VET4APPS “Research methodology for elaboration on training needs and definition of learning outcomes” (O1-A1) EXELIA October 2014 Contents 1 Introduction .......................................................................................................................................... 3 1.1 2 Data Collection and research methods................................................................................................. 6 2.1 Questionnaire ............................................................................................................................... 6 2.1.1 Purpose of the questionnaire ............................................................................................... 7 2.1.2 Survey population and sampling ........................................................................................... 7 2.1.3 Process .................................................................................................................................. 9 2.1.4 Data processing and analysis ................................................................................................ 9 2.2 3 Mobile application field ................................................................................................................ 3 Desk research / Literature review............................................................................................... 12 Learning outcomes based on the European Qualification Framework .............................................. 13 3.1 Levels of the EQF’s learning outcomes ....................................................................................... 15 3.2 Instructions for the formulation of the Vet4Apps learning outcomes ....................................... 17 3.3 Units of learning outcomes ......................................................................................................... 20 4 Action plan and roadmap.................................................................................................................... 22 5 Annex A: Questionnaire ...................................................................................................................... 24 6 Annex B: Cover letter from project partners to stakeholders (example) ........................................... 29 2 1 Introduction The first intellectual output of the project comprises a series of activities that work towards defining the requirements and specifications for the developed VET program. This report is the outcome of O1-A1, namely “Development of research methodology for elaboration on training and definition of learning outcomes”, which involves the definition of a research methodology to elaborate on the most valued and needed business and design skills in the mobile app field, and to define the learning outcomes of the VET4APPS curriculum. The methodology proposed by the present report will guide the subsequent data gathering activities of VET4APPS project partners, by addressing: 1. The definition of knowledge, skills, and competences required in mobile apps segment; 2. The selection of the appropriate research methods and techniques per target group (e.g. questionnaires, desk research); 3. The sampling and target groups of the research activities; and 4. How to frame the data gathered according to the European recognition tools (e.g. EQF, ECVET, and CEDEFOP). Also, this document will provide a series of instructions and guidelines for the formulation of the VET4APPS learning outcomes in terms of statements of what a learner knows, understands and is able to do upon completion of the learning process. Overall, the report is structured as follows: section 2 describes the research methods to be employed for data collection and addresses key considerations for data analysis; Section 3 offers an insight into how to frame the data gathered according to European education standards and provides instructions for the formulation of the VET4APPS learning outcomes; and section 4 presents a coherent roadmap and action plan for the data collection. 1.1 Mobile application field The industry of mobile apps is one of the fastest growing segments in the information technology market in Europe, with more than 750,000 individuals employed in apps economy. As of 2013, smart phone adoption among mobile users in the EU is around 50% and growing at around 10% per year, the 3 EU mobile app market is expected to be in the lead by 2015 with a 30% share of the global market estimated at US$ 32 to 35 billion1. At the same time, this increasing adoption of smart phones and tablets has brought fundamental changes on job profiles, competence needs and training requirements related to mobile apps. Mobile apps entrepreneurs and employees, apart from technical excellence and up-to-date software development skills, require business skills to adapt their idea to users’ needs, and advanced design skills to make the mobile app attractive and easy to use. In this context, the supply of new skills and training is necessary to enable EU app workforce to respond to the new sector requirements. Indicatively, the development of successful mobile applications requires a new set of design and business skills (instead of purely technical and coding skills), which are either in lack among professionals and job seekers or their demand is going to grow in the near future given the expansion of the sector. The table below outlines the most valued design and business skills as identified in the analysis phase of the project234. Design Skills User interface design - Organise information to interface in a user-friendly, elegant lots of complex be contained on the way that is simple, logical, clear and - Incorporate user preferences into basic models of design - Create an eye catching icon and visually appealing front page Usability testing Emotional design - Author usability test scenarios to uncover key problems in the current design - Use animation, humoristic notifications, create a strong, fun personality to accompany the app, connect it with the unique identity of the product - Review, analyze and interpret behaviour patterns and feedback from target users - Adjust the development process to reduce usability problems in the future - Create habits about the use of the mobile app to improve user retention, e.g. gamification, curated content, sense of involvement 1 Deloitte Consulting, Citadel Consulting, Tech4i2, The Castlegate Consultancy, (2011) Pricing of Public Sector Information Study Apps market snapshot. 