
The targeted call for projects puts forward three main objectives: - To study the behavior of actors, especially young people, in relation to science, the reasons for their interest, their commitment or their reluctance towards science and thus explore the possibilities of communication and promotion of science in the digital world; - Identify societal concerns and needs that remain blind spots in research and innovation; - Analyze the implications of profound changes in science and innovation, and their implications on society and the economy. The Gaming for Knowledge (GfK) project offers an innovative and powerful method of collecting and analyzing data, by creating and using a real video game coupled with a research protocol. The network consists of six educational and / or research institutions and a think tank from five countries. This network is characterized by a strong multi-disciplinarity, since on the one hand, the GfK project combines video games, research and innovation and, on the other hand, allows decompartmentalization of learning and research methodologies. The central idea is to leverage the power of video games and their potential to generate massive multi-country and multi-stakeholder behavioral databases that would be less biased and less expensive than field studies or traditional surveys on a very large scale. Because it builds knowledge from the confrontation and hybridization of a variety of points of view, the GfK project is: - Innovative, notably from the perspective of the various scientific, social and educational traditions of the CNAM and its partners; - Singularizing because it allows, in an accessible and fun way, to explain and embody a responsible approach to research a well as to management. Beyond a scientific tool, our ambition is therefore to propose a device embodying a true school of reforming thinking for the organizations of "the next move". In this sense, the GfK project also responds to an underlying demand for Swafs -20-2018-2019: it will be visible, motivating and federative.
The overall aim of METEOR is to improve the transversal skills of current postgraduates and early career researchers, with consequent benefits to research ecosystems, in line with Open Science and Responsible Research and Innovation (RRI) and focused on the UN Sustainable Development Goals. METEOR emphasizes the capacity to collaborate, work in groups and to develop international transdisciplinary projects oriented towards societal challenges and doctoral employment opportunities. METEOR has 6 specific objectives (SO) corresponding to its work package structure: SO1: Effective Management (WP1). SO2: Collect, analyse and report evidence supporting the need for an innovative doctoral training program (WP2). SO3: Develop a comprehensive transversal skills training program comprising a suite of 10 online training resources, using participatory methodologies co-created with the PhDs, ECRs, institutions and researchers, to enhance the skills specified in the Call (WP3). SO4: Implement the resources from WP3 and related activities in online and in-person delivery mode, with online and F2F events, and Peer Mentoring Groups consisting of 4-6 researchers collaborating for 15 months, with a target of 300 +/- individuals in 50 groups, preparing 50+ proposals based on UN SDGs and focused on impact (WP4). SO5: Create policy and exploitation routes for increasing the scope of doctoral training at local and national levels (WP5). SO6: Communicate and disseminate METEOR activities and results to a wider audience and ensure project’s continuity beyond the funded period (WP6). METEOR activities will benefit doctoral candidates (employment prospects/ earnings), institutions (recruiting PhD candidates, better supervision, more impactful research), industry/public sector (employees with high level research and transversal skills) and society generally (more research focused on challenges).