Career ‘DISCONNECT’ warning – new report out today!

According to a report released today by  Education & Employers  there is a clear disconnect between young people’s career aspirations and jobs in the UK, whether current vacancies or projected demand. This report is based on an international survey of over 8,500 people aged 14-18. There were over 7,000 responses from young people in the UK and the report focuses on their responses.

 

The report highlights that many young people feedback that they received  only limited careers support from their schools and colleges, and those students that do benefit from careers activities and multiple career influences in secondary education have aspirations that are – in aggregate – better connected to the labour market. It also highlights that effective careers support reduces the disconnection between aspirations and jobs.

Extending better careers guidance, and better practice in schools could change the lives of 100,000 school leavers per year. 

Dev Clever have been on a quest to support careers guidance programmes in Schools, and are embarking on a roll out of our FREE to subscribe careers exploration platform www.launchyourcareer.com  to all schools across the UK.

We understand the friction points that our young people face, we embrace the emerging technologies, we target the Skills Gap,  and we position ourselves as pioneers in careers guidance. Dev Clever are responsible for the design, delivery and dispatch of the worlds first Virtual Reality Careers Experience with VICTAR, our Virtual, Interactive, Careers Training and Apprenticeship Robot, available to schools on a subscription basis. VICTAR is our virtually enhanced version of www.launchyourcareer.com and works with the same principles but through the medium of Virtual Reality! 

We partnered with the World Skills UK LIVE and www.launchyourcareer.com was used on all the National Careers Service stands at the show over three days to direct young people to the right career. 

We understand that extending better careers guidance, and support in Schools would reduce this ‘disconnect’. The use of emerging technologies like VR, enhances the young persons experience. Through our Virtual Reality Careers Experience VICTAR, we are able to target hard to reach students that are disengaged from the process, but is also useful in reaffirming students on they career journey. 

The Education Sector MUST start adopting new ways of connecting with their students, employers should be open to playing their part, welcoming the talent of tomorrow through their doors and creating a desire for these young people to aspire to the roles they present. 

Improved career support in secondary school has the potential to drive considerable benefits to the economy via reduced skills shortages and better alignment, along with the many other benefits of enhanced provision.

The findings of the report, suggest that a focus on more effort is required to tackle this aspiration-reality disconnect, building on the recent progress made in careers education and the greater emphasis placed on careers by the Government and the ambitions of its Careers Strategy.

The latest “State of the Nation” report from the Careers and Enterprise Company shows that careers education is improving in England. But, as this report shows, MORE needs to be done to ensure that all young people get access to high quality, independent impartial careers advice and guidance so they can understand the opportunities available to them, regardless of their background.

Dev Clever fully support this focus, and if you are a School interested in using and embedding launchyourcareer.com into your careers programme then please don’t hesitate to contact us info@devclever.co.uk

 

You can read more on the report from the BBC 

 

IS GAMIFICATION REVOLUTIONISING MODERN BUSINESS?

Business Leader recently sat down with Chris Jeffries, the CEO and founder of Dev Clever, a national software company that is driving the gamification revolution in business throughout the UK. Jeffries talks about how the modern workplace is changing, the growth of VR, and how tech is helping plug the skills gap.

CAN YOU GIVE OUR READERS AN OVERVIEW OF DEV CLEVER?

Dev Clever is a software innovation business established in 2013 that helps enterprises respond to rapid changes in technology by bringing the latest digital solutions to industries worldwide. Over the last six years, we have been working in collaboration with brands, retailers, educators and employers, and we have invested over £1.5m in the development of a suite of innovative platforms which we believe are transformational to the current processes they disrupt within their market sectors.

In January 2019 we joined the London Stock Exchange, with a clear strategy to drive the future growth of the business globally through new and existing strategic commercial partnerships.

HOW HAS GAMIFICATION CHANGED THE WORKPLACE?

Gamification has been used with varying degrees of success for business improvement and environmental change across a variety of sectors to improve productivity or motivate employees to complete tasks they might otherwise not prioritise.

Many big companies have embraced games to make their workers better trained especially as technology continues to modify traditional roles. Others have introduced gamification to keep workers focused on their jobs, or to improve products and services – Google and Microsoft, for example, created games designed to increase worker morale, quality control and productivity.

Virtual reality when used in work or school environment is also a great empowerment tool; we are currently rolling out a platform that engages a youth audience. Millennials have adopted technology in their lifetime whereby Generation Z will be the pioneers of this technology in the future. Dev Clever believes that in order to retain information, it is important to experience, and Virtual Reality presents scenarios that are not otherwise available to users.

