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Intellectual outputs

 

IO1 Handbook How to Establish and Manage Social Enterprises and best practices collection

The aim of this intellectual output is to develop a publication about social entrepreneurship where making a profit is not the main goal but creation of a social value is the aim. Best practices collection as sub-output is proposed with aim to illustrate and motivate users active in the relevant field.

Good management of social enterprises in the municipalities of the regions would partially solve the problems connected with youth unemployment and long-term unemployment. All involved regions would benefit from such handbook. The regions also face a big problem with “brain drain” that results in leaving abandoned houses and less skilled workforce and elderly people in the rural area. 

Output will contain (as final part) Best practices collections from all involved European countries with inspiration how to develop rural municipalities with use of local / endogenous sources. 

Handbook together with collection of best practices will be used by managers and (potential) social entrepreneurs, which do not want, or are not able to participate in training series organised by some VET institution. Handbook (as not extremely extensive material) will provide necessary information, what “not to forget” when managing social enterprise. Publication will provide information basis, for better management and indirectly will create potential for higher jobs creation in involved regions.

Output will be developed in close cooperation of project partners, communication will be realised via e-mails, during project meetings and via teleconference calls.

Activity Leading Organisation: BAZ MFU (Handbook) + Pixel (Best practices)

 

IO2 Teaching plan and teaching material for training series and e-learning videos

Elaboration of curricula for training series “Social entrepreneurship - local development driven by utilisation of local sources” together with teaching material and e-learning videos.

Involved regions are mostly underdeveloped and the local municipalities are not aware of their local / endogenous sources for potential development. The project partners will elaborate curricula for training series “Social entrepreneurship - Local development driven by utilisation of local sources”. Development of this output will be coordinated by Slovakian partner – Technical university in Košice but will be completed by all partners, which will add information respecting their national and local specifics. 

After output finalisation, pilot educational training series will be organised with main purpose of testing the approach and details, for evaluation of prepared output, fine tuning of the training series according to the results of evaluation.

The project partners will also develop educational and motivating video about local sources and its impact to economy of communities, which will be used for education and consulting.

Video will contain good examples from all partners’ countries and it will show that some things are difficult, but possible - a series of interviews (5 from each country) with entrepreneurs who succeeded in social economy that will be used in schools as video lessons.

First task will be to design the teaching plan for the training series “Social entrepreneurship, Local development driven by utilisation of local sources”. 

Activity Leading Organisation: Technical University in Košice (Teaching plan) + RARR (coordination of video production)

 

IO3 Gamification

Game creation is an innovative activity, which is aimed to increase motivation, but also for easier process of education of young people. Gamification is defined as utilisation of game elements for non-game environment. By developing a game on social entrepreneurship and utilising it in schools young people will be supported in acquisition of skills and attitudes to start and run a social enterprise.

In the field of education, there are some similarities between the game and the school (marks, points, reaching of higher levels). Schools (in contrast with games) are facing to negative phenomena, such as passivity, school leaving, cheating. Properly used game elements can help motivate trainees.

Entrepreneurship is an area, where gamification is widely used. Newly created game for computers, tablets or smartphones will be adjusted for conditions related to identified problems of social enterprises in south and eastern Europe.

Activity Leading Organisation: Agentura na podporu regionalneho rozvoja Kosice