5 Reasons Why Younger is Better for Career Awareness

To fulfill the demands of our changing workforce, there’s been a lot of discussion about the optimal age to start engaging kids in a more comprehensive career discovery than the traditional doctor/lawyer norm in school. While ‘younger is better’ is arguably a unanimous sentiment globally, the controversy lies in allocating appropriate resources to support earlier (than high school) intervention, with a more balanced emphasis on our most in-demand careers and skills. But, unfortunately here in the U.S., employers need employees now, making investing in tomorrow’s workforce seemingly feudal in alleviating their immediate pain. And on the educator side, schools are still reeling from the lowest reading and math scores in decades, relegating the less pressing ‘career exploration’ to the back seat. 

Meanwhile, our talent pipelines continue to dwindle to a prospective 85 million talent deficit over the next five years, and poverty cycles continue to persist, despite there being enough people to fill those pipelines. Earlier awareness to these in-demand careers isn’t just one answer to closing this gap, it’s the only answer. 

So what is the most impactful age to initiate meaningful career exploration in order to move that needle? Research suggests (and we agree) middle school, even as early as eleven years old.

  1. Enhanced Cognitive Development: According to Piaget’s theory of cognitive development, children typically enter the Concrete Operational Stage at around 11-12 years old. He considered this stage a major turning point in a child’s life, because it marks the beginning of logical or operational thought when they start to think more abstractly and consider hypothetical scenarios. At this stage, kids are equipped to understand the complexity and variety of different careers, as their ability to reason and make decisions are strengthened. 
  1. Strengthened Decision-making: Erikson’s theory of psychosocial development emphasizes the Identity Versus Role Confusion stage starting at twelve. According to him, this is important to the process of forming a strong identity and developing a sense of direction in life. Exploring various career options during this age can facilitate the development of a coherent identity and future career goals. 
  1. Increased Career Satisfaction: Those of any age who actively engage in career exploration tend to experience higher levels of career satisfaction based on clear expectations. Exposure to various careers can facilitate in children those same results – a clearer alignment of their interests with their future academic pursuits. Research published in the Journal of Vocational Behavior confirms that early career exploration aids in reducing potential conflicts between aspirations and realities.
  1. Improved Academic Performance: Educational psychology researcher Diana Raufelder published a study in the Journal of Education and Work revealing that middle school students who engaged in career exploration activities showed improved academic motivation and achievement, as well as increased self-efficacy in their academic pursuits. It essentially sets off a ripple effect: When students understand the relevance of their studies to potential future careers, they become more motivated and focused on their education.
  1. Reduction in Stereotype Bias: Early exposure to different careers can also help challenge gender and racial stereotypes and biases related to specific occupations. Providing children with a variety of role models and career options can eradicate misconceptions about certain jobs before they’ve ever learned them – some much younger than eleven – opening up a broader range of opportunities and promoting more equitable career choices.

 While thirteen is our magic number for initiating gamified awareness and access to local careers and opportunities –  specifically to under-served and underrepresented communities – in an ideal world:

  • elementary school should be reserved for career discovery;
  • middle school for awareness and planning;
  • high school for preparing. 

At what age do you start your job awareness and recruiting efforts?

Game On!: Fueling Gen-Z’s Self-Efficacy through Career Video Games

By: Aminata N. Mbodj

Introduction

During the training process, just as on the field, one crucial factor that greatly influences an individual’s continued motivation and positive learning outcomes is self-efficacy. Self-efficacy refers to a person’s belief in their own ability to succeed in specific tasks or situations (Bandura, 1997). Research studies have consistently revealed that individuals possessing high levels of self-efficacy exhibit enhanced persistence, increased effort, and improved performance when faced with challenging tasks (Chen et al., 2001).

Understanding Self-Efficacy

Self-efficacy, recognizing and fostering the belief in one’s own capabilities, is the secret ingredient to effective skill development and performance. Within the context of the manufacturing industry, self-efficacy significantly influences motivation, adaptability, and the ability of workers to navigate complex work environments (Lent et al., 2000). Consequently, by actively nurturing self-efficacy, organizations can effectively cultivate a more skilled and self-assured workforce.

