Powered by OpenAIRE graph
Found an issue? Give us feedback

Prism Consulting Srl

Country: Italy

Prism Consulting Srl

4 Projects, page 1 of 1
  • Funder: European Commission Project Code: 2015-1-IT01-KA202-004665
    Funder Contribution: 299,945 EUR

    "The ""MIND - Marketing, Internationalization & Development"" project aims to:• carry out a process of transnational cooperation to analyse, design, test, validate and disseminate a European framework for the qualification of the Vocational profile of International Marketing Manager to:a) support SMEs to define internationalisation processes to define strategies to choose the foreign country/market, the entry methods and correct positioning with respect to the competition, the most suitable communication strategies, particularly as regards agro-food products;b) analyse internal and external resources to identify market opportunities and relative strategies to adopt;c) determine the international marketing strategies based on an analysis of competition and market segmentationd) guide SMEs to define export plans, on the basis of competitive strategies and marketing.• reduce the mismatch between the demand for skills of production systems and the provision of training offered by VET actors • facilitate access to a plurality of online OER, even after project end, for at least 3 years, to allow people to acquire/consolidate the organizational/managerial, commercial, relational and marketing skills, functional for strategic planning of international SME projection.These objectives will be fulfilled by:1) ANALYSIS OF TRAINING NEEDS, defining the vocational profile of the International Marketing Manager, divided into skills, denominated and described in the knowledge and skills/abilities, indicating the EQF level, the expected results and indicators of possession and use. Through the organization of the Focus Groups, the profile will be shared with:a) representatives of a group of agro-food SMEs, to ascertain whether the knowledge and abilities/skills described are really considered necessary, in order to define even the minimum standards of possession/exerciseb) a group of people representing the target group (long-term first time job seekers/unemployed, with degrees in economic subjects), to identify the average level of knowledge and exercise of skills/abilities of planning and management skills in international marketing for SMEs, on which to base the contents of the OER.2) CREATION OF OPEN EDUCATIONAL RESOURCES, that constitute the “MARK.UP-MARKETING UPSKILLING” multimedia product, to develop/reinforce project beneficiaries’:a) knowledge of:• Success Factors and factors that influence foreign markets• Segmentation Strategies of international markets• Positioning strategies• SWOT Analysis• Competitor analysis• Strategies to enter and work in foreign countries• International Marketing Mix Strategies • Drafting an Export Planb) ability of:• analysis, • strategic thinking, • negotiation, • programming, • organisation,• decision making,• results orientation,• initiative,• propensity to new things,• forward thinking, • managing uncertainty and difficulties3) THE CREATION OF THE ""MAR.CO - MARKETING COMPETENCIES” LEARNING ENVIRONMENT, a Knowledge Hub featuring educational materials and operational tools, able to help people acquire the skills and competences of the reference vocational profile.4) TESTING OF OER, TEACHING MATERIALS AND INTERNATIONALISATION SUPPORT TOOLS by a group of beneficiaries to develop the skills of the target vocational profile, in order to:- make early corrective measures to learning contents and/or methods of use, in a logic of fine tuning for subsequent dissemination to the general public;- acquire the knowledge and skills needed to conduct a check-up on SMEs businesses interested in international business development5) CONDUCTING A COMPANY CHECK UP to understand the ways and means to be used to guide SMEs in the strategic routes of entry, development and permanence in international circuits in relation to:- analysis of internal resources (human, financial, technical) and competition- support in innovation- selection of foreign markets with the highest potential- definition of export plans- definition of International marketing mix strategies 6) CONSTRUCTING ""MIND STORY"" A DIGITAL BOOK, to narrate the actions carried out, the results achieved, the personal and professional experiences of beneficiaries, the information collected with the business analysis, including (video) interviews with testimonials expression of the partnership reference territories"

    more_vert
  • Funder: European Commission Project Code: 2020-1-IT01-KA202-008523
    Funder Contribution: 299,968 EUR