WHAT LATEST INNOVATIONS HAVE YOU INTRODUCED TO THE INDUSTRY?

Launchpad is an intuitive platform designed to revolutionise the current careers advisory programme in schools and put the user in control. The young person is the focus of the platform, allowing them to discover careers that match their interests and personality. The platform guides them through the process of discovery resulting in aligning them with a career that is right for their personal characteristics. Launchpad presents vocational and apprenticeship study options to the user, and will also highlight specific courses in locations they can study in. The user doesn’t have to leave the platform, and can apply directly to the institutions that are highlighted as a match to them.

Currently, Dev Clever are rolling Launchpad out across the UK to schools. As an investment into the future of careers, we are offering this as a free platform to underpin the careers programmes currently available in schools. The real draw for schools at present is that Launchpad has been designed to adhere to the eight Gatsby Benchmarks (there is a government requirement for all schools to focus towards attaining the eight benchmarks) and by implementing Launchpad into their careers curriculum they are already meeting the criteria.

We believe currently there is an engagement crisis surrounding the targeting and successful engagement of young people. With this in mind, we have created, via VR, the world’s first interactive virtual reality careers guidance robot VICTAR (Virtual Interactive Careers Training & Apprenticeship Robot). VICTAR is designed specifically to engage with school children and immerse them in impartial careers information as part of a school’s careers guidance programme.

VICTAR has been developed in parallel with Launchpad to engage the user and show them around the platform. VICTAR is used to narrate and guide the young person throught the personality quiz, give instructions and immerse them into Launchpad. The VR experience brings to life their animal personality, and offers more than careers guidance.

Developed in conjunction with key partners and utilising credible resources, such as government backed Labour Market Information (LMI), Launchpad and Victar take the young person through an immersive, guided virtual reality journey to discover their personality and interests. The user can then explore, through full 360-degree environments, the careers and training opportunities that suit them the most. Once they arrive at their chosen career, they can see statistics and information about the career such as how much they could earn, the predicted growth by region as well as video content of people in the role with insights into their work environments.

They can see the colleges, universities, apprenticeship providers and employers that offer the next step in their chosen career path. The personal dashboard allows the young person to keep up to date with information relating to their chosen career at the same time as allowing the school to keep a record of each individual pupil’s future choices, ensuring they remain focused on their career goal.

The step change platform is aimed at tackling the critical national issue of bridging the skills gap, which the government estimates will cost the UK taxpayer £90bn per year by 2024.

HOW ARE BLUE-CHIP COMPANIES ADAPTING TO GAMIFICATION?

Gamification in business has existed for a number of years without gaining widespread adoption. However, with UK productivity having experienced a rapid drop, it is clear there is change required in the way we engage, learn, and embark upon our career paths. Recent technological development means there is more potential than ever before to create effective gamification situations using real-time analytics, VR, AR, cloud-services and social media platforms.

Essentially, humans perform better when they are enjoying themselves, so while sceptics might view gamification as the latest corporate buzzword, it does, in fact, have tangible business benefits— and the global gamification market is predicted to be worth $22.9bn by 2022. There are good opportunities for business leaders to tap into the fact that games are one of the most predominant and influential communications and entertainment mediums on the planet, and organisations can improve engagement with employees or students, and witness greater user satisfaction, as well as the improved outcome of initiatives.

HOW CAN IT BE IMPROVED?

Gamification has the potential to become a useful and integral part of the workplace, but it needs to be done right. It’s crucial that gamification is not being applied as a substitute to good management- leaders must ensure that there are still real work and real outcomes being seen as a result of gamification processes.

Before starting out on the gamification process, organisations need to ensure their goals using such tools are clear and a match with the company culture. Monitoring gamification results then allows leaders to see if desired outcomes are being met. Organisations must also ensure they are not ‘gaming’ workers so that employees feel their work is being enhanced but that they are not being exploited or manipulated in any way. Using money as a motivator is therefore a bad idea, since extrinsic rewards rarely work- making money would make the activity about simply that and not about the work involved.

In today’s world, where time and attention are becoming increasingly valuable, people are more likely to be attracted by activities that are fulfilling and rewarding, and with which they feel they are gleaning opportunities to learn and grow, making gamification more important than ever if implemented for the right reasons and leveraged effectively.

CAN IT HELP PLUG THE SKILLS GAP?

VICTAR is being used to create a more immersive careers guidance experience for students, and they are able to select a career path that is best suited to them based on their personality and interests. The gamification of this tool means that students are engaged, empowered and are able to experience a journey of discovery. This means that they  tend to select choices with more honesty resulting in a high level of completion of the assessment and a more accurate picture of their career options that is personal to them.

