<< Background >>The project was initiated in response to the growing needs related to ecological awareness and preparing youth for the dynamically changing labour market. The decision to implement the project was based on the need to expand youth's skills to include aspects related to environmental protection and sustainable business. Therefore, we applied for its implementation in order to create an educational tool that integrates ecological issues with professional competences, the use of which will influence the personal development of young people and allow for a better interpretation of climate change issues in the context of professional development.During the implementation of the project, we also expected the development of our institutions, in the organisational context - by expanding competences in the field of international cooperation, management of high-complexity projects, and in the substantive context as well - which would allow us to develop skills, gather interesting knowledge and develop professional tools.<< Objectives >>When implementing the ECOmpetence4You project, our main goal was to develop and implement an educational game that shapes the professional competences of youth, integrating knowledge about business models with ecological issues. We wanted to create a tool that would increase youth's ecological awareness and prepare them for future professional activity.We wanted the project to contribute to increasing the employability of youth by developing key skills that are increasingly valued on the labour market: creative thinking, understanding the complex relationships between business and the environment, the ability to approach innovatively and problems solving. At the same time, we wanted to promote ecological awareness and shape pro-ecological attitudes, which are crucial in the global economic challenges context.The project also aimed to strengthen international cooperation and exchange of experiences of our institutions, building lasting relationships and a common approach to youth education. Through the implementation of the project, we wanted to learn, share knowledge and practices, create common values to increase our potential and create new opportunities for future initiatives.<< Implementation >>The project carried out 3 tasks:Task 1 Project management - involved preparing management tools and carrying out a set of activities for ongoing substantive and financial control of the project.Task 2 - Developing the mechanics of an educational game - involved carrying out the process of conceptualization and building a game framework (game mechanics with a proposal of main elements) with a set of key educational knowledge for the purposes of gamification (case studies of solutions and companies implementing circular business models) and ultimately developing a prototype games for testing (a set allowing for pilot games of the game in a youth environment).Task 3 - Testing and improving the game - the prepared prototype was tested in the youth environment of each partner, opinions were collected and the process of improving the game was carried out using the recommendations obtained from the tests. As part of the Task, it was proposed to expand the catalogue of game values with solutions that reduce the amount of printed materials necessary to conduct games. A dedicated IT tool for moderators and players was consequently prepared (which went beyond the assumptions of the application).<< Results >>1. A unique innovative educational board game has been developed, ready for use in the youth environment. The method of operation and use of the game is reflected in the assumptions of the project, i.e. a package has been prepared covering the game mechanics with a scenario of use in informal education, with high-quality materials, including:- ready-to-print files of game elements (board, cards, forms, tokens, credits), including solutions for a 3D printer (additional value),- practical educational content in the area of Circular Business Models in the form of case studies: Circular Companies (61 pcs) and Circular Solutions (20 pcs),- game manuals for moderators and players (in the form of attractive animations),- a practical IT tool for managing gamification by moderators and players (this is an added value of the project that goes beyond the project application).2. A high-quality international partnership was established between project partners. The formal Letter of Intent was signed between us with intention to transfer existing cooperation into long lasting process. Checked cooperation have created the space for continuality of mutual activities and the document confirms the maturity of all institutions to work together.