    The project arises from the observation of the exponential increase economic and social vulnerability needs andsituations, generated by economic crises, identifying that one of the possible solutions to this emergency is the creationof innovative business models.It becomes essential for enlightened entrepreneurs, especially in countries that have a fragile socio-economic fabric,such as Bulgaria, Greece, Slovenia, Italy and Spain, to identify the value, in terms of the social impact of their businessor the social effect that each intervention generates on the community or on specific categories of beneficiaries.In this context of uncertainty, there is a new way of doing business: a model is introduced that sets aside forever theoutdated yardstick of profit as the only objective and parameter to assess the health of an entrepreneurial activity,choosing transparency, 360 ° sustainability (economic, social and environmental) and responsibility towards allstakeholders, including the environment and future generations as the guiding values.The need for skills, tools and approaches aimed at measuring and managing this value also increases, the developmentof which will be crucial for the evolution of the business ecosystem and social innovation in the EU.To date, 3,086 Benefit Corporations are certified in 150 sectors and 71 different countries.In Italy, despite being the first country in the world, after the USA, to have introduced the legal form of BenefitCompany as of 1 January 2016, there are almost 100 B-Corps; just 50 in Spain, while for Greece, Slovenia and Bulgariathere are long delays (Certified B-Corporation Community, 2020).Furthermore, in recent years, most of the studies and tools carried out have focused on large companies.With the SIMPLE project, on the other hand, we want to identify sustainability paths, business models and impactmeasurement methodologies that consider the specific features of SMEs, which constitute the production fabric of theEU countries involved, capitalizing on good business practices at national, European and international level.SPECIFIC OBJECTIVES:1) To develop for 60 SME workers in Italy, Spain, Slovenia, Greece and Bulgaria, skills in social sustainability in termsof strategic paths, business models, organizational processes, measurement tools with the development and systematicadoption of a shared blended training offer (IO1 - TRAINING PROGRAMME FOR SUSTAINABILITY ANDSOCIAL BUSINESS INNOVATION)2) Promote digital integration in learning activities with the co-design and development of:a) Open Educational Resources, in the form of interactive, video pills for the corporate population of SMEs, in theEU partner reference territorial contexts, to increase a skills set in terms of social sustainability useful for theirorientation towards social innovation and immediate application in the business and work environmentb) SIM-Game (Social Impact Measurement Game) which, exploiting gaming and gamification logics, will be aninteractive recreational-educational container structured in episodes, each of which relates to skills and relative openeducational resources, capable of marking the evaluation process concurrently with learning, generating engagement,motivation and self-awareness.(IO2 - INTERACTIVE AND GAMIFIED OPEN EDUCATIONAL RESOURCES)3) Align 24 partnership trainers and consultants, involved in two transnational mobilities to:a) acquire the methodological references of INSTRUCTIONAL DESIGN to elaborate the contents of the OER to berealized by producing interactive, training video pills and GAME-BASED LEARNING to incorporate and functionalizethe dynamics and game based mechanics to be applied to learning processes exploiting game logics to create a selectiveand detailed evaluation process on specific areas of competence and determining behaviours of corporate socialsustainabilityb) implement the functional plan to guide the target SMEs to measure social impact and guide learners in its applicationin target companies during company check-ups.4) Co-elaborate and standardize methods and tools to measure and manage social impact in target SMEs to allowworkers to conduct corporate check-ups to photograph the actual with respect to the planned social innovationobjectives and trace an action plan to guide companies in redesigning the business model by orienting their objectivesand methods to B-Corp and benefit Company logics. (IO3 - SOCIAL IMPACT MEASUREMENT PLAN)

    more_vert
  • Funder: European Commission Project Code: 2019-1-RO01-KA202-063211
    Funder Contribution: 154,282 EUR

