Play Creative Grow Food Entrepreneur

Erasmus+ VETCooperation partnerships in vocational education and trainingID: 2021-1-DE02-KA220-VET-000033125
EC Contribution
€2,781
Consortium Size
7 orgs
Start Year
2021
Summary

The food industry experienced significant repercussions due to COVID-19. Closures of restaurants and bars disrupted traditional business models. However, the pandemic simultaneously unveiled unpre...

Objectives

The implementation of the F4BT project aimed to achieve several key objectives. Firstly, we aimed at empowering Europeans aged 16-30, particularly those at risk or facing discrimination, by providing them with tools and resources to start food and beverage entrepreneurial ventures. Through a game-based training program, participants could simulate the creation of their own business and refine their entrepreneurial and leadership skills. Moreover, the project seeks to challenge negative stereotypes about entrepreneurship by showcasing real-life experiences of F&B entrepreneurs and fostering a supportive community through digital networking platforms. During the project, we wanted to use games and digital tools to make learning fun and help users connecting with each other.

Activities

Within the scope of the project, we have implemented the following key activities: 1) Developed a Professional Profile of a food & beverage entrepreneur. Partners created a competence framework that identifies the competencies (knowledge, skills, and attributes) necessary for Food Entrepreneurs to innovate, be digitally competent, take on the risk of their decisions, and succeed in the market. 2) Developed an e-learning platform featuring training activities, a simulation game, and a community for teachers and learners. 3) Developed an F4BT Training package comprising training modules for aspiring entrepreneurs, along with a handbook for educators to assist trainers in utilizing the materials developed by F4BT in their teaching units. Moreover: - 3 national multiplier events were organised with a total of 74 participants - A dissemination strategy was developed, 2 social media channels were created - A quality management plan was created and monitoring activities were carried out throughout the project - Project management guidelines and tools were put in place

Impact

1) PR1: Creation of a SURVEY and organisation of NATIONAL FOCUS GROUPS to collect the training needs of the target group. 40 answers to the survey, 15 experts attended the national focus groups. 2) PR1:A PROFESSIONAL PROFILE for food & beverage entrepreneurs was developed and translated 3)PR2: Creation of GAME DESIGN SPECIFICATIONS and TECHNICAL SPECIFICATIONS for the F4BT Platform 4) PR2: Development of the PLATFORM (4389 visits by the tim of reporting) 5) PR2: Development of the SIMULATION GAME 6) PR3: Development of a TRAINING METHODOLOGY 7) PR3: Validation of the training methodology through NATIONAL FOCUS GROUP WORKSHOPS 8) PR3: Development and translation of the F4BT TRAINING PACKAGE and HANDBOOK FOR EDUCATORS 9) PR3: Creation of PILOTING GUIDELINES 10) PR3 Piloting: 60 learners and 22 trainers registered to the platform. 11) DISSEMINATION: 89 posts on each SM channel. 2867 people reached via Facebook, 2530 people reached via Instagram 12) DISSEMINATION: 74 participants to the 3 national multiplier events

Consortium (7)