About Gen-Z

As the newest generation entering the workforce, Gen Z exhibits unique characteristics and preferences when it comes to learning and engagement. Growing up in the digital age, they have a strong inclination towards interactive and immersive learning experiences (Oblinger, 2003). By leveraging gaming, organizations can effectively capture the attention and maximize the learning potential of the Gen Z workforce by designing engaging, efficient, and effective learning experiences.

Integrating career video games in industry workforce development constitutes not only a cost-effective and scalable solution that aligns with Gen-Z learners’ preferences and maximizes their engagement (Sung et al., 2019), but also an asset to attract and retain Gen-Z talent by providing an innovative and effective learning experience (Reeves & Read, 2009). Career games can thus help you develop a vetted workforce capable of meeting industry demands and adapting to technological advancements.

Four (4) ways Skillsgapp’s Career Games can Engage a Vetted Pipeline

At Skillsgapp, their Skillionaire Games help you engage a workforce that excels in both individual and team settings.

1. Aptitude

First, their games enhance engagement and motivation by creating an immersive and interactive learning environment (Connolly et al., 2012). Their ability to capture the learners’ attention fosters a strong desire to actively participate in the learning process.

2. Action

Second, game-based learning promotes experiential training, allowing players to apply their skills in simulated real-world scenarios (de Freitas & Oliver, 2006). Through simulated environments, players can gain practical experience and develop their abilities in a risk-free setting, which translates into improved performance when faced with actual manufacturing challenges. 

3. Awareness

Third, video games provide immediate feedback and adaptive learning, enabling personalized skill development and addressing individuals’ needs (Plass et al., 2013). The timely feedback provided by the mechanics in Skillionaire Games allows players to understand their strengths and areas for improvement, facilitating a more tailored and effective learning experience. 

4. Access

Finally, video games facilitate collaborative and social learning opportunities, fostering teamwork and knowledge sharing (Squire & Jenkins, 2003). By incorporating multiplayer features or collaborative elements, the games encourage interaction and cooperation, enabling players to learn from each other’s experiences and build essential teamwork skills.

By providing progressive challenges, opportunities for skill development and practice, and promoting a growth mindset and perseverance, skillsgapp’s career video games contribute to building competence and mastery (Gee, 2003). The dynamic nature of their video games allows adaptive play tailored to Gen Z’s strengths and weaknesses; this, in turn, leads to increased self-efficacy and confidence (Papastergiou, 2009).

Conclusion

Through creating a sense of self-efficacy in your future workforce, game-based learning fosters  engaging and interactive learning experiences that enhance motivation, skill development, and performance. By investing in career gaming technology, you can revolutionize your recruitment methodologies, attract and retain Gen-Z talent, and ensure a highly skilled workforce capable of driving industry growth.

Aminata N. Mbodj, a First-Year Ph.D. Candidate in Human-Centered Computing at Clemson University, Aminata is deeply fascinated by the humbling process of learning. Three questions keep her up at night: “Which cognitive processes do we use to build mental models of the world as we experience it?”, “To what extent can we use algorithms to map these structures out?”, “What resulting computing solutions are accessible, so as to optimize our everyday learning?”



References:

Bandura, A. (1997). Self-Efficacy: The Exercise of Control. W.H. Freeman and Company.

Chen, G., Gully, S. M., & Eden, D. (2001). Validation of a new general self-efficacy scale. Organizational Research Methods, 4(1), 62-83.

Connolly, T. M., Boyle, E. A., MacArthur, E., Hainey, T., & Boyle, J. M. (2012). A systematic literature review of empirical evidence on computer games and serious games. Computers & Education, 59(2), 661-686.

de Freitas, S., & Oliver, M. (2006). How can exploratory learning with games and simulations within the curriculum be most effectively evaluated? Computers & Education, 46(3), 249-264.

Gee, J. P. (2003). What Video Games Have to Teach Us About Learning and Literacy. Palgrave Macmillan.

Lent, R. W., Brown, S. D., & Hackett, G. (2000). Contextual supports and barriers to career choice: A social cognitive analysis. Journal of Counseling Psychology, 47(1), 36-49.

Oblinger, D. (2003). Boomers, Gen-Xers, and Millennials: Understanding the New Students. EDUCAUSE Review, 38(4), 37-47.

Papastergiou, M. (2009). Digital Game-Based Learning in high school Computer Science education: Impact on educational effectiveness and student motivation. Computers & Education, 52(1), 1-12.

