Weed out Occupational Violence from HORECA !

Erasmus+ VETPartnerships for cooperation and exchanges of practicesID: 2021-1-CZ01-KA220-VET-000025684
EC Contribution
โ‚ฌ2,763
Consortium Size
8 orgs
Start Year
2021
โ–ถSummary

Joining due to concerns about HORECA sector violence (4.5% EU workforce), exacerbated by COVID-19, our project addresses urgent needs. Violence jeopardizes well-being, with long-term impacts on ph...

โ–ถObjectives

The WEED OUT project aimed to address occupational violence in the HORECA sector through key objectives. Primarily, it developed an EQF Level 5 'WEED OUT Curriculum' using the ECVET model, empowering HORECA management with comprehensive knowledge and strategies. The creation of the dynamic learning tool 'Recognise and Act' reinforced the educational approach. Practical results included a Prevention and Management Strategy, a Train-the-Trainer Course for 14 VET trainers, and best practices exchange. The project's impact extended to professional development, stimulating economic and social growth. The potential adoption of the curriculum by non-formal institutions signaled broader influence. Practical outcomes, including a Project Management Handbook, and a Quality Assurance Plan, demonstrated transparent collaboration. Dissemination efforts, press releases, articles, and a project website aimed to maximize impact at local, regional, and EU levels. In essence, WEED OUT aspired to address HORECA sector issues sustainably, positively impacting vocational education, workplace safety, and societal well-being.

โ–ถActivities

In addressing the critical issue of occupational violence in the HORECA sector, the WEED OUT project undertook a series of strategic activities under three primary project results. Project Result 1 (PR1): Curriculum Development for HORECA Management PR1 aimed to sensitize, qualify, and professionalize HORECA managers regarding occupational violence. The project initiated a detailed needs assessment through interviews with managers to tailor a customized curriculum. This curriculum, based on the ECVET model, covered topics such as EU and national instruments, identification and forms of violence, organizational factors, and prevention and management strategies. The innovative aspect lay in the agile design, making the curriculum adaptable to face-to-face, blended, or distance learning. The training culminated in a WEED OUT blended learning Train-the-Trainer course, upskilling 14 VET trainers for subsequent pilot testing of the curriculum. The project results aimed to equip HORECA managers with skills to prevent and manage workplace violence, with potential application in other sectors. Project Result 2 (PR2): Workplace Violence Prevention and Management Strategy PR2 focused on developing a comprehensive Prevention and Management Strategy for all forms of violence in the HORECA industry. Conducting a survey among HORECA employees and Health & Safety Officers, the project identified hazards and assessed risks, emphasizing physical work environments, management procedures, and employee training. The result outlined effective control measures and procedures for preventing and managing risks, contributing to a systematic process of risk management. The detailed procedures were aimed at improving occupational health and safety, discouraging instigators, and ensuring transferability to other enterprises facing similar challenges. Project Result 3 (PR3): Educational Game 'Recognise and Act' PR3 centered on creating an innovative educational board game, 'Recognise and Act,' as a learning/assessment tool for the WEED OUT curriculum. The game employed a constructivist methodology, engaging learners in experiential learning. It aimed to enhance HORECA managers' skills in recognizing and responding to various forms of workplace violence, offering a holistic perspective by simulating instances from the victim, bully, and eyewitness perspectives. The game's expected impact included improved awareness and transferability potential to other contexts requiring experiential learning. The division of work involved comprehensive activities such as needs analysis, curriculum development, surveying, risk assessment, strategy development, and game design. The applied methodology included interviews, surveys, brainstorming discussions, testing prototypes, and continuous feedback loops to ensure the quality and effectiveness of the outcomes.

โ–ถImpact

The WEED OUT project, with its three distinct project results, has generated concrete outputs aligned with its objectives. Project Result 1 (PR1): WEED OUT VET Training Course Output 1: Needs Assessment Developed a comprehensive questionnaire and interview plan for the needs assessment. Conducted interviews and surveys with a total of 226 participants from HORECA management across six EU countries. Obtained insights on the frequency of workplace violence, self-perception of professional skills, forms and causes of violence, and implemented prevention measures. Output 2: Curriculum Development Theoretical elaboration of the WEED OUT course based on ECVET standards. Development of bite-sized learning modules suitable for face-to-face, blended, or distance learning. Creation of course materials, including exercises, slides, and videos. Output 3: Training the Trainer Course Planned for the up-skilling of 14 VET trainers through a 3-day course. Aimed to enable trainers to effectively deliver the WEED OUT VET course. Done in June 2023 in Riga. Output 4: Course Pilot Testing Intended to pilot test the WEED OUT VET course with trained VET trainers. Targeted the development of a pool of 70 potential WEED OUT trainers. Done by each project country. Project Result 2 (PR2): Occupational Prevention and Management Strategy Output 1: Methodology for Identifying and Assessing Risks Conducted a survey among 263 HORECA employees in six EU countries to understand the nature and frequency of occupational violence. Discussed survey results with Health and Safety officers and managers to clarify processes for handling incidents. Output 2: Definition of Control Measures and Procedures We defined the control measures related to physical work environments, management procedures, and employee aspects in the areas of restaurants, hotels, and catering. Output 3: Implementation of Corrective Actions, Monitoring, and Reviewing Procedures Established an investigation system for recording and responding to incidents. Aimed to improve the effectiveness of control measures and ensure continuous improvement. Project Result 3 (PR3): Game 'Recognise and Act' Output 1: Game Contextualisation Developed a questionnaire and conducted interviews with 20 HORECA managers per partner to collect workplace bullying situations. Conducted desk research on best practices and policies related to workplace violence. Output 2: Game Algorithm, Methodology & Design Decided on the game's ultimate goal, style, rules, player count, and objects. Designed the layout of the board and determined how the game will be used. Output 3: Prototype Testing Translated and printed prototypes in local languages. Tested the prototypes with partners, and feedback is being evaluated by OUT LOUD. Output 4: VET Trainer Handbook and Quick Reference Guide Partners developed a handbook for VET trainers and a quick reference guide for players. Output 5: Development of the Online Version of the Game Development of an online version for flexible learning environments. All partners collectively developed a board game consisting of 50 problematic situations and 240 solution cards to facilitate a profound understanding of workplace violence in the HORECA environment. The game's complexity lies in detailed and diverse scenarios, structured to encourage a wide range of discussions and interactions in a physical, group setting. We had some serious difficulties within the project to attend some of the meetings (mainly because of the last moment circumstances as an illness), but we decided to use it for PR3 improvement (based on good feedback after testing). Firstly, the original budget only considered transferring the board game to an online platform. To enhance the digital version's usability, significant modifications are proposed, requiring an additional 5 days for all partners to adjust their materials and translations (not initially budgeted), plus an extra 5 days for Out Loud, the organization developing the digital game. The second change involves converting the 'Recognize and Act' board game, developed from 50 situations per country, into an accessible Word format. Analyzed for use in training sessions across all project countries, the situations and solutions, originally designed for professional printing, will be shared on the project website. This modification responds to positive feedback, allowing trainers flexibility to customize scenarios for specific areas (e.g., bars, airport hotels) and issues (sexual violence, racism). The incurred additional cost of 155 EUR beyond the budget will be covered by the CZU from their PMI costs.

Consortium (8)