2 European e-Competence Framework 2.0, A common European framework for ICT Professionals in all industry sectors (2010). 3 EU Skills Panorama (2012) Information and Communications Technologies (ICT) Sector Analytical Highlight, prepared by ICF GHK for the European Commission 4 Monitoring e-skills demand and supply in Europe (2009) 4 Business Skills Knowledge and application of sustainable revenue models - Understand and assess the different revenue models, and select the most appropriate model to apply - Estimate monetization activity and take informed decisions about revenues based on statistics Mobile app’s core definition Marketing and promotion - Define the identity of the application and create a core statement that makes the basic value of the idea explicitly understandable by clients - Effectively manage and administer social media accounts - Optimise the app content with specific keywords to make the mobile application more searchable - Run a private beta to promote the app from the very early stage - Create an attractive video - Track and analyze the mobile app using analytics 5 2 Data Collection and research methods The data collection of sector training requirements in the VET4APPS partnership countries will be a combination of a questionnaire survey and desk research. For the conduction of the field survey, an online questionnaire will be created and disseminated to relevant stakeholders so as to depict their views on the new skill requirements in the mobile app segment. As activity leading organisation, UCBL will be responsible for the coordination of activity as well as the gathering of collected data from all other partners’ countries through the use of an online survey software platform. Desk research will be conducted as a supplementary mean for gathering information and evidence. The data will be gathered from secondary relevant sources of information like existing mobile app training curricula, similar national and European projects, and surveys conducted for business organisations, and public organisations. To conclude, the input received by partners through the questionnaire and desk research will effectively serve as the requirements in terms of learning outcomes that the developed VET program will need to accomplish. 2.1 Questionnaire According to the Application Form, a structured questionnaire should be the main instrument for gathering the survey data. In that context, a web-based approach was chosen for reasons of practicality, and to facilitate the data collection, coding, and analysis process. The questionnaire was decided to comprise mostly of closed-ended questions as they are easier and quicker for respondents to answer; offer better coding, analysis and comparison possibilities; can clarify question meaning for respondents through response choices, etc. Open-ended questions are not included, as they pose the risk of obtaining different degrees of detail in answers; responses may be irrelevant; comparisons and analysis become difficult. 6 2.1.1 Purpose of the questionnaire The purpose of the proposed methodology, according to the VET4APPS Application Form, is twofold: first, to determine the most valued and needed business and design skills in the mobile apps field, and second, to identify the specific skill mismatches in the sector, which will effectively serve as the requirements and specifications in terms of learning objectives that the developed VET program will need to achieve. To this end, the mission of the questionnaire is defined as the quest for the views of key stakeholders (senior executives in mobile app companies, sector’s representatives, field experts) on two topics: 1. The estimation of business and design skill short comes in the mobile apps segment and 2. The classification of these skills in terms of importance and priority (ranking). Hence, the present survey aims to address the following questions: - What are the current and emerging requirements for advanced design and business skills for mastering in mobile application development? - How tailored to the real needs of the mobile app segment is the current supply of design and business skills related to the mobile application development and commercialisation process? The scope of the survey is defined in the VET4APPS Application From in terms of geographical location, target population, and themes covered, as follows: Geographical scope: Focus on the countries represented in the project consortium (France, United Kingdom, Slovenia and Greece), and a secondary focus on the rest of the EU countries (where data can be made available). Target population: Mobile apps stakeholders (e.g. entrepreneurs, employees, freelancers, etc. – see also section 2.1.6). 