Plass, J. L., Homer, B. D., & Kinzer, C. K. (2013). Foundations of Game-Based Learning. Educational Psychologist, 48(4), 243-259.

Reeves, B., & Read, J. L. (2009). Total engagement: How games and virtual worlds are changing the way people work and businesses compete. Harvard Business Press.

Squire, K., & Jenkins, H. (2003). Harnessing the Power of Games in Education. Insight, 3(1), 5-33.

Sung, Y.-T., Chang, K.-E., & Liu, T.-C. (2019). The effects of integrating mobile devices with teaching and learning on students’ learning performance: A meta-analysis and research synthesis. Computers & Education, 128, 1-18.

Skillsgapp finalist for Cool Tool and Trendsetter Awards: The EdTech Awards – EdTech Digest, 2023

The largest and most competitive recognition program in all of education technology.

Recognizing the biggest names in edtech – and those who soon will be.

We celebrate who’s who—and what’s next.

The EdTech Awards recognizes people in and around education for outstanding contributions in transforming education through technology to enrich the lives of learners everywhere.

Featuring edtech’s best and brightest, the annual program shines a spotlight on cool tools, inspiring leaders and innovative trendsetters across the:

  • K-12
  • Higher Education, and
  • Skills and Workforce sectors.

Read more.

Tina Zwolinski on Being Mission-Driven to Reach Underserved Youth Through Gaming

This post is part of The Founder Factor, where you go behind the scenes with South Carolina’s most impactful entrepreneurs so that you can discover the strategies, ideas, and mindsets you need to unlock your next business breakthrough. The Founder Factor is brought to you by Designli (South Carolina’s top app development firm) and Word of Web

Stepping into the world of gaming to help the younger generation have a brighter future with more job opportunities, Zwolinski has broken the barriers of career awareness and access through innovative technology. Read full blog here.

In 1997, Tina Zwolinski launched a branding and marketing agency that she spent the next 23 years growing and expanding. While working with Millennials and then Gen Z in the marketing arena, she began to see the pressure put on youth to follow the high school to 4-year college path as the only solution to finding a career. Zwolinski saw this on a deeper scale as her nonprofit work took her to underserved youth who weren’t shown the opportunities out there. “I began to ask, ‘What can we do differently, and what would that look like? But I never would have thought the answer would mean exiting my company,” she says.

But in 2020, that’s exactly what she did. Exiting her business, Zwolinski was on a mission to connect youth to the millions of career opportunities that didn’t require the traditional 4-year degree path. This led her to form her startup company called skillsgapp, which produces Skillionaire Gamesâ„Ē. “Foundationally, we are a workforce pipeline development company,” she explains. “But as our mission, we connect youth to life-changing careers through game-changing play.” 

According to Zwolinski, students make decisions about what they “want to be” based on what they see, and in schools, they only see a select few careers like doctors, lawyers, and teachers. However, skillsgapp helps create career and pathway awareness for students through 10 different games, all of which focus on in-demand careers that are often overlooked or stigmatized. “We introduce careers to a student from entrance to exit,” she says. “They are put in environments that let them see themselves, as any gender or race, in various careers, showing them what average salaries are, what local colleges have programs for these fields, and practicing the skills needed for that career. For some students, going through a game means they are ready to sit for certification, allowing them to go straight into a job.”  Read full blog here.

UMASS Boston, Verizon, and Skillsgapp: Department of Commerce $2.97M Grant to Enhance Digital Connections in Minority Communities

UMass Boston has launched a pilot project to increase broadband access and additional services for students and anchor communities with funding from a two-year, $2.97 million grant from the Department of Commerce’s National Telecommunications and Information Administration’s (NTIA) Connecting Minority Communities Pilot Program. UMass Boston is one of 12 schools to receive the NTIA funding designated for Minority-Serving Institutions (MSIs), Historically Black Colleges and Universities (HBCUs), and Tribal Colleges and Universities (TCUs).

Vice Provost for Research Bala Sundaram and Associate CIO Apurva Mehta conceived the UMass Boston project, Addressing Digital Access Gaps in Education (ADAGE), during the COVID-19 pandemic. Early in the pandemic, the university was able to pivot from traditional classroom instruction to synchronous online classes and implement a Chromebook loaner program. For segments of the student population, though, participating in online learning came with a serious obstacle: a lack of access to high-speed internet.

