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MEthodology of Psycho-pedagogical, Big Data and Commercial Video GAmes procedures for the European SKILLS Agenda Implementation

Descripción del proyecto

Técnicas de formación y evaluación de competencias no técnicas basadas en videojuegos

El desarrollo de competencias no técnicas, que van desde las capacidades de comunicación y el trabajo en equipo a la gestión del tiempo y la toma de decisiones, es fundamental. Aunque no son fáciles de cuantificar con pruebas, las competencias no técnicas son importantes para la Agenda de Capacidades Europea. Sin embargo, la elevada atomización y la falta de métodos rigurosos y asequibles de formación y evaluación constituyen vacíos críticos entre las competencias no técnicas, por un lado, y la educación y el mercado laboral, por el otro. En este contexto, el proyecto MEGASKILLS, financiado con fondos europeos, colmará estos vacíos mediante el diseño de una metodología innovadora para la taxonomía de competencias no técnicas basada en las necesidades de la industria y la educación. El equipo creará técnicas de formación y evaluación a través de datos de las interacciones de los jugadores con sus videojuegos favoritos, inteligencia artificial y algoritmos de aprendizaje automático.

Objetivo

According to the importance of soft skills in the European Skills Agenda (transversal skills in the document) the EU has tackled this gap by working with competency and skills definition models such as EntreComp, LifeComp and ESCO classification. However, there are still at least two important gaps between soft skills and both the education and the labour market: High atomization and the absence of rigorous and affordable training and assessment methods.
MEGASKILLS is a project whose main objective is to help bridge these gaps between education and the labor market through the research and design of an innovative and affordable methodology for training and evaluating soft skills through 3 main research tasks to figure out how to: 1) reach a consensus pact for soft skills taxonomy and normalization based on the manifest needs of industry and education; 2) training and evaluation techniques through the use of the massive amount of data from the interactions of players with their favorite video games (considering the very high penetration of video games among working-age citizens in Europe) and the use of AI and machine learning algorithms and 3) implement methodologies and educational designs that will build an affordable strategy for the new educational-labour paradigm at a European level. Thanks to this approach MEGASKILLS will intend to respond to at least six different Actions within the European Skills Agenda.
The only way to address the gap between education, key productive sectors and their skills in demand and at the same time to comply with several of the points of the European Skills Agenda is from a perspective that is all rigorously scientific, multidisciplinary and disruptive as MEGASKILLS is. For the MEGASKILLS consortium, this disruptive approach must come from techniques and methodologies that can be both affordable and massive enough so that the impact on the labour and educational sectors is remarkable and sustainable both socially and economicall

Coordinador

FUNDACION TECNALIA RESEARCH & INNOVATION
Aportación neta de la UEn
€ 637 762,50
Dirección
PARQUE CIENTIFICO Y TECNOLOGICO DE GIPUZKOA, PASEO MIKELETEGI 2
20009 DONOSTIA-SAN SEBASTIAN (GIPUZKOA)
España

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Región
Noreste País Vasco Gipuzkoa
Tipo de actividad
Research Organisations
Enlaces
Coste total
€ 637 762,50

Participantes (5)

Socios (1)