    Education covers a fundamental role in EU 2020 strategy. In fact, quality education can raise employment rate, helping unskilled people to comply with labour market needs. Moreover, EU, in Entrepreneurship Action Plan, stated the needs to foster competitiveness through the inclusion of people in business sector.Considering the aforementioned priorities, GAMEST completely fits in to these EU policies frameworks. In fact, the project identifies in gamification an innovative vehicle to teach entrepreneurial contents, increasing learners’ engagement in the subject matter. Gamification consists in employing game mechanics to non-game environments; as such, it could be considered as a tool to enhance skills of both educators and learners and can be a practical vehicle to foster entrepreneurial mind-set and related skills.The project GENERAL OBJECTIVE is to support the promotion of high‐quality and innovative teaching based on the application of gamification strategies.In order to achieve the aforementioned general objective, GAMEST will pursue two SPECIFIC OBJECTIVES, namely:SO1- Define the state of the art of gamification applied in entrepreneurial education and detect to what extent the target group is already engaged with gamification practices.SO2- Strengthen gamification skills and their application knowledge for VET educators.PROJECT ACTIVITIES are strictly related to OUTPUTS production:-The Consortium will analyse the current situation of gamification application in entrepreneurial training developing surveys about current level of awareness of gamification for each country and a final research-The Consortium will produce an online course and relative didactic material for gamification training -The Consortium will produce video-tutorials on the use of gamification in entrepreneurial VET educational field.GAMEST focuses on VET teachers, trainers and coaches involved in entrepreneurial educational field. Therefore, the main project participants will be VET providers. Moreover, the project is expected to reach also other professional categories and stakeholders, such as VET teachers involved in other educational field, gamification experts and start uppers coach for an estimated of 200 reached participants.The project will be realized thanks to the collaboration of different kind of partners. In fact, for the project purposes, the partnership is composed of VET providers, gamification experts, SMEs involved in entrepreneurial sector and digital content developer. Output tasks and responsibility are divided according the specific skills of each partner, and management and dissemination activities will be carried out during all project’s implementation phase, in order to guarantee goals achievement.GAMEST wants to have long-term impact on VET system. Empowering VET trainers through the supply of innovative didactic methodology framework based on gamification will give to VET learners the possibility to learn and to acquire new skills more easily. Therefore, GAMEST aims at affecting the entire VET system, reducing the gap between learners and teachers and giving to the target group the practical tool to teach necessary skills to access to entrepreneurial labour market.

    more_vert
  • Funder: European Commission Project Code: 2019-1-ES01-KA202-064364
    Funder Contribution: 162,506 EUR

    e-icom project (E-Learning for International Commerce Digital Marketing) is conceived as an initiative to develop pedagogic resources on International Marketing to support initial and continuous VET courses in training cycles connected with Trade, Marketing and Advertising.It started as a cooperation between the lead partner in Spain, a VET provider, and the Chamber of Commerce of Madrid, who got inspired by the products of a previous Erasmus+ funded project on the same topic, M.IN.D (Marketing, Internationalization & Development). The i-com partnership gathers partners in Spain, Italy and Greece with a balanced composition of one VET provider and one relevant chamber of commerce in the three countries. Some of the partners in Italy and Greece come from the M.IN.D partnership.The project has the ultimate goal to facilitate the employment of young people in the Export sector and contribute to the competitiveness of the companies of the three represented countries, especially SMEs, by providing a higher qualification of their staff, having in mind the current diagnosis of the European institutions, which estimates that more than 30 million jobs in the EU depend on exports outside the EU and 90% of future global growth is predicted to happen outside Europe's borders (European Council, 2018).The main challenges of VET according to the recent publications of the European Centre for Development of Vocational Training relate to the cooperation between the education sector and the enterprises and it is in this area where the e-icom project wants to intervene.The partnership represents the interests of several hundreds of thousand companies of which only a fraction export at all. Through the training cycles implemented by the participating organisations, the partnership reaches directly some 2.500 trainees yearly in initial and continuous VET in the topics covered by the project.The main results to be developed in the project are a MOOC on International Marketing and a pedagogic and promotional audiovisual resource containing the lessons learnt in the implementation of the project. They will be produced in all the languages of the partnership with inputs from all partners. They will include specific sectorial examples and testimonials from all the participating countries to bring an international value to the final products.The partners count with the professional and technical resources to develop fully the intended products. A short-term staff mobility has been incorporated to the work plan to contribute to the exchange of practices and opinions in the conception and production of the main results. In order to maximise their quality, the products will be tested and validated in all countries incorporating suggestions of external stakeholders. Multipliers events are foreseen in all countries to promote the results and contribute to their sustainability.The two main results will be open to the public and directly accessible from the webpage of the project and electronic platforms best suiting their promotion, including the platform of results of the Erasmus + program.

    more_vert

Do the share buttons not appear? Please make sure, any blocking addon is disabled, and then reload the page.

Content report
No reports available
Funder report
No option selected
arrow_drop_down

Do you wish to download a CSV file? Note that this process may take a while.

There was an error in csv downloading. Please try again later.