Sundaram explained: “As a university with majority-minority demographics, the UMass Boston community is disproportionately affected by uneven broadband access. We designed ADAGE to reduce the technology access gaps we saw growing during the pandemic.”

ADAGE’s three-pronged approach includes increasing the university’s capacity to offer hybrid/flexible courses, expanding access to high-speed internet and devices, and exposing students to technology career paths.

“We anticipate highly promising results from ADAGE. This two-year pilot study will give us the opportunity to evaluate just how much impact having access to broadband, computers, Hyflex learning, and introductions to IT career pathways has for our students and anchor communities,” said Mehta.

The university is strengthening the campus technology infrastructure by retrofitting classrooms for synchronous online courses. HyFlex is a solution for driving student success because it offers remote and in-person learning options to the diverse student community. The project goal is to convert 58 classrooms, a third of the classrooms on campus, to support the HyFlex modality. Studies have shown that students in HyFlex classrooms perform as well as their face-to-face peers academically, while also benefiting from having agency in how they learn and participate in their classes.

Through a partnership with Verizon’s Digital Inclusion Program, 200 students will receive a Verizon Jetpack (mobile hotspot device). The students will also receive a Microsoft Surface Go computer, and gamified content created by experts in fields such as app development and information literacy and security.

One hundred families from UMass Boston’s anchor communities will be enrolled in Verizon’s Digital Inclusion Program to receive Jetpacks, too. Participating families will also receive Microsoft Go computers and technical training. Families will be selected with the help of four UMass Boston centers active in the anchor communities: Institute for Asian American StudiesMauricio Gaston Institute for Latino Community Development and PolicyWilliam Monroe Trotter Institute, and Institute for New England Native American Studies.

To create workforce and career pathway awareness, ADAGE will leverage UMass Boston’s professional development courses combined with a broad range of technology skills trainings through platforms such as Skillsgapp, LinkedIn Learning, and Apple’s Everyone Can Code and SWIFT App Development.

These learning opportunities will enhance students’ skills in fields such as coding and create awareness of specific career opportunities. For example, Skillsgapp, accelerates and democratizes workforce development through engaging mobile gameplay. Skillsgapp games, which are available in English and Spanish, provide awareness about careers in cybersecurity by simulating tasks and scenarios that succeed in being informative, at least in part, because they are so entertaining. Practical details about cybersecurity careers, training, and salaries are integrated into the games.

Go to News Release.

“STEMINISM”: Women play a key role in filling the STEM Gap

According to Italian experimental particle physicist and first-ever woman General Director of CERN, Fabiola Gianotto, “Science has no passport, no gender, no race, no political partyâ€Ķscience is universal and unifying.”  However, according to the American Association of University Women, women still make up only 28% of the workforce in science, technology, engineering and math (STEM), with a particularly high gender gap in some of the fastest-growing and highest-paid jobs of the future, like computer science and engineering.

Gender Stereotypes

STEM fields are typically viewed as masculine, yet the concept of a “math brain” shows no cognitive biological differences between men and women. According to a study conducted by Stanford, boys from higher-income and predominantly white areas did perform significantly higher in math, even compared to girls attending those same schools. However, girls score higher than boys in math in lower-income, predominantly African American areas, which account for 25% of our school districts. Why the disparity? One administrator from a predominantly white district observes, “Teachers, who are predominantly women, may have math anxiety from their own childhood stigmas, and they assume girls need to work harder to achieve the same level as boys.” The response was different when the same question was asked of a predominantly African American elementary school. “We know that STEM fields tend to perpetuate male-dominated cultures that may not support women and minorities, but my students don’t yet. They just do their math.”

Underrepresentation in the Workforce

Girls have fewer role models to inspire their interest in STEM fields, seeing limited examples of female scientists and engineers in books, media and popular culture. There are even fewer Black women role models in math and science. Serita Acker, an internationally recognized creator of academic programs to increase underrepresented students in the STEM fields reports, “The last time I watched a movie or TV show about a person of color who was a scientist, engineer, or mathematician was ‘Hidden Figures’ and that came out in 2016.” Which is in part to blame for the fact that by the time students post-secondary, women are significantly underrepresented in STEM majors — in fact, only around 21% of engineering majors are women and only around 19% of computer and information science majors are women.

Did You Know?