2.1.2 Thematic scope: Skill requirements in the field of mobile apps. Survey population and sampling Taking into account the scope and objectives of the survey, its sampling population can be defined as the key stakeholders and experts in the field of mobile apps who have a clear insight into what design 7 and business skills are required by professionals in the field of mobile apps and to what extent the existing skill supply satisfies the growing demand for these capacities. An indicative list, but perhaps not exhaustive, of who is considered to be the population of this survey includes the following individuals from the mobile app segment: Senior executives in the most successful mobile app companies; Trainers on ICT and business related topics; Representatives of the sector (e.g. social partners, labour market representatives and professional associations); Field experts and consultants. As it is of course impossible to observe the entire population, due to constraints of geographical accessibility, time, and resources, this survey needs a) to gather the replies of a statistical sample of the population and b) to rely on methods of non-probability sampling (which are non-ideal in terms of generalization). The VET4APPS Application Form foresees that the sample is to be drawn: a. Primarily from the countries represented in the project consortium (France, United Kingdom, Slovenia and Greece); and secondarily from the rest of EU countries; b. From the following fields and sectors: ICT companies, VET providers, representative entities of the sector. Possible sources to identify relevant stakeholders’ can be: National and European directories of mobile application developers (e.g. https://clutch.co/directory/mobile-application-developers-europe; http://www.mobyaffiliates.com/blog/the-best-mobile-app-developers-directory/) National associations of mobile application companies (e.g. www.hamac.gr) Publications on the most downloadable mobile applications (e.g. http://www.digitaltrends.com/mobile/best-android-apps/; http://playboard.me/android/channels/5087b2b9b6e446f986000074;) Participants list from conferences, forums and workshops (e.g. http://mobile20.eu/speakers/) 8 2.1.3 Process The process for administering the questionnaire has been agreed by VET4APPS partners as follows: I. The survey is prepared and agreed among the partners according to the description in the Application Form. II. EXELIA delivers the first draft of the methodology report by the 10th of October 2014. Feedback regarding the deliverable is expected from UCBL by the 20th of October 2014. The final draft of the methodology will be distributed to all project partners by the 22nd of October. III. Each partner identifies a list of relevant stakeholders and develops promotion channels (direct email campaign, social media, publications, etc.) by the end of October; IV. If required, each partner translates the survey questions into their local language in a document by the 27th of October; V. UCBL develops online versions of the questionnaire and upload them on an online survey software platform (e.g. LimeSurvey, AdobeForms Central, FluidSurveys, Qualtrics, etc.) by the end of October. VI. Each partner contacts the stakeholders to communicate the nature of the survey and to request their collaboration in completing the survey. Overall, the survey will be running until the mid of December; VII. UCBL follows up with respondents to clarify doubts and ensure completion of the survey. VIII. UCBL is responsible for the coordination of the activity, the gathering of collected data from all other partners as well as the data analysis. The estimated end date for the consolidation of data collected from all partners is the 20th of December. 2.1.4 Data processing and analysis This section presents the steps for aggregation and processing of the data gathered through the survey questionnaire. UCBL as the lead partner and coordinator of the activity is responsible for data validation and processing and the analysis of the data collected. Preparation stage: Data validation and consolidation Upon the completion of the survey, the gathered data will be validated and consolidated. Data validation refers to the process of determining the accuracy of data. Such process will be to ensure that 9 data conforms to specifications. In order to consolidate data, information needs to be merged by summarising the large amount of data into one large worksheet that will reflect all of the involved data. A pivot table report in MS Excel is highly recommended to be created. 1st Step: Identifying variables and scales Statistical computations and analyses assume that the variables have a specific level of measurement and are properly defined. Consequently, for the purposes of this specific research and following the questionnaire structure, variables will be defined as nominal, ordinal or interval to avoid nonsensical result. - Nominal or categorical variables are based on mutually exclusive but not ranked or ordered categories. Yes / no, multiple choice or demographic questions (e.g. country, job description etc.) are usual examples of nominal variables. - Ordinal variables are based on categories that can be ordered or ranked and therefore questions could include a rating scale. Offering an ordered set of choices, ordinal variables are more flexible than nominal variables and allow for the evaluation of priority issues, opinions or levels of agreement. - Interval variables are based on categories which are ordered and the intervals between the values of the interval variable are equally spaced. For example a question with rating scales from one to ten. 2nd Step: Mapping and coding of responses Prior to data processing, valid responses will be reviewed and mapped into specific variables based on the type of the question. In order to investigate possible relations between variables, more than one field can be combined. In case of ordinal variables and where required, responses can be recorded in numerical values to facilitate quantitative processing. 3rd Step: Statistical data processing The Microsoft Excel program can be used to process collected data for survey analysis. Also, a pivot table data summarization tool can be used to automatically sort and combine data and return descriptive statistics and frequencies of the predefined data fields. 