English
"<< Background >>The project was set up to address multiple needs arising from profound changes in the labour market, driven by automation, artificial intelligence and digitalisation.The COVID-19 pandemic and the acceleration of digitalisation intensified the need for adaptation. The project sought to respond to this reality by implementing reskilling and upskilling strategies. Reskilling focused on retraining workers for new tasks, building on their soft skills but requiring additional technical skills. Upskilling focused on strengthening and upgrading skills for roles of greater responsibility.The consortium entities saw the opportunity to develop training systems and adapt them to the digital transformation. The project enabled the acquisition of reskilling and upskilling competencies, improving preparedness, resilience and digital skills.The collaboration between entities generated important learning synergies, drawing on different experiences and expertise. This collaboration was instrumental in meeting the joint need for digital transformation and enhancing organisational development in a holistic manner.<< Objectives >>In implementing the project, the objectives were successfully achieved. Innovative practices were created in the youth field, with a methodology based on virtual gamification that favoured the acquisition of upskilling and reskilling competences, essential to face the digital transformation. This innovative approach significantly improved youth employability, enhancing their skills, abilities and values, and preparing them to face social and technological changes.It also significantly increased the transfer of innovative methodologies among youth workers and educators. The results of the project were made accessible, enabling professionals to understand and apply these methodologies to improve youth employability, with a particular focus on young people with fewer opportunities. This adaptation proved crucial in response to the new reality imposed by COVID-19.The project also strengthened the organisational development of five entities, consolidating their partnership for cooperation. The dissemination of results in the youth field contributed to this success, enabling effective collaboration and the exchange of valuable experience and knowledge.<< Implementation >>The project carried out a series of activities to its success. The management and coordination was assigned to ASPAYM, which was supported by Rosto Solidario in quality assessments and CEIPES in dissemination. A quality and impact measurement system was implemented by Rosto Solidario, ensuring constant monitoring and correction of incidents. In terms of dissemination, CEIPES and ASPAYM managed activities including press conferences, media publications and the design of audiovisual material.Transnational meetings were organised approximately every 8 months to ensure effective cooperation between partners, held both online and in Italy and Spain. In terms of project results, ASPAYM coordinated the efforts, with an evaluation led by Rosto Solidario and a significant psycho-pedagogical contribution by AICSCC.Finally, 4 multiplier events were held, including an international conference in Valladolid and local events in Romania, Italy and Portugal, with the aim of promoting and disseminating the results and activities of the project, as well as the opportunities offered by the Erasmus + Programme. CEIPES was in charge of the corporate image of these events and Rosto Solidario of the monitoring of these activities.<< Results >>The ""Gamification of Employment II"" project aimed at enhancing the upskilling and reskilling capabilities of the youth, particularly targeting those with fewer opportunities. This was achieved through the development of an innovative virtual training ecosystem, enhanced with gamification tools to engage the youth more effectively. The project focused on vital skills like digital proficiency, big data management, resilience, environmental and sustainable economy, and digital communication. It featured a comprehensive training approach with different levels of specialization, allowing participants to progress through basic, intermediate, and expert stages in a gamified narrative format. The project also included the creation of a virtual manual, serving as a guide for youth workers to implement this new methodology. This manual was made available in multiple languages, including English, Spanish, Portuguese, Italian, and Romanian, and included various sections like project description, methodology, adaptations for disabilities, and more. The outcome of this project was a structured and engaging learning experience for the youth, culminating in a certification that acknowledged their acquired skills."
