housing, conflicts, psychological problems or a combination thereof. In training they learn how to find lasting solutions together with the client and in collaboration with other professionals. What do socialo work students need entrepreneurship for? It is a sector where it is not uasual to make money or even profit, but primarily to provide quality services in line with the needs of clients. They are usually not commercial organisations, though one efficiency drive after another and targeting on goals has been clearly increased in recent years. The vague woolly character of the past has given way to formulate nowadays SMART goals. However, entrepreneurship often seems far away from the bed.
Kahoot! is a web-based game created to add fun in a students assessment. Kahoot Quiz is a web-based quiz that is prepared by a teacher, consisting of multiple choice questions. The students - gamers assess the game from any electronic device (PC, laptop, tablet, mobile phone), through a game PIN, using nicknames. The game is played on real time. For each question, the gamers have to select the right answer. The score is calculated automaticaly taking into account, the right replies and the time needed to reply for each gamer. At the end of the quiz, the winners are announced.
We have tested the kahoot game in the final seminar of the Qual4T project. It was fun, engaging and stimulating. The game can be used also as an ice-breaking activity in a workshop/seminar or as a short break between lectures.
A tool in reality: Game - KaHoot!
A kahoot Quiz was prepared in the internet. Questions were related to the project and some general knowledge on Europe or European Countries. The Participants were asked to login for the Quiz and received a password. Overall the quiz contained five questions to make sure that it is not too long and time consuming. After the conduction of the Quiz, the participants received some general information on how the quiz works. The Quiz produced a nice atmosphere between participants and activated them.
Sorry, no pictures of this activity! We were all too busy playing the game!
The PLENTIS project is developing a set of online educational minigames on the topic of agricultural entrepreneurship, in order to develop the entrepreneurial skills and competences of vocational students.
According to the Lisbon Strategy, one of the 8 key competences is the ability for entrepreneurship. As entrepreneurship cannot be identified as one competence, but as a set of competences, the PLENTIS project aims to develop an online educational platform, which is basically a gamified competence development land (literally), with actual content (knowledge base) and individual games to help teachers and students develop those skills and competences essential for entrepreneurship.
The Plentis project is funded by the European Commission’s Erasmus + programme. The project started in September 2014 and lasts for 2 years. The main field of the project is to develop an online game based learning platform and a supporting teachers’ handbook in the topic of agricultural entrepreneurship development.
The focus of the project is the question whether it is possible to adapt successful mechanisms of open innovation to open organizations. In open organizations people from outside the organization are not asked for cooperation because of their individual knowledge but are integrated as a person with all the competences they have. To do so it is not only important to have open organizations. You also need open persons. It is important to know a lot about the competences needed in one organization and the competences that are offered by an individual. And it is important for managers to be open, act as an open person and to act in an open organization. The competences they need for this shall be trained by a serious game application.