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CHAPTER 3



                       3.3.                                                                        Leveraging Technology for


                                                                                                             Knowledge Sharing




                                       O3-A1: Intergenerational approach and collaborative training guidelines

                As a first step partners will develop the methodology for an intergenerational approach as chosen to
                                                                                     Technology plays a pivotal role in enhancing knowledge-sharing
                       deliver the training. The aim of this output is to create long term relationships between an
                                                                                     platforms  within  sustainable  fashion,  enabling  more  effective
                  entrepreneur, responsible for running a retail business and a youth, who will help them introduce

                                                                                     collaboration and learning. Here‘s some examples:
                        sustainable changes to the business. In order to reach this objective, a framework for the
                  collaboration will be developed. The relationship will be be voluntary and included as such in the
                                                                                     1. AI and Data Analytics
                   framework but encouraged in order to maximise participation in the training activity and further
   CONTENT OF CHAPTER 3
                 apprenticeship programmes. Partners will explore existing suitable frameworks that can be used in
                                                                                     2. Virtual Reality (VR) and Augmented Reality (AR)
                the RETAIL project. In addition, partners will seek involvement of relevant networks to increase the
                                                                                     3. Mobile Apps and Gamification
                       project scope. For instance, DCC is a member of the Enterprise Europe Network with EASME
                actively encouraging members to collaborate and engage with all relevant EU projects. Partner will
                                                                                     4. Blockchain Technology
                     also explore other relevant programmes such as mobility programmes (Erasmus+, Erasmus for

                              young entrepreneurs), etc. From this work, a methodological report will be issued.
                                                                                     5. Social Media and Influencer Platforms
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