COMPATH

Ongoing

About

Partners

Main Priority Area

Employability through Sport

Budget

400 000 €

Venue

Europe

Duration

36 Months

Promoting Employability of Young Student-Athletes through ‘‘Competence Hub’’ on Sport Innovation

Background

In line with the general objectives of the Erasmus + program, our project supports the educational, professional, and personal development of young sportspersons (16–25 years old) through a ‘‘Competence Hub on Sport Innovation’’, thereby contributing to promoting quality and new jobs and driving innovation.

In the sectoral agenda document (The European Dimension in Sport), it is stated that sport has a strong potential to contribute to smart, sustainable, and inclusive growth and new jobs. Using this potential of sport, our project will contribute to smart growth and employment through the re-usable, transferable, and up-scalable results (the content (educational resources and tools) and space (platform)) it will offer to young sportspeople and facilitators responsible for their education and guidance.

Objectives

The COMPATH aims to build a community of young sportspersons gathered in the sport innovation domain at the European level. The community of young student-athletes, united around common values, has the potential to promote more collaboration, quality, creativity, and innovation at the level of sport organisations in line with the specific objectives of the Erasmus+ program.

The specific aims of the project are:

• to develop educational resources in order to touch both the careers and perspectives of young student-athletes by showing sports-oriented technology and 21st century skills, business world, entrepreneurship and different thinking and literacy methods; and

• to launch the ''Digital Competence Hub on Sport Innovation'' where young sportspersons will acquire the skills and competencies to increase their employability in the sports industry.

Project Results

R1: Sports-Oriented Technology and 21st Century Competence Training Modules for Young Student-Athletes

R2: Sports-Oriented Technology and 21st Century Competence Toolkits for Facilitators

R3: Gamification-based Digital Sport Innovation Competence Hub (Platform) for Young Student-Athletes

COMPATH

Ongoing

About

Partners

Main Priority Area

Employability through Sport

Budget

400 000 €

Venue

Europe

Duration

36 Months

Promoting Employability of Young Student-Athletes through ‘‘Competence Hub’’ on Sport Innovation

Background

In line with the general objectives of the Erasmus + program, our project supports the educational, professional, and personal development of young sportspersons (16–25 years old) through a ‘‘Competence Hub on Sport Innovation’’, thereby contributing to promoting quality and new jobs and driving innovation.

In the sectoral agenda document (The European Dimension in Sport), it is stated that sport has a strong potential to contribute to smart, sustainable, and inclusive growth and new jobs. Using this potential of sport, our project will contribute to smart growth and employment through the re-usable, transferable, and up-scalable results (the content (educational resources and tools) and space (platform)) it will offer to young sportspeople and facilitators responsible for their education and guidance.

Objectives

The COMPATH aims to build a community of young sportspersons gathered in the sport innovation domain at the European level. The community of young student-athletes, united around common values, has the potential to promote more collaboration, quality, creativity, and innovation at the level of sport organisations in line with the specific objectives of the Erasmus+ program.

The specific aims of the project are:

• to develop educational resources in order to touch both the careers and perspectives of young student-athletes by showing sports-oriented technology and 21st century skills, business world, entrepreneurship and different thinking and literacy methods; and

• to launch the ''Digital Competence Hub on Sport Innovation'' where young sportspersons will acquire the skills and competencies to increase their employability in the sports industry.

Project Results

R1: Sports-Oriented Technology and 21st Century Competence Training Modules for Young Student-Athletes

R2: Sports-Oriented Technology and 21st Century Competence Toolkits for Facilitators

R3: Gamification-based Digital Sport Innovation Competence Hub (Platform) for Young Student-Athletes

COMPATH

Ongoing

About

Partners

Main Priority Area

Employability through Sport

Budget

400 000 €

Venue

Europe

Duration

36 Months

Promoting Employability of Young Student-Athletes through ‘‘Competence Hub’’ on Sport Innovation

Background

In line with the general objectives of the Erasmus + program, our project supports the educational, professional, and personal development of young sportspersons (16–25 years old) through a ‘‘Competence Hub on Sport Innovation’’, thereby contributing to promoting quality and new jobs and driving innovation.

In the sectoral agenda document (The European Dimension in Sport), it is stated that sport has a strong potential to contribute to smart, sustainable, and inclusive growth and new jobs. Using this potential of sport, our project will contribute to smart growth and employment through the re-usable, transferable, and up-scalable results (the content (educational resources and tools) and space (platform)) it will offer to young sportspeople and facilitators responsible for their education and guidance.

Objectives

The COMPATH aims to build a community of young sportspersons gathered in the sport innovation domain at the European level. The community of young student-athletes, united around common values, has the potential to promote more collaboration, quality, creativity, and innovation at the level of sport organisations in line with the specific objectives of the Erasmus+ program.

The specific aims of the project are:

• to develop educational resources in order to touch both the careers and perspectives of young student-athletes by showing sports-oriented technology and 21st century skills, business world, entrepreneurship and different thinking and literacy methods; and

• to launch the ''Digital Competence Hub on Sport Innovation'' where young sportspersons will acquire the skills and competencies to increase their employability in the sports industry.

Project Results

R1: Sports-Oriented Technology and 21st Century Competence Training Modules for Young Student-Athletes

R2: Sports-Oriented Technology and 21st Century Competence Toolkits for Facilitators

R3: Gamification-based Digital Sport Innovation Competence Hub (Platform) for Young Student-Athletes