SMART&STEAM VET — Guidance Strategies in the Digital Age

Serious gaming for SMART educational choices — a cross-sectoral Erasmus+ KA2 project

Programme: Erasmus+ KA2 – Strategic Partnerships (cross-sector: VET and School Education)
Duration: 24 months (November 2019 – October 2021)
Lead Partner: Colegiul Tehnic “Cibinium” – Romania
Partners: OEIBF (AT), CIFP Valle de Elda (ES), ZEPSOL School (PL), Melazeta Srl (IT), Centoform Srl (IT)
Countries: Romania, Austria, Spain, Poland, Italy

Project Overview

SMART&STEAM VET is an Erasmus+ KA2 Strategic Partnership project focused on the attractiveness of vocational training, professional development and social inclusion across five European countries. The project addresses key issues related to the attractiveness of VET in the digital age, professional development and gender equality in STEAM subjects and technical culture. Using Serious Gaming as the core methodology, the project aims to create transferable guidance tools for VET teachers, trainers and tutors, and to develop strategies for effective VET-business cooperation. It also addresses early school leaving and gender stereotypes related to STEAM disciplines — subjects increasingly in demand by the labour market.

Objectives

  • Create a transferable Serious Learning Game for the professional skills development of VET professionals in guidance activities
  • Develop new strategies for effective VET-business cooperation by involving complementary stakeholders
  • Address the lack of innovation in guidance tools available in schools and VET centres
  • Reduce early school leaving and combat gender stereotypes in STEAM subjects

Implementation

The project delivers two joint transnational staff training events and five local multiplier events. Two new digital intellectual outputs are produced, disseminated through the European Skills Week events. A combination of complementary partners — three VET organisations, a VET research institute and a gamification company — work together to create effective guidance messages for students, families, schools and policymakers. The dissemination reaches at least 2,500 beneficiaries through outreach activities.

Expected Results

  • A Serious Learning Game on guidance for SMART educational and professional choices
  • Training materials and webinars for VET professionals in guidance activities
  • Policy recommendations for VET-business cooperation and inclusion in educational systems
  • Greater awareness of gender issues related to STEAM subjects among students, families and schools

SMART&STEAM VET transforms vocational guidance into an engaging and inclusive digital experience that helps young people make informed choices for their future.

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