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Overview of short and long term impact indicators

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Please add rows as necessary according to indicators


Short term impact Target groups/potential beneficiaries Quantitative indicators Qualitative indicators
Implemented competence profile University students, GI SMEs, developers of learning/teaching modules 6 UA HEIs will accept the competence profile in development of education resources Monitoring tool of actual knowledge/skills needs of ICT/game & creative sectors
Settled game lab Faculty staff, students, enterprises 6 university’s game lab The top-notch game/creative software, testing devises and user experience evaluation equipment will improve programming, creative development skills of students, bring practical/creative approach in education
Established GameHub facilities Faculty staff, students, administration and management, enterprises 6 University’s GameHubs Training, consulting, technical scaffold for university-enterprises cooperation
Developed GameHub resources (OER) Faculty staff, students, administration and management of universities, Instructors and clients of training services, ATO veterans 18 learning modules (3 in each university) The developed education resources for new subject CGD, with new approach – gamification in education, incorporated into existing courses; offered to the local/regional training services.
New content, teaching resources, integrated into education process (Pilot) Faculty staff, students, administration and management of universities, Instructors and clients of training services, ATO veterans 180 university teachers, 500 students, 150 veterans ATO New ICT competence (gamification) developed by teachers; increased employability of university’s graduates, Improved self-sustainability and quality of life of ATO veterans
International conference on Game Design in Ukraine Faculty staff, students, administration and management of universities, Instructors and clients of training services, ATO veterans, UA digital/creative/game business 100 conference participants Introducing the project outputs and results to broad professional community
Long term impact Target groups/potential beneficiaries Quantitative indicators Qualitative indicators
Integration CDG updating the existing syllabi Teaching staff, university students 6 UA universities updated syllabi using the game lab Efficient case study for the UA HEI and other training institutions
Annual design new and updating existing courses basing on the competence profiles Students, enterprises 6 training programme consist of 18 learning modules Effective usage of GameHub facilities
Individual Bachelor/Master Theses; Final individual and/or collaborative projects, practical work Students, trainees (ATO veterans, unemployed people), enterprises, Each participated students, trainees should design at least one practical work using the GameHub facilities Initiate creative project, education games, and ideas for startups. Such activity envisages the possible collaborative EU-UA students work
Designed education micro-games Students, trainees (ATO veterans, unemployed people), enterprises, users of these micro-games At least two micro-games will be designed in each UA university using GameHub facilities Innovative teaching/learning resources, prepared graduates for industry job


Дата добавления: 2015-10-31; просмотров: 156 | Нарушение авторских прав


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 | F.4. Quality control and Monitoring | LOGICAL FRAMEWORK MATRIX – LFM |
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G.1. Expected impact of the project| G.2. Dissemination and exploitation strategy

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