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Play Creative Grow Food Entrepreneur

Funder: European CommissionProject code: 2021-1-DE02-KA220-VET-000033125
Funded under: ERASMUS+ | Partnerships for cooperation and exchanges of practices | Cooperation partnerships in vocational education and training Funder Contribution: 278,143 EUR

Play Creative Grow Food Entrepreneur

Description

<< Background >>The food industry experienced significant repercussions due to COVID-19. Closures of restaurants and bars disrupted traditional business models. However, the pandemic simultaneously unveiled unprecedented opportunities. This shift prompted a convergence of food and technology, urging the food and beverage sector to reconsider marketing strategies, logistics, and menu offerings. This trend aligns with the evolving landscape of entrepreneurial education, designed to prepare individuals for entrepreneurship. Despite possessing key entrepreneurial traits, such as curiosity and confidence, young people often make ill-conceived decisions in their career paths. The lack of guidance on pursuing focused, responsible, and productive goals, coupled with the absence of safe spaces for trial and error, contributes to them accepting suboptimal job positions or facing unemployment. With Food4BrainTrain we intended to develop a game-based training programme, to help in starting up a food & beverage entrepreneurial initiative by leveraging disruptive technology. Food4BrainTrain helps aspiring food entrepreneurs to make their own business path, to improve their entrepreneurial and leadership skills and to find out and test their own business idea.<< Objectives >>The implementation of the F4BT project aimed to achieve several key objectives. Firstly, we aimed at empowering Europeans aged 16-30, particularly those at risk or facing discrimination, by providing them with tools and resources to start food and beverage entrepreneurial ventures. Through a game-based training program, participants could simulate the creation of their own business and refine their entrepreneurial and leadership skills. Moreover, the project seeks to challenge negative stereotypes about entrepreneurship by showcasing real-life experiences of F&B entrepreneurs and fostering a supportive community through digital networking platforms. During the project, we wanted to use games and digital tools to make learning fun and help users connecting with each other. << Implementation >>Within the scope of the project, we have implemented the following key activities:1) Developed a Professional Profile of a food & beverage entrepreneur. Partners created a competence framework that identifies the competencies (knowledge, skills, and attributes) necessary for Food Entrepreneurs to innovate, be digitally competent, take on the risk of their decisions, and succeed in the market.2) Developed an e-learning platform featuring training activities, a simulation game, and a community for teachers and learners.3) Developed an F4BT Training package comprising training modules for aspiring entrepreneurs, along with a handbook for educators to assist trainers in utilizing the materials developed by F4BT in their teaching units.Moreover:- 3 national multiplier events were organised with a total of 74 participants- A dissemination strategy was developed, 2 social media channels were created- A quality management plan was created and monitoring activities were carried out throughout the project- Project management guidelines and tools were put in place<< Results >>1) PR1: Creation of a SURVEY and organisation of NATIONAL FOCUS GROUPS to collect the training needs of the target group. 40 answers to the survey, 15 experts attended the national focus groups.2) PR1:A PROFESSIONAL PROFILE for food & beverage entrepreneurs was developed and translated3)PR2: Creation of GAME DESIGN SPECIFICATIONS and TECHNICAL SPECIFICATIONS for the F4BT Platform4) PR2: Development of the PLATFORM (4389 visits by the tim of reporting)5) PR2: Development of the SIMULATION GAME6) PR3: Development of a TRAINING METHODOLOGY7) PR3: Validation of the training methodology through NATIONAL FOCUS GROUP WORKSHOPS8) PR3: Development and translation of the F4BT TRAINING PACKAGE and HANDBOOK FOR EDUCATORS9) PR3: Creation of PILOTING GUIDELINES10) PR3 Piloting: 60 learners and 22 trainers registered to the platform. 11) DISSEMINATION: 89 posts on each SM channel. 2867 people reached via Facebook, 2530 people reached via Instagram12) DISSEMINATION: 74 participants to the 3 national multiplier events

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