Getting students into the right career from the outset is crucial, not only for their personal successes, but also for the economy. Research from the LGA has shown that 12 million people could be caught in a skills gap by 2024, precipitated by high numbers of low-skilled workers present the job market in an environment where there are millions of high-skilled jobs available, without people to do them. This skills crisis could result in £90bn of economic growth being lost.

It is clear, then, that there is a need for improved career instruction, and leveraging technology to bring more structure to the career-choice process is a good step in the right direction. Gamification processes that create a more immersive guide to career choices means educators can better develop students and adequately prepare the workers of the future.

*Full article featured in Business Leader Here 

Top Business Tech: Spotlight on Dev Clever

Revolutionising education with VR and intelligent platforms

In 2014, Dev Clever pioneered the first-ever fully-interactive prospectus, which offered a way for students to receive course information for further education.

Chris Jeffries, CEO & Founder of Dev Clever, said that the roll-out of CleverFLIPwas when the company “saw the opportunity to develop something really intuitive for a young person, to help them understand what aspirations they could have, rather than just looking at what courses are available.”

Instead of simply sending out a printed prospectus containing an overwhelming amount of information, Dev Clever’s interactive prospectus can be tailored specifically to suit the interests of the students and distributed through various social media channels, allowing educational institutions to increase their uptake in learners but, more importantly, place learners in the education stream that best suits them.


READ MORE: 4 exciting uses for VR in the future of healthcare



“For four and half years we’ve been developing in collaboration with colleges, employers, apprenticeship providers, schools and students, a revolutionary platform which helps young people who don’t necessarily know what they want to be in the future,” Jeffries says.

If a young person is considering working with cars, for instance, Dev Clever’s Launchpad can pinpoint particular courses of interest in the sector, providing information on career routes and course content.

Launchpad “helps [students] go on a journey of discovery which identifies what their personality type is and it highlights industries where their personality type flourishes.”

Linking prospective students and their interests, Dev Clever’s careers engine Launchpad can help them explore the areas in which they’d like to work. Whether they want to work in technology, travelling or the outdoors, the intelligent platform shows the young person the sectors relevant to their interests, aligning with their personality type, which is revealed through a series of questions.

VR, Beyond Reality, Revolutionising education with VR and intelligent platforms
VICTAR is a VR platform which helps young people find careers guidance / Credit: Dev Clever


Not content with stopping there, Dev Clever then integrated the LaunchPad careers engine into a virtual reality product called VICTAR (Virtual Interactive Careers Training and Apprenticeship Robot).

VICTAR breaks down the sometimes off-putting authority of traditional careers guidance by using virtual reality. Backed by credible governing bodies like the Career Development Institute and World Skills, Dev Clever are now embarking on a full-scale roll out in partnership with Lenovo, the largest supplier of IT educational equipment in the world.

When a young person puts the VR headset on they enter a space, in which VICTAR presents itself and begins the program. The user can then embark on a personality test.

“All of our personality types are matched to animals, a little bit like a star sign,” VICTAR says.

The questions eventually result in a personality type being determined. for instance, a Tawny owl carries the motto “I’ll analyse it to understand it”. VICTAR then aligns the strengths and weaknesses of that personality type to relevant sectors, like science, surveying or electronics.

Identifying one’s personality type and the sectors of best fit can only go so far, however. The true brilliance of VICTAR is that it doesn’t end there. It’s not unusual for young people to be mired in uncertainty when it comes to their future. They might have a sense of what they want, but the roadmap to achieving that is often uncertain. From finding the best location in which to study a chosen field to the precise course information, and application to interview, VICTAR, along with the LaunchPad careers engine, lays a track down for the young person to follow.

Dev Clever’s suite of platforms culminates in what is the world’s first virtual reality careers guidance experience. Melding this range of intelligent platforms, Dev Clever offers a unique, immersive experience which young people can utilise to ensure that they’re embarking on the right track to fulfil their aspirations.

 

*Full article featured here  

 

The skills crisis & careers advice in Schools….

WHY WE MUST TRANSFORM CAREERS ADVICE TO FIT THE FUTURE

Chris Jeffries
Chris Jeffries

The argument that students must be helped to enter the correct career from the outset extends beyond personal success: 12 million people could be caught in a skills gap by 2024.

This would come as a result of millions of low-skilled workers entering a job market with numerous high-skilled jobs available and a lack of people qualified to fill them.

