WOMENIN. Promoting women's entrepreneurial and International Mindset.

Erasmus+ VETCooperation partnerships in vocational education and trainingID: 2022-1-ES01-KA220-VET-000085791
EC Contribution
โ‚ฌ2,500
Consortium Size
8 orgs
Start Year
2022
โ–ถSummary

The main objective of the WOMENIN project was to promote female entrepreneurship and reduce the gender gap in the business sector across Europe. The aim was to equip women entrepreneurs with the t...

โ–ถObjectives

The main objective of the WOMENIN project was to promote female entrepreneurship and reduce the gender gap in the business sector across Europe. The aim was to equip women entrepreneurs with the tools, knowledge, and skills needed to overcome structural, social, and economic barriers that hinder their equitable access to the market. Among its specific objectives was the creation of innovative educational materials, such as a gamified digital escape room, to foster key competencies in leadership, business management, and soft skills. Additionally, WOMENIN aimed to train educators in vocational education, who would act as knowledge multipliers, ensuring that the developed materials and methods reached a broader audience. Another key goal was to encourage the digitalization and internationalization of women-led business projects, enhancing their competitiveness at the European level. Ultimately, the project sought to foster a more inclusive and prosperous economy, contributing to equal opportunities and sustainable development.

โ–ถActivities

The activities implemented were: *Research and Analysis: A diagnosis of the situation of female entrepreneurship in Europe was conducted, identifying barriers such as the gender gap, limited funding, and insufficient digitalization. *Development of Educational Materials: A training manual with 7 modules was created for vocational education trainers and women entrepreneurs, tailored to the identified challenges. *Creation of a Digital Escape Room: Based on the gamification methodology, 3 educational worlds were designed in Minecraft Education to develop practical skills and promote gender equality in the business sector. *Trainer Training: A training course was organized for vocational education trainers, who would subsequently multiply the acquired knowledge. *Pilot Testing: The developed materials and tools, including educational games, were tested with women entrepreneurs and trainers in various European countries. 106 for the manual and 106 for the Digital Escape Room. *Dissemination and Communication: Outreach activities were carried out through social media, newsletters, and events to maximize the project's impact. *Evaluation and Monitoring: The progress and quality of the activities were supervised.

โ–ถImpact

* Handbook for Women Entrepreneurs: created based on extensive research of the business environment in each country of the consortium. It contains an in-depth analysis of the current state of women's entrepreneurship, the obstacles and challenges women entrepreneurs face in their careers, testimonials from successful women entrepreneurs, and the list of resources and opportunities to expand their professional networks available to them in each country. * Educational course for VET trainers: the online didactic solution is a vast repository of knowledge available to everyone through the project website. The didactic course is a comprehensive collection of essential knowledge, a must for every aspiring entrepreneur. * Minecraft Education Virtual Escape Room: the final educational solution of the project, which aimed to leverage the benefits of gamification to create an engaging, immersive and valuable source of knowledge. Created in Minecraft Education software to ensure broad accessibility, this Virtual Escape Room takes the user on the entrepreneurial journey of the young entrepreneur to realize the dream of her sustainable fashion company.

Consortium (8)