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In order to answer the mentioned needs, and meet the proposed objectives, the ShoeGame project intends to provide future and current VET students in the footwear industry with the necessary skills and competencies, and motivate them to work in the sector. In order to do so, the following activities will be implemented:

Shoegame Learning Methodology

In general terms, R1 will represent the implementation of the following activities:

  • An analysis to perceive the training and education needs of pre-VET and VET students, in order to select the knowledge and skills related to the footwear sector that should be the object of training through the serious game;
  • A compilation of the best experiences in other sectors that allow the partnership to identify the limits, characteristics and expected benefits of its application in the training of footwear workers;
  • The specification of the methodology to be applied and the development of the training contents to be included in the platform;
  • The development of the content to be included in the game, according to the agreed methodology. Partners can adapt and improve contents that already exist in the field of footwear teaching, or they can develop contents from scratch.

UNIT 1: Product Design

UNIT 2: Manufacturing Processes

UNIT 3: New Technologies in Footwear

UNIT 4: Sustainability and Circularity

UNIT 5: Marketing and Merchandising

ShoeGame Serious Game

This project result concerns the production of a serious game aimed at current and future or potential VET students in footwear manufacturing. The ShoeGame will be innovative, not only because it will target, specifically, the footwear industry, but also because:

  • It will be a learning tool to be used in the classroom;
  • It will allow the development of digital skills by the students;
  • It will have a positive impact in retaining students who are already in the VET system from abandoning their studies, as well as motivate potential future students;
  • It will represent a “step-in” to the technological area of game development for educational purposes, and the application of these tools in the classroom.
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ShoeGame Support Tools

In this project result, the partnership will create a package of guidelines, methodology and materials to support the tutors/teachers in the implementation of video games and/or gamification in their teaching strategies. The use of innovative learning tools as gamification strategies (e.g. serious games) has been found to be a relevant approach because they can not only teach and reinforce sector-specific knowledge, but also important skills such as problem-solving, collaboration, and communication. Therefore, the activities in this project result will have as objectives not only to make guidelines for using the video games but also to contribute to the use of gamification strategies in VET in footwear manufacturing or in the activities of dissemination and motivation targeted to future young people who will study vocational training.

SPAIN

22.04.2024

The Multiplier Event in Spain was held in Elda Footwear Museum (Elda, Alicante) in the framework of Pascucalza, an initiative promoted by Elda Development Institute (IDELSA) and Elda Town Council (Ayuntamiento de Elda) aiming at sparking a passion and respect for the footwear industry among children during the Easter break.

The multiplier event in Spain managed to gather 65 students/pupils and 2 teachers, which exceed the expectations of participants required. Children enjoyed the game very much and expressed their interest in playing at home, so they were provided with the URL https://shoegame.eu/game/ 

Link for images: https://drive.google.com/drive/folders/1Nrxk6ghRBnSx9Uj1CE5ZMQ1DYch-Fens

ROMANIA

25.05.2024

The Multiplier Event in Romania was organised at the Faculty of Industrial Design and Business Management within the “Gheorghe Asachi” Technical University of Iasi (TUIASI) and featured a full day of presentations and activities tailored for students and teachers specializing in the footwear industry.

Presentations emphasized the ShoeGAME learning methodology, the developed serious game, and the support tools provided, showcasing the project’s achievements through extensive collaboration and joint efforts among partners to develop the ShoeGAME platform. Considering these results the event gathered 78 students from local VET Schools and 18 accompanying teachers from 4 VET Centers.

Presentations emphasized the ShoeGAME learning methodology, the developed serious game, and the support tools provided, showcasing the project’s achievements through extensive collaboration and joint efforts among partners to develop the ShoeGAME platform. Considering these results the event gathered 78 students from local VET Schools and 18 accompanying teachers from 4 VET Centers.

Link for images:  https://drive.google.com/drive/folders/1Ot8N4PRmrHw_RX8IYz46WVLZUNr6cL9Q?usp=drive  

GREECE

30.05.2024

The Multiplier Event in Greece was held in Athens at the facilities of the 3rd and 4th Primary School of Galatsi in collaboration with the Municipality of Galatsi, Attiki.

John Sklirakis, Deputy Mayor of the Autonomous Department of Education, Culture & Sports of the Municipality of Galatsi, the Deputy Mayor of the Autonomous Department of Education, Culture & Sports had the general supervision of the organization of the day.

The first part of the event focused in particular on introducing the project results ShoeGAME Learning Methodology, ShoeGAME Serious Game and ShoeGAME Support Tools. Other presentations connected the educational game with the dimension of professional orientation. Professional guidance for kids through Serios Games is an important initiative to help them understand various career paths, discover their interests, and make informed decisions about their future.