10 4th Step: Data analysis Basic tools of descriptive statistics like counts, means, and percentages should be employed (where questions permitted) to extract interesting information and conclusions from stakeholders’ replies. For rank order questions, the creation of a statistics table including for each skill its minimum and maximum ranking, mean ranking variation, standards of deviation and total responses is highly recommended. Moreover, graphs such as pies, columns and bars should be generated to analyse and present the results of the questionnaire. It is certainly easier to observe any pattern emerging from a set of data when it is visually depicted than by just staring at a branch of numbers. 11 2.2 Desk research / Literature review Desk research will be conducted by EXELIA as a complementary mean of information collection. Evidence on training needs and job requirements in the mobile apps field will be gathered as cases of reference according to the Application Form, and will be utilized to identify the skills mismatches and formulate the VET4APPS curriculum learning outcomes in terms of statements of what a learner knows, understands and is able to do upon completion of the learning process. Initial desk research will aid to identify existing mobile app training programs, design and business related modules, as well as existing literature and articles on the required skills for mobile apps producers. This information will be gathered and used complementary to the primary research data in order to establish a satisfactory degree of basic and comprehensive pre-analysis to be used by the activity leader (UCBL) for delivering the final data analysis and synthesis report. Possible sources of information can be the outcomes of other relevant European programmes, the context of existing national, European-level and international analyses, existing academic and commercial mobile application development and design courses, case studies and surveys conducted for business organisations, governments and training providers. 12 3 Learning outcomes based on the European Qualification Framework The diversity of educational and training systems in Europe hampering the transparency, comparability of national qualifications as well as the need for education and training to be based on explicit standards prompted the EU to adopt a pan European educational framework that will link national qualification systems together. The European Qualification Framework (EQF) constitutes the common European reference framework, which connects countries’ qualifications systems increasing the transparency of qualifications throughout Europe. It acts as a translation device to make national qualifications more readable and comparable across Europe, aiming to promote workers' and learners' mobility between countries and facilitate their lifelong learning. In particular, the EQF relates different countries’ national qualifications systems and frameworks together around a common European reference – its eight reference levels based on “learning outcomes” (defined in terms of knowledge, skills and competences). This approach shifts the emphasis from input (type and duration of learning experience) to actual learning i.e. to what a person is able to do upon the completion of a learning process. By shifting the focus to learning outcomes, the EQF manages to: Match the needs of the labour market with education and training offerings; Facilitate the transfer and use of qualifications across different countries and education and training systems; Enable the validation of non-formal and informal education; Transfer units of learning outcome, based on a credit system (ECVET). The development of national qualifications frameworks with descriptors based on learning outcomes is a step towards making qualifications and levels of learning explicit for all users. According to the EQF, “learning outcome” is defined as a statement of what a learner knows, understands and is able to do upon the completion of a learning process. Moreover, learning outcomes are used as a basis for credit transfer and accumulation (ECVET) and are specified in three categories dimensions (descriptors) – as knowledge, skills and competence, which can be described as follows: 13 ‐ Knowledge: The outcome of the assimilation of information through learning. Knowledge is the body of facts, principles, theories and practices related to a field of work or study. According to the EQF, knowledge is described as theoretical and/or factual. ‐ Skill: The ability to apply knowledge and use know-how to complete tasks and solve problems. According to the EQF, skills are described as cognitive (involving the use of logical, intuitive and creative thinking) and practical skills (involving manual dexterity and the use of methods, material tools and instruments). ‐ Competence: The proven ability to use knowledge, skills and personal, social and/or methodological abilities, in work in study situations and in professional and personal development. According to the EQF, competence is described in terms of responsibility and autonomy. In the context of the VET4APPS project, the creation of a VET curriculum for professionals in the mobile apps field requires that acquired knowledge, skills and competences are recognised through an independent process based on accepted European standards. To this end, the VET4APPS project aims to relate the developed VET program for mobile apps with the European Qualification Framework to facilitate mutual recognition and transfer of learning outcomes across EU. This subsection frames the data gathered with the EQF, ECVET and CEDEFOP standards providing specific guidelines and instructions on how to formulate the learning outcomes in terms of statements of what a learner knows, understands and is able to do upon completion of the learning process and how to link them to EQF levels. 