This skills crisis could result in £90bn of economic growth being lost, making it vital that we ensure students are entering the best possible careers in the first instance, and are aware of what skills will be required. For this, we need improved careers advice in schools.

For the vast majority, careers advice at present remains woefully inadequate. Most advice still provides little to no structure or guidance, but instead relies on students making decisions based on their own limited encounters of adult professions.

This is frequently supplemented by basic advice from a ‘career councillor’, limited careers tests, and snippets of advice from parental figures and/or teachers – none of which takes into account elements of a student’s personality or their skillsets.

In addition, careers advice at home is beset with further obstacles; over a third of parents are scared of providing the wrong advice to their child, with half worrying that their understanding of the current career environment may hinder their child’s future.

Moreover, relying on family figures to deliver careers guidance means socio-economic background continues to play a major role in impacting children’s careers; a recent report from the OECD international economics thinktank found that, by the age of seven, children are already facing limits on their future work aspirations.

Compounding the fraught issue of careers guidance, the rapid advancement of technology and the speed of change facilitated by this means that up to 85 percent of the jobs that today’s college students will have in 11 years haven’t yet been invented. This means that the skillsets required for different careers are changing rapidly, as is the job market itself.

While the Government plans to place more available resources into primary and secondary schools, giving them the means to reach the mandated criteria of achieving the GATSBY benchmarks by the end of 2020, more change is still required to improve careers advice in schools.

Today’s students have been raised surrounded by digital experiences in every area of life, from entertainment platforms like Netflix to social media such as Instagram, and music platforms like Spotify. Students – rightly – then expect better experiences of and uses of tech in all aspects of their education, so why should careers advice be exempt from this?

Gamification is everywhere too; from learning a language to brushing your teeth, gamification is known to help engage users more effectively. In 2018, for example, 85% of people said they’d spend more time on an app or software because of gamification elements.

Schools must take advantage of new technologies and bring gamification elements into careers advice, and utilise tech to create immersive careers guidance experiences for their students. It is more important than ever that parents and schools have the tools and technology to better guide and encourage children to make good decisions on next steps towards their futures.

Some success is already being seen, with a number of schools across the country now using VICTAR and Launchpad a fully immersive virtual reality experience that guides students of all ages through the career decision-making process.

Based on the Myers-Briggs indicators, it goes through different questions to understand the student’s personality traits and then matches those traits to an appropriate career choice.

From there, pupils can use Launchpad to access credible resources and learn more about the career matched to them. The platform helps them to understand salary bands, career progression and what course to take to get them into their chosen career – whether that’s an apprenticeship or a particular course at college.

Such an immersive experience also serves to remove pressures from the environment around the student, such as the fear of being incorrect in front of peers or the teacher. It permits students to be more honest about their personality and interests, thereby assisting the student in making a more accurate decision about their preferred career path.

It’s not only the students that benefit either; the data offered by Launchpad and technology solutions like it also help schools to better understand their students’ personalities and the popular career paths among them, meaning they can tailor education plans accordingly. Technology is transforming industries at speed, revolutionising the way we live our day-to-day lives.

Education is no exception, with innovation being seen through the development of recorded lessons, the introduction of laptops and tablets to schools, and the use of interactive whiteboards – but it’s time that careers advice itself embraced such innovation.

If the younger generation are to prepare themselves for the jobs of tomorrow, we must give them the tools to reach their goals.

*Full article featured on Business Cloud, available here 

VICTAR at the #FETC with Lenovo

Mid January saw our very own VICTAR heading over to Miami for the Future or Education Technology Conference as partners of Lenovo. 

As Lenovo unveiled the brand new VR Classroom solution 2, we were on hand to showcase VICTAR and the worlds first Virtual Reality Careers experience. 

VICTAR will feature in the US as part of Lenovo’s VR Classroom 2 Solution in Spring this year and will be available to over 60,000 schools! 

We are super excited about this, and proud to be partnered with Lenovo. 

Why we need improved careers advice in schools….

Dev Clever are consistent when it comes to banging the drum for quality career exploration for young people. We even went to great lengths to design and develop www.launchyourcareer.com & VICTAR the worlds first virtual reality careers experience to help schools and careers leads to embed a quality and considered programme into their institutions.

With the rapid advancement of the digital age and technologies, and emerging jobs that hadn’t even existed in previous years, we are in a desperate situation to guide our youngsters towards a bright and prosperous future, embracing the technologies and careers that are suited to their personal attributes. 

Careers exploration needs to embrace this new age, and engage students in new ways, with platforms and tools that excite and enthuse a young impressionable mind. 

You can read our CEO’s thoughts here, in this article with the FE News.