Link for images: https://drive.google.com/drive/folders/1r0HZbak0AF1SFyBbGqkxXyHqEhJAA-V6

PORTUGAL

22.06.2024

The Multiplier Event in Portugal took place at the CTCP facilities in São João da Madeira and it brought together around  80 people, including educators, teachers, trainers, parents, students, public bodies, and other stakeholders. They gathered to learn about ShoeGAME, an important link between industry and schools, and to discuss the use of Serious Games in education and training.

Participants stressed the importance of a collaborative approach involving industry, schools, technology training bodies, and policymakers to create an ecosystem that supports the adoption of the developed tools in the local curricula. The participants were highly favorable towards using the ShoeGAME in teaching and training, particularly highlighting the footwear industry’s approach as an excellent example of good practice in school-industry cooperation.

Link for images: https://drive.google.com/drive/folders/1ZPLsV_GifWHeHx5nciIa224kk_zCf82B

CEC

25.06.2024

The Multiplier Event organised by CEC was a success and gathered online, via Microsoft Teams, 25 teachers from 9 European countries: Ukraine, Portugal, Poland, Moldova, Greece, Italy, Croatia, Spain and France. The feedback from the participants was very positive and several teachers would consider implementing the game in their teachings.

The agenda included an initial presentation of the project and its objectives  as well as the Methodology used, made by the European Footwear Confederation. TUIASI presented after that, the ShoeGAME guidelines and support tools for teachers. To immerse the audience with the main project outcome, the Game Virtual Campus did an online presentation of the different steps and options when playing the game. To conclude, partners from Spain, INESCOP, and Portugal, CTCP, illustrated their experience from piloting and the multiplier events in Spain, and how the game was received by teachers and pupils.

Link for screenshots: https://drive.google.com/drive/folders/1aKCc_m_MS-5_AT4l5VpHRMru83uXBaMZ

SPAIN

IN-CLASS PILOTING

Teachers previously trained during virtual piloting tested lessons and departments of the game. In-class piloting involved 7 training centers and 163 total number of students coordinated by 12 teachers. The students enjoyed the game. They all got involved in trying out the challenges of the different departments on their own initiative.

According to the teachers, the ShoeGAME initiative is interesting, as long as it is implemented within the programme of the course, throughout the year, as the different contents are taught. It would serve as a support for the knowledge acquired by the students.

Link for images: https://drive.google.com/drive/folders/1nbG-qWaLMeHBPs1tCDZSVBdSwdi6Co7z

ROMANIA

IN-CLASS PILOTING

Piloting in Romania was organised through two types of events. One was focused on piloting activities where teachers from VET centres experimented the integration and alignment of practical applications with theoretical learning. The students were involved in learning modules and lessons, on the definition of the consumer – suitable target, about lifestyle and fashion trends, the structure of a society and brought examples from life. They were also guided to play the various challenges from ShoeGAME Serious Game and apply these concepts in a practical way.

Another type of piloting was organised at the Faculty of Industrial Design and Business Management within TUIASI for disseminating the project results and introducing the students to the ShoeGAME Serious Game. The Piloting activities in Romania involved in total a number of 330 VET students, 12 teachers and 3 VET Centers.

Link for images:  https://drive.google.com/drive/folders/1DKRtAQz6DaoQvvLVg8GxcMWxYoOAnTmo

GREECE

IN-CLASS PILOTING

The piloting activities were held at the facilities of the 3rd and 4th Primary School of Galatsi in collaboration with the Municipality of Galatsi, Attiki and at ASPAITE/SELETE-VET SCHOOL. The children came into contact with the concepts of Sustainability and Circularity and made very good comments taking into consideration their age range from 12 years old to 18 years old. The clever and impressive tests of Marketing piqued interest. They found the game very interesting and pleasant. Total numbers show the involvement of 97 students coordinated by 7 teachers from 1 VET School and 2 Primary Schools.

Link for images: https://drive.google.com/drive/folders/1s9XVo6j2pBGg5I-jWCp8_7itAqE70GOr

PORTUGAL

IN-CLASS PILOTING

The piloting activities in Portugal coordinated by the trainers from CTCP as in-person meetings at several schools to present the results of the ShoeGAME project. These presentations raised significant interest, with some schools showing great enthusiasm for conducting a pilot test of the ShoeGAME lesson plans in their classrooms resulting in 5 training centers participating in the piloting activities, bringing together 107 total number of students and 8 teachers. The goal has been to engage educators and students in an innovative learning experience through the ShoeGAME project, and the positive response from these initial contacts has been very encouraging.

The students enjoyed the game a lot and were very engaged in facing the challenges proposed in different departments on their own initiative. The age range of the multiple groups that participated in the piloting activities ranges between 12 and 16 years old. They commented that they highly appreciate gamification as a learning tool and found some challenges more engaging than others. They suggested having more levels in some easier games.

The trial run of ShoeGAME was successful, with positive feedback from both students and teachers. The students found the gamified learning approach engaging and beneficial.

Link for images: https://drive.google.com/drive/folders/1yus5GmcQa-hFqYMRNJ7ck5QiLm_jYkHa