14 3.1 Levels of the EQF’s learning outcomes The core of the EQF is its eight reference levels describing what a learner knows, understands and is able to do - their 'learning outcomes' -. To ensure compatibility with EQF standards, the VET4APPS learning outcomes need to be described in terms of knowledge, skills and competence and be placed at one of the EQF central reference levels, ranging from basic (Level 1) to advanced (Level 8). Partners in charge should link the learning outcomes to specific EQF levels to indicate the level of difficulty and demonstrate what the learner will know, understand and be able to do upon the completion of the learning process in the VET4APPS context. Table 1 depicts the European Qualification Framework for lifelong learning whereas each of the 8 levels is defined by a set of descriptors indicating the learning outcomes (or else what a learner is able to do, knows and understands) relevant to qualifications at that learning level in any system of qualifications. Indicatively, taxonomy in national qualifications frameworks demonstrates that non-higher post upper secondary training aiming to qualify learners for the job market usually refers to the 4 EQF level (potential 5 EQF level)5. Table 1: Descriptors defining levels in the EQF Level Level 1 Knowledge Basic general knowledge Skills Basic skills required to carry out simple tasks Competence Work or study under direct supervision in a structured context Level 2 Basic factual knowledge of a field of work or study Basic cognitive and practical skills required to use relevant information in order to carry out tasks and to solve routine problems using simple rules and tools Work or study under supervision with some autonomy Level 3 Knowledge of facts, principles, processes and general concepts, in a field of work or study A range of cognitive and practical skills required to accomplish tasks and solve problems by selecting and applying basic methods, tools, materials and information Take responsibility for completion of tasks in work or study; adapt own behaviour to circumstances in solving problems 5 http://www.mecd.gob.es/mecu/en/que-es/que-es.html; (Spanish Qualifications Framework) http://en.nqf.gov.gr/The8Levels/tabid/164/Default.aspx (Hellenic Qualifications Framework) 15 Level Level 4 Knowledge Factual and theoretical knowledge in broad contexts within a field of work or study Skills A range of cognitive and practical skills required to generate solutions to specific problems in a field of work or study Competence Exercise self-management within the guidelines of work or study contexts that are usually predictable, but are subject to change; supervise the routine work of others, taking some responsibility for the evaluation and improvement of work or study activities Level 5 Comprehensive, specialised, factual and theoretical knowledge within a field of work or study and an awareness of the boundaries of that knowledge Advanced knowledge of a field of work or study, involving a critical understanding of theories and principles A comprehensive range of cognitive and practical skills required to develop creative solutions to abstract problems - Highly specialised knowledge, some of which is at the forefront of knowledge in a field of work or study, as the basis for original thinking and/or research - Critical awareness of knowledge issues in a field and at the interface between different fields Knowledge at the most advanced frontier of a field of work or study and at the interface between fields Specialised problem-solving skills required in research and/or innovation in order to develop new knowledge and procedures and to integrate knowledge from different fields Exercise management and supervision in contexts of work or study activities where there is unpredictable change; review and develop performance of self and others Manage complex technical or professional activities or projects, taking responsibility for decision-making in unpredictable work or study contexts; take responsibility for managing professional development of individuals and groups Manage and transform work or study contexts that are complex, unpredictable and require new strategic approaches; take responsibility for contributing to professional knowledge and practice and/or for reviewing the strategic performance of teams Demonstrate substantial authority, innovation, autonomy, scholarly and professional integrity and sustained commitment to the development of new ideas or processes at the forefront of work or study contexts including research Level 6 Level 7 Level 8 Advanced skills, demonstrating mastery and innovation, required to solve complex and unpredictable problems in a specialised field of work or study The most advanced and specialised skills and techniques, including synthesis and evaluation, required to solve critical problems in research and/or innovation and to extend and redefine existing knowledge or professional practice 16 3.2 Instructions for the formulation of the Vet4Apps learning outcomes The following instructions are intended to support project partners in applying the learning outcomesoriented EQF - ECVET approach in the design and development of the VET4APPS curriculum for mobile apps. What are the key characteristics of learning outcomes? When formulating learning outcomes, a number of important aspects should be considered to ensure that the developed learning outcomes are understandable and consistent with the EQF standards. 1. Learning outcomes should refer to qualifications, not to individual learners’ specific development of skills and competence. This is because learning achievements may vary from learner to learner considering the different levels of progress and skill development. Consequently, when learning outcomes are to be described, they should refer on the learning achievements of an average learner. 2. Learning outcomes should be student-centred. Learning outcomes need to be described in such a way that their focus is on the onus of the learner and not on the teacher or the objectives that the curriculum needs to achieve. 