Developing online tools to foster entrepreneurship in the retail sector

Developing online tools to foster entrepreneurship in the retail sector  is a two year research project which is funded by the European Commission under the Erasmus Plus Programme (Award No. 2014-1-ES01-KA202-004429). Its aim is to explore appropriate online tools to enable young people to improve their generic and specialist skills according to the European Framework of Vocational Qualifications (EQF), in order to be able to develop their entrepreneurship knowledge, skills and competence in the field of retailing

Plymouth University is one of five EU partners in the consortium which include Poloeuropa (Italy), Adapt (Romania) and Ibisconet (Spain) and is being coordinated by PYMEV, Spain.

Project duration: 24 months (1 September 2014 to 31 August 2016)

Project aim:

to explore how to enable young people to improve their generic and specific skills according to the European Framework of Vocational Qualifications (EQF), in order to be able to start up a new business in the field of retailing. Being a project framed within the "Erasmus Plus" program, such skills would be closely related to the field of vocational training.

Objectives:

  • To equip young unemployed people with acquired skills to become entrepreneurs in the retail sector, according to the European Framework of Vocational Qualifications (EQF).
  • To educate and raise awareness about how self-employment could be the right way to get out of unemployment.
  • To identify good practices in the retail sector in terms of entrepreneurship development.


Key elements:

Knowledge “Knows”: Such knowledge would be divided into

  • Knowledge of rules, regulations and legislation
  • Operational planning

Skills “Can”: The abilities would be divided into

  • Cognitive skills
  • Ability to organize and plan
  • Practical skills
  • Communication skills
  • Hand skills
  • Skills regarding the use of tools

Competences "is able to": Competence is split into:

  • Control and management
  • Responsibilities
  • Capacity planning and management

Developing game based learning aimed at entrepreneurship training

This game integrates learning dynamics and content relating to entrepreneurship in retail sector, taking into consideration the information provided by the EQF matrix and relevant project reports elaborated. The game will be drawn using tools that enhance motivation, concentration, effort and user loyalty, using mechanisms like the classic game collecting objects, point systems and hierarchies levels, and may establish comparisons and rankings, favoring the process of continuous learning.