The Level Up Project sought to embrace open and innovative practices in a digital era through the use of state-of-the-art ICT practices, in order to promote the use of Game Based Learning (GBL) technology within Vocational Education and Training (VET) and careers guidance.
This project has been funded with support from the European Commission. This publication reflects the views only of the author, and the Commission cannot be held responsible for any use which may be made of the information contained therein. Erasmus+ Programme Grant Agreement number: 2017-1-UK01-KA202-036643
What was the project about?
The Level Up Project sought to embrace open and innovative practices in a digital era through the use of state-of-the-art ICT practices, in order to promote the use of Game Based Learning (GBL) technology within VET and careers guidance.
This was achieved through:
High-quality research, as the project aimed to drive improvements within service provision and engagement with young people.
Development of a range of innovative digital resources and supports
Piloting and refinement of outputs based on feedback from stakeholders
The outputs were drawn from high-quality research and development, as the project aimed to drive improvements within service provision and engagement with young people. Within this, the project outputs focused on guidance for young people looking to make the transition between education levels, by exploring best practices in the promotion of VET.
GBL in Careers Guidance
Best Practices E-Book
A wide range of best practices was collected on the use of GBL in careers guidance. Whilst the focus of this was on initiatives within guidance linked to VET, other innovative practices within careers guidance more generally were also explored, in order to provide a broad picture of the current adoption of GBL within guidance (and so inform the project’s own GBL outputs).
A wide range of learning material was developed through intensive research by VET specialists, and were used to develop the curriculum and content for the game. This content was be developed in accordance with the EQF, with a focus on the skills and competences associated with each level of the framework. The developed resources were created to be applicable in multiple format including digital, printed and animated format.
The research and the learning material developed as part of the project was used as a detailed brief on which a GBL platform was developed. This was developed in a digital game for mobile devices designed to help young people learn about the exciting career options which are available to them in the VET sector and what is involved in each career path. The game is currently available in the Google Play Store and Apple App Store.
In order to complement and boost the effectiveness and impact of the Digital Game and associated outputs, the project developed an online platform designed to provide a range of LMSI data and resources. These both feed into the GBL experience and act as stand-alone resources for use by practitioners when offering guidance to young people around education transitions.
The project consortium comprised of 7 partners from the UK, Ireland, Finland, Bulgaria, Germany and Hungary. The project was led by Aspire-igen, the largest training and careers organisation in the Yorkshire and the Humber region of the UK.