3. All learning outcomes should be externally verifiable and measurable. They should be formulated in such a way that an evaluation process can be employed to determine whether the learner has actually achieved the learning outcomes. Moreover, orienting learning outcomes towards occupational activities and tasks makes it easier to determine assessment criteria. 4. Learning outcomes should refer to what the student knows and is able to do at the end of the learning process. In other words, learning outcomes should not describe the learning path or activity but the outcome following the completion of a learning process. 5. The type of learning methods and processes used to accomplish specific learning outcomes are not relevant with the description of learning outcomes. 6. There should be as many learning outcomes as needed to clearly reflect what students will learn from the course. 7. Each learning outcome statement should have a single primary purpose rather than a dual or compound purpose. A dual outcome may be problematic if a student demonstrates 17 achievement in one area but not in another. In such a case, it is better to formulate two distinct learning outcomes. How are good learning outcomes formulated? ‐ Use active, clearly comprehensible verbs: It should be ensured that active verbs (e.g. “explain”, “develop”, “select”, “analyse”) will be used in the formulation of learning outcomes. Such verbs should describe measurable and observable actions and tasks and can be supplemented and combined with sector specific verbs. Ambiguous verbs such as “to be familiar with” should be avoided. Box 1 provides a list of active verbs that can be used for the descriptors of knowledge, skills and competence. ‐ Specify and contextualise the active verb: Learning outcomes should be specified and contextualized in terms of what the knowledge and ability refer to. The formulation of learning outcomes should consist of a verb and the related object as well as an additional sentence describing the context. Example: He is able to analyze the function of cloud computing. ‐ Avoid vague and indefinite formulation: Learning outcomes should be neither too general that they become indistinct nor too concrete so that modules becoming inflexible. Simple and unambiguous terminology that is easily comprehensible to learners should be used. Academic jargon should be avoided. Last, learning outcomes should not contain evaluating words such as “good”, “simple”, “efficient”, “successful” etc. ‐ Set minimum requirements for achieving learning outcomes: Learning outcomes should comprehensibly describe the minimum demands for achieving/validating a unit of learning outcomes, i.e. all learning outcomes which are necessary for fulfilling the tasks in the sense of a complete vocational activity should be listed. 18 Box 1. List of active verbs 1. “Knowledge”: Arrange, define, describe, duplicate, identify, label, list, name, match, memorise, outline, order, select, determine, present, have knowledge of, gather, classify, explain, write, recognise, measure, emphasise, repeat, report, know, state, reproduce, recall, relate, recognize, etc. 2. “Skills”: Draft, infer, analyse, alter, apply, argue, assemble, itemise, split, demonstrate, express, choose, influence, substantiate, provide examples, name, report, describe, designate, judge, assess, present, diagnose, discuss, illustrate by example, conduct, classify, categorise, assign, discover, design, develop, elucidate, recognise, explain, calculate, compile, expand, tell, manufacture, evaluate, produce, find, conclude, formulate, contrast, devise, generate, question, indicate, identify, illustrate, integrate, interpret, clarify, criticise, teach, praise, solve, modify, rearrange, recreate, rewrite, use, arrange, organise, plan, practice, justify, regulate, represent, collect, create, appreciate, deduce, write, refer to, structure, synthesise, divide, separate, test, translate, shape, rephrase, outline, paraphrase, differentiate, investigate, subdivide, transform, visualise, connect, compare, verify, defend, utilise, predict, prepare, display, project, suggest, select, appraise, show, summarise, etc. 3. “Competence”: Lead a team, instruct trainees, act independently, monitor work processes, assume responsibility, etc. 19 3.3 Units of learning outcomes What is a unit of learning outcomes? A unit is a component of a qualification, consisting of a detailed set of knowledge, skills and competence that can be evaluated, validated and certified. Units enable progressive achievement through transfer and accumulation of learning outcomes defined in knowledge, skills and competence terms. Units of learning outcomes can be specific to a single qualification or common to several qualifications and may also describe so-called additional qualifications which are not part of a formal qualification or curriculum. They are subject to assessment and validation which verify whether the learner has achieved the learning outcomes expected. Furthermore, ECVET requires the use of units to facilitate the transfer, recognition and accumulation of assessed learning outcomes of individuals who are aiming to achieve a professional profile. How are units of learning objectives determined? A unit of learning outcomes should provide a comprehensive and consistent learning process. The criteria that should be taken into consideration when determining the units of learning outcomes are the following: ‐ Units of learning objectives should be completed as independently as possible of other units of learning outcomes. ‐ Units of learning objectives should be structured in such a way that the relevant learning outcomes can be achieved in a specific time interval. ‐ Units of learning outcomes should include all necessary learning outcomes. ‐ Units of learning outcomes should be assessable. How should the learning outcomes and units be described in VET4APPS? To ensure compatibility with EQF standards, the Vet4Apps learning outcomes should be described “holistically” in the context of a coherent description as a matrix, subdivided into individual elements of knowledge, skills and competence. This description mode is clearly structured as regards the subsequent assessment of learning outcomes and enables the comparison with the respective national curricula. 