Funding program: Erasmus+ / Call 2025 Round 1 KA2 - KA220-HED - Cooperation partnerships in higher education (KA220-HED
The project aims to revolutionize education in microfinance and social economy by developing an integrated educational framework with gamified learning tools, establishing robust networks for knowledge exchange, and enhancing knowledge exchange among students across Europe.
1. Development of Educational Curriculum designed to directly support the overarching goals of enhancing education in microfinance and the social economy. It is crucial to equip students with both theoretical knowledge and practical skills necessary for impactful roles in diverse socioeconomic environments. The primary objective is to create an innovative and interconnected curriculum that focuses on microfinance and the social economy. This involves:
- integrating current theories, industry practices, and the latest research findings to ensure the curriculum is robust and relevant.
- Incorporate practical application through case studies, real-world projects, and simulations.
- Engage with stakeholders for curriculum relevance
- Ensure high standards of educational content
2. Gamification tool for microfinance and social economy to enhance the educational experience by incorporating gamification into the previously developed curriculum for microfinance and social economy. It will allow for enhanced student engagement and motivation, facilitate the practical application of theoretical knowledge, and improve learning outcomes. The key results will be:
- Dynamic gamification platform: an online platform will be developed, featuring gamification elements like points, badges, and interactive challenges designed to boost student engagement and motivation
- Serious game for practical learning: a serious game will be created to simulate real-world scenarios in microfinance and social economy. This game will allow students to apply theoretical knowledge in a controlled, virtual environment, enhancing their practical skills such as strategic planning and ethical decision-making.
- Enhanced learning outcomes: The integration of gamification is expected to lead to improved learning outcomes, with students showing better retention of material, higher engagement, and greater satisfaction with their educational experience.
- Feedback-driven curriculum refinement: The gamification tools will offer continuous feedback, allowing for the curriculum to be dynamically refined based on student performance and engagement within the game and platform.
3. Collaboration and Networking
The project will establish a comprehensive 'Network of Networks' to facilitate knowledge and resource exchange, strengthening local and international collaborations, and implementing a Virtual Summer Program to promote digital mobility.
The Virtual Summer Program specifically enriches the educational experience by enabling participants to explore diverse academic cultures and methodologies through a digital platform, making advanced learning accessible without physical travel constraints.
Partners:
- ALMA MATER STUDIORUM - UNIVERSITA DI BOLOGNA, Department of Management (Coordinator) - ITALY
- FONDAZIONE YUNUS - ITALY
- UNIVERZITET U SARAJEVU - BOSNIA AND HERZEGOVINA
- UNIVERSITET ALEKSANDER XHUVANI ELBASAN - ALBANIA
- ACADEMY OF ENTREPRENEURSHIP ASTIKI ETAIREIA - GREECE
- UNIVERSITETET I AGDER - NORWAY
DiSA Team Leader: Andi Duqi
DISA Team member: Alessandra Cavallo
Total contribution: 400,000 €
Start date: 01/09/2025 - End date: 31/08/2028