ASI provides career guidance games based on Atlas of New Professions

The best practices of career guidance, which were included in the Atlas of New Professions, as gathered by the Agency for Strategic Initiatives (ASI) during 2015 through 2016, were presented in the form of two board career guidance games for pupils in the WorldSkills Hi-Tech championship in Yekaterinburg. Anyone could play in the competences of the future, start the engineering startup and simulate the options of their professional trajectories at the ASI “Boiling Point” site.

The “Compass new professions” game has been developed by a team of the I-Cube engineering and information incubator, while the game “Master of NTI” has been designed by the representatives of “Project Team Movement” of the National Technology Initiative.

“The essence of the “Compass of New Professions” game is that the player can create his/her own professional profile on the basis of acquired skills,” explained the technical director of the I-Cube project Anton Sidelnikov. During the game, pupils are introduced to the practices of the Atlas of New Professions, paving their conscious life path from 13 to 40 years old, working out the strategy and tactics of the group decision-making.


“After the game, the children admitted that “Compass of New Professions” helped them better understand the decisions made by adults. They did not think as to what they would do in 10 or 30 years. Maybe that was the first time that they realized that health is important, but in order to get a good job one needs to study a lot,” said Anton Sidelnikov. “The game gives experience in life. When we advise our children, for example, to study math since it will be useful in future, they seem not to understand that. It is simpler to start playing game with them. Personal experience for them is much more valuable than any instructions.”

According to him, “Compass of New Professions” helps adults, parents and teachers, to direct children’s energy into a meaningful activity. “Being in their adolescence life, children have no their inner query, they do not know where to apply their force. Teachers can create an environment and help them through practice when children start understanding the direction in which they can develop even now,” said Anton Sidelnikov.

The representatives of educational institutions have already started to make requests for this game to be used in a few educational establishments. “We plan to release our game in the box to let any school use it, regardless of the fact whether we can hold it personally or not,” said Anton Sidelnikov.


The “Master of NTI” game is used to model tools to form the existing project teems of engineering teams who create and launch their own start-ups. According to the legend of the game, any startup needs time to develop, so the teams will have to make their way on the playing field from the temporary sites to constant ones, and receive funding and expert support.

The game features the real infrastructure that has been formed around the further children’s education in Russia. It involves various formats of development of the scientific and technical creativity to help pupils and students to create their own projects. The game also helps to understand how these formats are interrelated.


The game takes into account different life scenarios. For example, a member of an engineering startup can pick a card “Awkward Age” or “Parents told to quit the project team and enter the economic faculty of the university” – in this case, he either leaves the game, or it may come back in a few moves,” said Dmitry Zemtsov Vice-Rector for Academic Affairs of the Moscow Polytechnic University, Head of the working group “Project Team Movement” of NTI.

He added that in the course of the game pupils acquire the skills enabling them to create their own project and knowledge of the entire map of the available project teams and key sites that work with talented pupils in the NTI logic. “These are summer project schools, engineering competitions, Centers for Youth Innovation Creativity, fablabs, children’s science parks, and other participants of project team movement,” said Dmitry Zemtsov.“The main task is to provide a continuous motion path of children’s project teams through all these diverse platforms.”


According to Dmitry Zemtsov, a pupil who is engaged in the Quantorium children’s science park must be able to simultaneously participate in a project school, to create a project there, and to finish it in any Centers for Youth Innovation Creativity, regardless of the point in Russia where it is located.

Altogether, 17 various events, such as lectures, round tables, meetings, trainings and presentations, took place within the space of teamwork of the “Boiling Point” and within the framework of the business program of WorldSkills Hi-Tech in Yekaterinburg.

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The space of the “Boiling Point” teamwork is intended for the representatives of the sphere of education, science and business, namely, academics, business and technology entrepreneurs, civil servants, members of public organizations and professional communities, so that they may be able to share the best practices, to work out a new model of development separately in line with their areas and in interaction with each other.

The ASI’s “Boiling Point” has been working in Moscow since 2014. Over this period of time, more than 400 events have been held on the platform, which have been attended by over 80 thousand people. The first “Boiling Point” outside the capital will be opened on November 7, 2016, based on the premises of the Lenpoligrafmash Technological Park in St. Petersburg within the framework of the “Technological Revolution” forum.