20 The title of the unit of learning outcomes should be clear and comprehensible and reflects the content of the unit. Table 1 gives an example of how learning outcomes should be described following the above instructions. Table 2: VET4APPS learning outcome mode of description Learning unit 1 Application Design Defines the most suitable ICT solutions in accordance with ICT policy and customer needs. Selects appropriate technical options for solution design, optimizing the balance between cost and quality. Knowledge Knows / Aware of: Able to: ‐ Requirements ‐ Identify modelling Learning outcomes correspond to EQF Level 4 Skills and need analysis techniques ‐ Metrics related Able to: customers, users and stakeholders ‐ Collect, formalize and to Competence ‐ Account for own and others ensuring actions in that the validate functional and application is correctly application non-functional integrated development requirements complex ‐ User interface design principles ‐ Existing ‐ Evaluate the use of prototypes to support applications and and within a environment complies with user/customer needs requirements validation related architecture Source: European e-competence framework 2.0 Learning outcomes in terms of statements 21 4 Action plan and roadmap To extract interesting information on sector requirements with regards to design and business skill needs, an adequate number of data must be collected through field and desk research. Initial and suggestive targets for the collection of data from the consortium countries are indicated below. These estimates will be useful for tracking and monitoring the collection process in order to make sure sufficient evidence will be gathered. Target number of data to be collected Partner Country Questionnaires filled in and gathered UCBL – GIP-FCIP France 20-25 AELP United Kingdom 20-25 UoL Slovenia 20-25 EXELIA Greece 20-25 TOTAL Desk Research Report on training needs and job requirements 80-100 Methodology, including the data collection tools, will be delivered on the 15th of October 2014 and will next be uploaded on Wiggio platform. Feedback regarding the deliverable is expected from UCBL by the 20th of October 2014. The final draft of methodology will be disseminated to all project partners by the 22nd of October 2014. Each partner should translate the questionnaire in its own language (if required) and develop an own database of invitees. Next, UCBL is expected to develop the online versions of the questionnaire by the end of October 2014. The questionnaires should be forwarded by the partners to the relevant stakeholders as soon as possible while data collection evidence is expected to be delivered in an intergraded format at the end of December. Accordingly, EXELIA is expected to draft the report on training needs and job requirements in the mobile app field and send it via e-mail to UCBL by the 20th of December 2014. In the following chart the above planned actions and the deadlines for the implementation of the VET4APPS survey are depicted. 22 Chart of implementation for the VET4APPS survey on skill requirements in the field of mobile apps Months End date O1 O1-A1 O1-A1 O1-A2 O1-A2 O1-A2 O1-A2 O1-A2 O1-A2 O1-A2 September 05 12 19 October 26 03 10 22 November 27 31 07 14 21 December 28 05 12 20 VET4APPS survey on skill requirements Develop the research methodology, including the questionnaire in English Review of the research methodology, feedback from UCBL and update of methodology Translation of the questionnaire in own language (if required) Develop online versions of the questionnaire Relevant stakeholders identified and promotion channels decided Questionnaires forwarded from partners to stakeholders Desk research Evidence on training needs and job requirements are delivered in a report format Data collection evidence from questionnaire delivered in an intergraded format 23 5 Annex A: Questionnaire Job requirements and skill mismatches in the mobile app field What is the purpose of this survey? To determine the most valued and needed business and design skills in the mobile apps field and identify particular skill mismatches that will guide the VET4APPS curriculum design Who should participate? Senior executives in mobile app companies, IT staff (app designers, programmers, system architects, etc.), trainers on ICT and business related topics, representatives of the field, as well as subject matter experts / researchers. How long does it take? Approximately 10mins. Thank you very much in advance for your participation and valuable contribution! Α. Familiarity 1. How familiar are you with the development of mobile application? o Very / Extremely familiar o Slightly / Moderately familiar o Not at all familiar 2. How many years of experience do you have in the mobile application field? □ 0-2 years □ 2-4 years □ 4-6 years □ > 6 years 24 B. Skill requirements B.1. Design skills According to your experience, to what extent do mobile apps professionals possess the following design skills, to create successful mobile apps? “User Interface design” 3. Organise lots of complex information to be contained on the interface in a way that is simple, user-friendly, and elegant 4. Incorporate user preferences into basic model of design 5. Create an eye catching icon and visually appealing front page Very low Low Average High Very high o o o o o o o o o o o o o o o “Usability testing” 6. Author usability test scenarios to uncover key problems in the current design 