English
<< Background >>The project addressed the urgent need for a transition towards a circular economy, as outlined in the European Green Deal, by focusing on the pivotal role of design in reducing environmental impact. It supported the alignment of VET systems with the EU Skills Agenda and the Digital Education Action Plan, enhancing both green and digital competences among trainers and young people. Furthermore, it promoted international exchange between education, research, and the labour market, encouraging innovation and cross-sector collaboration in sustainability-focused training.<< Objectives >>The CIRCES project aimed to foster the development of circular design competences within VET systems, with the goal of improving trainers’ skills and preparing new generations to meet the changing demands of the labour market in relation to circular economy models. To achieve this, the project focused on the creation of an innovative teaching methodology and a training toolkit, built around game-based digital tools, to make learning more engaging, practical, and aligned with future skill needs.<< Implementation >>Through a participatory co-design process, the project defined both the teaching methodology and the training model, which led to the design and finalisation of the CIRCES Curriculum. The model was implemented using game-based tools and further developed and tested through two transnational training sessions—one for partner staff, trainers, and experts, and the other for students. Finally, the CIRCES Guidelines were produced to support trainers, educational institutions and experts interested in circular design education.<< Results >>The CIRCES project produced a range of tangible outputs and transferable results that contribute to strengthening circular design competences in VET systems:– A report analysing training needs and co-designing the teaching methodology and training model;– The CIRCES Curriculum, based on ECVET references and aligned with EQF Level 4;– A digital training toolkit, including Training Tools (Interactive Books and Video Pills) and Self-Assessment Tools (Quizzes and 2D Games);– Transnational training sessions for staff, trainers, experts, and students;– The CIRCES Guidelines, addressed to trainers, designers, and professionals in the sector.
