What are Enter.Mode project potential multiplier effects and how the results can be transferred?

The partnership believes that the EnterMode results have a strong multiplier effect: they do not only focus on raising awareness on business, management related issues or/and research but also promote the active engagement of our interns in raising awareness for social issues. Interns have the opportunity to engage in a wide range of activities that allow them to enhance their skillsets. In addition, the development of HEIs-companies partnerships allows the promotion of entrepreneurial education of students during their internship. We strongly believe that our internship programme can become a bridge between education and the world of work also by supporting the upskilling of companies’ trainers. The EnterMode internship model can be suitable for training centres, vocational schools, chambers of commerce, employers’ organisations, employment offices which work with the target group.

The Internship model has inherent elements of transferability that play in favour of its wider adoption beyond the project consortium and lifetime:

  • It is generic enough to be adapted and applied to different contexts
  • It is supported by a Trainer’s guide which provides methodological step-by-step support to newcomers as well as a collection of examples from the real application of the model during the pilot experimentation phase
  • It does not require additional financial and human resources for its adoption, therefore it can be integrated in the services offered by career offices, internship offices, international relation offices with no additional cost

The adoption of the internship model as a new scheme for the organisation of internships does not require additional financial and human resources, which makes it attractive for HE institutions and companies beyond the project consortium. The success stories about individual students’ experiences made during the application of the model and highlight the benefits of participating in the EnterMode internship programme. These stories enrich the Mentor’s guide and encourage more companies and students to adopt the EnterMode internship programme.

Concerning the serious game, this has the potential to be applied in further contexts beyond the one experimented within EnterMode. In the case of CCSDE, for instance, employees with relevant profile (University graduates under 30) were also involved with the game, showing that also employees can be benefited by the game content for mindset change (they are all developers, programmers, animators, instructional designers etc. with no entrepreneurial aspirations). This previous experience plays in favour of exploiting the use of the game with other relevant audiences. Most of audiences/sectors reached out by the partners through dissemination activities were open to gamify some of their process/field. In general, the serious game can be widely adopted by any learner, at any level, wishing to improve its entrepreneurial skills.

The Information package for companies also represents a major asset for transferability since it can be and will be used to recruit more companies in the future to join the HEIs-companies network and form partnership around the use of the internship model.

Huge multiplier effects and the transferability of the project results are ensured through the continued work of visibility and promotion given to EnterMode results by the EnterMode Community of Practice on the DISCUSS Platform. The platform gathers interested stakeholders, experts and practitioners from both the higher education and business world, and will continue to operate beyond the project lifetime, building new connections and collaborations between the actors involved.