7. Review, analyse and interpret behaviour patterns and feedback from target users 8. Adjust the development process to reduce usability problems in the future Very low Low Average High “Emotional design” 9. Use animation, humoristic notifications, etc., to accompany the app and connect them with the unique identity of the product 10. Create habits about the use of the mobile app to improve user retention, e.g. gamification, sense of involvement Very low Very high o o o o o o o o o o o o o o o Low Average High Very high o o o o o o o o o o 25 11. In your experience, what are the most needed design skills for creating a successful mobile application? Please select the three most important. Organize lots of complex information to be contained on the interface in a way that is simple, user-friendly and elegant Incorporate user preferences into basic models of design Create an eye catching icon and visually appealing front page Author usability test scenarios to uncover key problems in the current design Review, analyze and interpret behaviour patterns and feedback from target users Adjust the development process to reduce usability problems in the future Use animation, humoristic notifications etc., to accompany the app and connect them with the unique identity of the product Create habits about the use of the mobile app to improve user retention, e.g. gamification, sense of involvement B.2. Business skills According to your experience, to what extent do mobile apps professionals possess the following business skills, to create successful mobile apps? “Knowledge and application of sustainable revenue models” 12. Understand and assess the different revenue models, and select the most appropriate model to apply 13. Estimate monetisation activity and take informed decisions about revenues based on statistics “Mobile app’s core definition” 14. Define the identity of the application and create a core statement that makes the basic value of the idea explicitly understandable by clients 15. Optimise the app content with specific keywords to make the mobile application easily searchable Very low Low Average o o o o o o o o o o Very low Low Average High High Very high Very high o o o o o o o o o o 26 “Marketing and promotion” 16. Effectively manage and administer social media accounts to promote a mobile app 17. Run a private beta to promote the app before its release 18. Create an attractive video to promote the app 19. Track and analyse the mobile app activity using analytics Very low Low Average High Very high o o o o o o o o o o o o o o o o o o o o 20. In your experience, what are the most needed business skills for creating a successful mobile application? Please select the three most important. Understand and assess the different revenue models, and select the most appropriate model to apply Estimate monetization activity and take informed decisions about revenues based on statistics Define the identity of the application and create a core statement that makes the basic value of the idea explicitly understandable by clients Optimize the app content with specific keywords to make the mobile application easily searchable Effectively manage and administer social media accounts to promote a mobile app Run a private beta to promote the app before its release Create an attractive video to promote the app Track and analyze the mobile app activity using analytics 27 D. Respondent profile Name Surname (Insert Name here) (Insert Surname here) Country (Insert text here) Organisation (Insert text here) Email Address (Insert text here) 15. What is your job function? □ □ □ □ □ □ □ Senior executive in a mobile app company IT staff (app designer, developer/programmer, system architects, etc.) Trainer on ICT or business related topics Field expert Consultant Researcher Other (please specify)...................................................................................... 28 6 Annex B: Cover letter from project partners to stakeholders (example) Subject: VET4APPS project – Invitation to participate in a survey on mobile app skills Dear Sir / Madame We would like to invite you to participate in a survey on what are the most needed design and business skills in the field of mobile apps. The segment of mobile application is one of the fastest growing in the information technology market in the EU. At the same time, it creates a rising demand for high level job-specific skills of ICT staff, such as design and development of advanced services, combined with managerial and customer oriented skills. We consider your help, as a stakeholder / expert in the ICT field, vital in identifying the most valued skills related to mobile app development. Your contribution will assist us to develop a relevant training program that will be made freely available to all professionals and citizens in 2015. The survey takes around 10 minutes to complete and will be open until December 12th 2014. Click here to participate: {link to the survey} In case of any difficulties / enquiries please do not hesitate to address them to: {email account to be used by each partner – e.g. vet4apps.exelia@outlook.com} Thank you very much for your contribution. Signature ---------------------------------------------------------------------The VET4APPS project (www.vet4apps.eu) aims to develop a Strategic Partnership that will modernize VET for mobile apps entrepreneurs, employees and freelancers in terms of relevance of VET provision to the requirements of the labour market. The VET4APPS project is being funded under ERASMUS+, projects supporting education and training in Europe and beyond. --------------------------------------------------------------------If you do not wish to participate in this survey and don't want to receive any more invitations please send an e-mail with subject “Unsubscribe from VET4APPS list” to {email account to be used by each partner – e.g. vet4apps.exelia@outlook.com} 29