  • Nearly 80% of the healthcare workforce are women, but only about 21% of health executives and board members are women, and only about a third of doctors.
  • 38% of women who major in computers work in computer fields, and only 24% of those who majored in engineering work in the engineering field.
  • Men in STEM’s annual salaries are nearly $15,000 higher per year than women 
  • Latina and Black women in STEM earn around $33,000 less than their male counterparts.
  • 11.5% of people employed in STEM fields were women of color, making up approximately one-third of all women in these fields. 
  • Only 19 of the 616 Nobel Prizes awarded between 1901 and 2019 in Physics, Science, Medicine and Physiology were awarded to women.

The future of STEM is female.

With women representing just shy of half of today’s workforce, you don’t have to have a math brain to know that the current gender gap doesn’t add up. 

Here are a few easy ways for educators and parents to close it.

  1. Scale back focus on STEM as higher education conversation, as the journey to a career in STEM starts much younger for both genders. The early stages of education are crucial to a child’s development, and don’t always involve a book. One study found that simply having a lack of friends in a computing class can decrease the probability of a girl studying the subject by up to 33%
  1. Promote engagement in technology at a younger age, which will help allow girls’ interests to develop free of societal bias. Educational institutions and governing bodies should embrace initiatives for children to become both familiar with and gain hands-on experience with technology
  1. Highlight female industry voices. Or better yet, be one. That same study found that 73% of high school girls with inspirational teachers said they were interested in studying computing. This figure fell to 26% for those who did not have an inspiring role model. One way this can be achieved is by establishing mentorship programs to show how women navigate these industries while learning from real female experiences. By promoting female leaders within STEM of all races and cultural backgrounds, women will feel that the industry is more accessible to them, as they see women like themselves succeeding in it.

Who is your favorite female in STEM?

Beyond the Wrench Podcast: Leveraging Gamification to Promote Technician Careers-Tina Zwolinski, skillsgapp

This generation of technicians learns differently. Tina Zwolinksi, CEO & Founder, skillsgapp, shares her knowledge on how gamification can engage the younger generation and attract them to technician careers. Click here to listen.

(1:02) Guest Background
(3:12) Defining and Communicating with Gen Z
(17:12) Embracing the Digital World
(23:01) What is Gamification?
(33:29) Familiarizing Young Kids with the Industry
(52:11) skillsgapp Gamification

Winning at Workforce: Career and Pathway Awareness Starting in K-12 is the Competitive Advantage

In today’s ever-evolving labor market, there are more jobs available than ever for young adults to pick from depending on the type of career that best suits them. However, this is only possible if we start equipping young adults with the right tools earlier so they can better understand the wide range of careers available to them, and just as importantly, how they can access and prepare for them, especially careers within the in-demand fields of cybersecurity, manufacturing, and the life and health sciences. This will ensure the future workforce has the skills needed to remain competitive globally. 

The Benefits of Career Awareness and Pathway Access at an Earlier Age 

There are many benefits to starting early when it comes to career and pathway awareness. First, it helps young adults explore their passions as they understand more about the different types of jobs available. This leads to better decisions about which classes to take in high school, where to go to college or trade school, or whether college or trade school is even necessary for the desired career path.  

Additionally, it helps young adults develop confidence as they pursue their chosen field, be better prepared to answer questions about their chosen field or navigate job prospects without feeling lost or insecure. Finally, it gives students an advantage when entering the job market because employers know that these candidates have an understanding of what’s out there and are ready to hit the ground running from day one, minimizing costs associated with both training and attrition. It also leads to more diversity in the workforce since students from all backgrounds can benefit from career and pathway awareness in K-12. 

The Role of Technology in Career and Pathway Awareness 

One way to foster career and pathway awareness is by leveraging technology as part of the learning process. Technology can provide students with virtual experiences in different industries through videos, interactive games, or simulations that allow them to explore different roles from right where they are. This can help give them valuable insight into potential careers before they even enter college or join the workforce! Additionally, technology can provide teachers with resources, such as lesson plans or online courses designed to introduce students to different fields in engaging ways, while still following curriculum guidelines set out by their school district or state board of education. 

A Meaningful ROI

By introducing kids to various career paths earlier, we can create a generation of engaged learners who understand how their skills fit into the larger job market upon graduation—and employers will reap the rewards too. Utilizing technology as part of students’ learning process allows us to reach far beyond traditional methods used for teaching about careers; this helps us ensure that all students have equal access, regardless of background or location. As leaders in our organizations, it’s our duty to invest in these future generations now so that we create a well-rounded, sustainable workforce for tomorrow!

