The Gamification of Employment II
โถSummary
The project was set up to address multiple needs arising from profound changes in the labour market, driven by automation, artificial intelligence and digitalisation. The COVID-19 pandemic and th...
โถObjectives
In implementing the project, the objectives were successfully achieved. Innovative practices were created in the youth field, with a methodology based on virtual gamification that favoured the acquisition of upskilling and reskilling competences, essential to face the digital transformation. This innovative approach significantly improved youth employability, enhancing their skills, abilities and values, and preparing them to face social and technological changes. It also significantly increased the transfer of innovative methodologies among youth workers and educators. The results of the project were made accessible, enabling professionals to understand and apply these methodologies to improve youth employability, with a particular focus on young people with fewer opportunities. This adaptation proved crucial in response to the new reality imposed by COVID-19. The project also strengthened the organisational development of five entities, consolidating their partnership for cooperation. The dissemination of results in the youth field contributed to this success, enabling effective collaboration and the exchange of valuable experience and knowledge.