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G.1. Expected impact of the project

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Please explain who will use these project outputs / products / results and how the consortium will reach them. Describe how the target groups (including participating institutions, stakeholders) will be reached and involved during the life of the project and how the project will benefit the target group at local, regional, national and or European level. Please structure your description according to the different levels of impact and stakeholders (limit 3000 characters).

The target groups during the project life are: (1) University teachers and faculty staff. During the project they will learn how to teach the Computer Game Design (CGD) subject for engineering students in complementation with IT entrepreneurship and marketing; how to design such learning resources, courses, how to use game lab - professional game software and testing equipment. (2) University students (full and part-time) will get knowledge/skills in modern aspect of digital/ICT field – CGD, in practical use of game lab; be equipped with the sufficient proficiency to establish their startups – the motor of contemporary ICT industry and labour market; and benefit from the cooperation with representatives of ICT/game industry with direct link to the source of modern business demands thus ensure their employability and self-sustainability. The students will be invited to participate to install the game lab and design micro-games as OER. (3) ATO veterans. In order to reduce the Post-Traumatic Stress Disorder, the veterans will get new competences required on Ukrainian labour market, and worldwide. Because of virtual mechanism of work, this target group, especially with limb amputation, will be able to employ themselves with startups, freelance, ensuring high quality of life and actively participating in UA society building. (4) Trainers of education institution providing the training in unemployed centres will benefit from getting new experience and instruction resources in CGD that will be offered them by P7-P12. (5) Unemployed people will access to the modern set of trainings and workshops increasing their employability. (6) Enterprises (ICT, creative/game development sector): will influence on the HE curriculum enhancing the competence of their future employees, access to HE innovation and modern universities’ R&D, thus, improve their competitiveness. (7) Other stakeholders: other academic staff will get new pedagogical approach – gamification, GameHubs OER, mini-games for contemporary university education; representatives of UA game development and creative business from mutual-beneficial cooperation.   In order to reach and engage the target groups, the consortium will: (1) Encourage faculty staff by organizing info-days, workshops, roundtables, seminars, posting info in-house website, bulletins, newsletters, inform and involve administrative staff and management about ongoing activities, events, demonstrating outcomes and results. (2) The students will be involved over their lecturers and professors. Moreover, the in-house students’ organizations, e.g., students association, will be incorporated into the project work. (3) Delivere information about the planning trainings, job-fair events, roundtables, etc. over UA state and volunteer organizations/associations that help ATO veterans. (4) Invite the representatives ICT/GI SMEs on roundtables, job-fairs, internals conferences, DISS workshop and encourage them in participating GameHub scaffold for improving the HE curricular. (5) Contact the unemployment centres, UAITP, State placement centres and other training/education companies for available trainings for their clients. (6) Inform about the ongoing activities and present the final outcomes in local/ social media, and distribute promotional material: 500 EN&700UA leaflets; 10 roll-ups. (7) With final international conference bring the GameHub from national on the European level introducing it to EU professional community.

Please describe how the target groups (including participating institutions, stakeholders) will be reached after the project is finished (limit 3000 characters).


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Читайте в этой же книге: II EQUIPMENT AND PLAY | D.1. Organisations and activities | D.2.1 - Project management | E.1. Why does the consortium wish to undertake this project? | E.2. Rationale for the setting-up of the consortium | F.1. Aims and objectives | F.2. Project activities and Methodology | F.3. Budget and cost effectiveness | G.2. Dissemination and exploitation strategy | LOGICAL FRAMEWORK MATRIX – LFM |
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F.4. Quality control and Monitoring| Overview of short and long term impact indicators

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