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

Description du projet

Techniques de formation et d’évaluation des compétences non techniques fondées sur les jeux vidéo

Le développement des compétences non techniques, allant des capacités de communication et de travail en équipe à la gestion du temps et à la prise de décision, est essentiel. Bien qu’elles ne soient pas faciles à quantifier au moyen de tests, les compétences non techniques sont importantes pour l’agenda européen des compétences. Cependant, la forte atomisation et l’absence de méthodes de formation et d’évaluation rigoureuses et abordables creusent de profonds écarts entre les compétences non techniques, d’une part, et l’éducation et le marché du travail, d’autre part. Dans ce contexte, le projet MEGASKILLS, financé par l’UE, comblera ces écarts en concevant une méthodologie innovante pour la taxonomie des compétences non techniques sur la base des besoins de l’industrie et de l’éducation. Il élaborera des techniques de formation et d’évaluation exploitant les données issues des interactions des joueurs avec leurs jeux vidéo préférés, de l’IA et d’algorithmes d’apprentissage automatique.

Objectif

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

Coordinateur

FUNDACION TECNALIA RESEARCH & INNOVATION
Contribution nette de l'UE
€ 637 762,50
Adresse
PARQUE CIENTIFICO Y TECNOLOGICO DE GIPUZKOA, PASEO MIKELETEGI 2
20009 DONOSTIA-SAN SEBASTIAN (GIPUZKOA)
Espagne

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Région
Noreste País Vasco Gipuzkoa
Type d’activité
Research Organisations
Liens
Coût total
€ 637 762,50

Participants (5)

Partenaires (1)