One of ECCP’s (European Cluster Collaboration Platform) main goals is to create and bring closer to the cluster organisations and their SMEs opportunities to connect and initiate collaboration in numerous high-level events in Europe and targeted third countries.The ECCP matchmaking events offer an interactive and innovative format and with dedicated financial support to participate in the C2C/C2B meetings.
For more information please read Newsletter: http://www.clustercollaboration.eu/sites/default/files/eccp_newsletter_issue_2_-_october_2016.pdf
The ECCP team was busy over the last months preparing a diverse programme of upcoming matchmaking events in Iran (17-18 Oct), Mexico (25-27 Oct), Brazil (30 Nov-1 Dec) and Brussels (30 Nov).
For this EU cluster matchmaking event more than 100 cluster organisations from Europe shall benefit and explore common areas of interest for cooperation and build complementarities in terms of sectoral, value chain and market focus. Registration is now open - Secure your place by registering here!
Poznan University of Economics and Business, Poznan, Poland
One of the most important problems in higher education is connected not with the information students need to acquire, but with the teaching strategies involved. These strategies determine the effectiveness of the education process, the involvement of the students, and the durability of the outcomes. It explains why university teachers and education institutions put strong attention on the development of innovative teaching methods.
One promising innovative teaching method is gamification, also known as edutainment, which combines education and fun. With the digital native generation of students, special interest is put on virtual strategic games, which also explore ICT tools. The students put themselves in the position of business managers in various aspects of company management. During the game, their task is to make decisions within their area of competence, and the quality of those decisions has an impact on the virtual company's performance. Virtual strategic games as an educational method is based on the involvement of the students being taught, real world situation analyses, creating a process of decisions making by students, and feedback on the results of their decisions.
The aim of the conference is to discuss this innovative teaching strategy from both theoretical and practical points of view. All discussions on effectiveness of the educational process, especially using virtual strategic games as a teaching method, are welcomed. Good training practices, the challenges and obstacles connected with using this method, and comparisons with other innovative methods will be presented and analysed.