SEED: Sustainable Entrepreneurship in EDucation
▶Summary
The project was initiated in response to the growing demand for the use of modern ICT tools in the educational process, which can enhance teaching effectiveness and student engagement. According to the European Commission's report "Creative Learning and Innovative Teaching," only 53% of teachers report using innovative ICT methods in teaching. The low number of teachers utilizing these tools is mainly due to a lack of appropriate qualifications and knowledge about technologies that could enrich the teaching process. The project focuses on improving the digital skills of educators, enabling them to more effectively use innovative ICT tools and adapt teaching methods to the needs of students. Additionally, the project promotes issues related to sustainable development and corporate social responsibility, which are essential in shaping entrepreneurial attitudes among young people.
▶Objectives
The goal of the project was to increase the digital competencies of educators, enabling them to effectively use ICT tools in teaching entrepreneurship and CSR. According to reports from the Ministry of Economy and PARP, CSR has a significant impact on the development of companies and increasing competitiveness. The project addressed the need to enhance teachers' knowledge in the field of sustainable development and introduce innovative teaching methods, such as Game-based Learning and Design Thinking. Another goal was to improve the quality of education by increasing teaching competencies and involving universities in international educational projects. The project also aimed to strengthen the position of partner universities in the educational market, improve the quality of education, and better align with labor market needs. The outcomes of the project include, among other things, an innovative online game and workshops that will enable effective teaching of entrepreneurship with an emphasis on CSR.
▶Impact
The SEED project has yielded several significant results. An innovative online game was developed, allowing participants to learn how to manage a sustainable business in a virtual environment. A Design Thinking workshop was also created, tested both in-person and online, meeting the needs of modern entrepreneurship education and working with students. The project organized a Design Thinking Academy, which enabled participants to enhance their skills in innovative teaching methods. Additionally, two digital competence training sessions were conducted, contributing to the increased use of ICT tools in education. The project also led to soft outcomes, such as increased engagement of the staff from partner universities in international educational projects, which will foster the development of new initiatives, exchange of experiences, and the implementation of innovative teaching practices. As a result of the project, the academic staff has become more open to new technologies and has improved their expert knowledge in the fields of sustainable development and corporate social responsibility.