On a scale of  1 – 10, with 10 being the best, what score would you give your state, region or industry for your career and pathway awareness efforts with students in K-12?

Site Selection Magazine: 2023 Workforce Guide – featuring skillsgapp’s Skillionaire Games, Rad Lab, and South Carolina

Workforce has been cited in Site Selection Magazine’s annual survey of corporate consultants as the No. 1 factor in site selection decisions for several years in a row. The 2023 Workforce Guide is a special report providing insight into workforce development partnerships and practices across the U.S.

Skillsgapp and South Carolina’s Life Sciences Industry Feature: A Workforce Gaming Initiative, Rad Lab, is having a positive impact on the future workforce: Wanna Be A Skillionaire?

Members of a South Carolina industry association say a fun online game with prizes could put young people in line for prized STEM careers.

The industry is life sciences, the fastest-growing industry among South Carolina’s knowledge economy sectors, having grown by more than 42% since 2017. The organization is SCBIO, a statewide life sciences organization representing more than 1,000 organizations statewide employing more than 87,000 professionals across the sector’s entire range of disciplines. In early November 2022, it partnered with Skillionaire GamesTM â€” the business-to-consumer side of Greenville-based education technology firm skillsgapp — to announce the recent launch of Rad Lab, a mobile phone game that provides organizers with trackable geographic data and customizable incentives based on a player’s location, performance and proficiencies as they compete to gain ever-higher levels of skill in various STEM-based life science areas.

Read More Here.

The Unprecedented Growth of Game-Based Learning

By the end of this year, there will be 79.6 million digital gamers in the US, or more than half of our population. Industry growth is accelerating thanks to heavy engagement of younger gamers (ages 13 to 17), 90% of whom classify themselves as gamers, and prefer video games over any other form of digital media, including music, videos and social media. 

Game-based learning is expected to be one the fastest-growing gaming markets, driven by the need to improve student education post-COVID. Considered an active learning technique, students are motivated and engaged in game-based learning because it’s unique, and the immediate feedback that learners and educators receive as a result is an important feature that both learners and educators benefit from more quickly than traditional methods. 

One of digital games’ most cognitively significant features includes simulations that allow students to get a firsthand experience with material. According to research, it’s better for students to come into direct contact with the reality they’re studying, instead of just reading, talking, and listening about it. We remember up to 90% of what we say and do, provided we are actively involved in real activities related to imitating experiences.

Additional benefits of game-based learning include: 

  1. Motivation: Students are the main characters in the story and their success is rewarded with medals, extra lives, bonuses, etc, holding their interest in learning.
  1. Opportunities to practice: Students can apply the knowledge they acquire without getting into dangerous situations, ie; flight and navigation simulators
  1. Quicker response times: Researchers at Rochester University reported that games improve troubleshooting skills by posing time-sensitive problems.
  1. Teamwork: The Institute for the Future reports that games boost teamwork in problem solving.
  1. Creativity, focus and visual memory: The University of California has found that games stimulate these aspects by setting goals that require concentration, imagination and remembering details to achieve them.
  1. Strategy and leadership: According to Pittsburgh University, video games put players in command, honing their abilities to resolve disputes, interact with other players and make decisions.
  1. Critical thinking: Monterrey Institute of Technology published an article underlining the underlying ethical, philosophical and social basis of these games, and their ability to make players think and improve their critical thinking.

Bain’s analysis forecasts that global revenue for games could grow by more than 50% over the next five years, suggesting that developers are banking on evidence that gaming will take consumers’ time from other forms of media and be the foundational platform for both other media and non-media experiences. 

Additionally, advancements in game engines are making it easier to develop higher-fidelity games, becoming a key development platform for other entertainment experiences, and improvements in 3-D graphics that transfer to applications in other industries such as healthcare, advanced manufacturing and construction.

Considering game-based learning is just in its nascent stages based on most recent, post-pandemic circumstances, this means we can expect not just schools to embrace this medium for learning and training, but industry as well.

What’s one of your favorite digital learning games? We’d love to hear from you.

  • Discover ways to engage with your workforce pipeline earlier
  • Scale career awareness and pathway access, especially for the underserved
  • Gain a competitive advantage for recruitment supported by meaningful data