- 2021Implementation
- 2022Implementation
- 2023Implementation
- 2024Implementation
Background
The Polish education system lacks a specific system to support IT talent. Therefore, the IT Talent Development programme, led by the minister responsible for digitalisation, will supplement measures on IT competences implemented by the Minister for Education.
Objectives
The main aim of the programme is to support the development of competences in mathematics and IT, including computer game design, among talented pupils and students. It is mainly targeted at secondary school pupils and HEI students to activate and develop advanced IT skills, such as algorithmic problem solving or computer game design and programming. The programme also implements the priorities of the Europe 2020 strategy in raising the quality of learning and training and connecting it with the idea of equity.
Description
The programme includes the creation of a motivation system for talented pupils and students to develop their competences, and a system for non-formal advanced digital competence building. This will be achieved by organising intensive education trips, team contests, teacher support and motivational actions. It will be implemented through two thematic pathways: championships in algorithmics and programming and championships in computer game development.
Teachers of the teams participating in the championships will receive remuneration, training and mentoring support.
The number of programme participants planned for is: 5 000 pupils, 5 000 HEI students and 1 500 teachers. The financial support for the programme is about EUR 18 million.
The programme has its roots in the international successes of young Polish IT pupils and students - Polish teams are high scorers in the International Olympiad in Informatics and the International Collegiate Programming Contest. Polish students also achieve success in the following competitions: Google Code Jam, Facebook Hacker Cup and Topcoder.
In November 2021, a second edition of the championships in computer game development started. The competition included education trips, monthly tasks, online consultations and developing a computer game. The project is operated by the Foundation of Youth Creativity, Education and Animation - Teatrikon (Fundacja Twórczosci, Edukacji i Animacji Mlodziezy - Teatrikon) based in Lublin.
The Foundation for the Development of Information Technology (Fundacja Rozwoju Informatyki) is conducting the Championships in algorithmics and programming project for pupils. Project activities include algorithmic programming classes, education trips and camps, contests, access to task databases, master class seminars with prestigious IT contest winners, online mini-training workshops, thematic webinars, online lectures and other training courses. Support for teachers involved in the project includes workshops, mentoring, teaching materials and remuneration.
A similar project for students is conducted by the Wroclaw University of Science and Technology and the Manus Foundation. It includes creating e-resources, training in various cities of Poland and contest activities. The project also promotes the integration of the academic teachers' association and improves their IT skills.
The programme implementation included organising championships in computer game development and algorithmics and programming. The contest activities include classes, education trips and camps, contests, access to task databases, master class seminars with prestigious IT contest winners, online mini-training workshops, thematic webinars, online lectures and other training courses. Support for teachers involved in the project includes workshops, mentoring, teaching materials and remuneration.
A similar project is conducted for university students. It included creating e-resources, trainings in various cities of Poland and contest activities. The project also promoted the integration of the academic teachers' association and the improvement of their IT skills.
The actions from 2022 continued.
In mid-year, the ministry responsible for digitisation announced four open competitions for organising the championships under two thematic paths: the Championship in algorithmics and programming and the Championship in computer game development. The actions within the championships cover support for students and teachers.
Bodies responsible
- Ministry of Digital Affairs
Target groups
Learners
- Young people (15-29 years old)
Education professionals
- Teachers
- Trainers
Thematic categories
Modernising VET offer and delivery
This thematic category looks at what and how individuals learn, how learning content and learning outcomes in initial and continuing VET are defined, adapted and updated. First and foremost, it examines how VET standards, curricula, programmes and training courses are updated and modernised or new ones created. Updated and renewed VET content ensures that learners acquire a balanced mix of competences that address modern demands, and are more closely aligned with the realities of the labour market, including key competences, digital competences and skills for green transition and sustainability, both sector-specific and across sectors. Using learning outcomes as a basis is important to facilitate this modernisation, including modularisation of VET programmes. Updating and developing teaching and learning materials to support the above is also part of the category.
The thematic category continues to focus on strengthening high-quality and inclusive apprenticeships and work-based learning in real-life work environments and in line with the European framework for quality and effective apprenticeships. It looks at expanding apprenticeship to continuing vocational training and at developing VET programmes at EQF levels 5-8 for better permeability and lifelong learning and to support the need for higher vocational skills.
This thematic category also focuses on VET delivery through a mix of open, digital and participative learning environments, including workplaces conducive to learning, which are flexible, more adaptable to the ways individuals learn, and provide more access and outreach to various groups of learners, diversifying modes of learning and exploiting the potential of digital learning solutions and blended learning to complement face-to-face learning.
Centres of vocational excellence that connect VET to innovation and skill ecosystems and facilitate stronger cooperation with business and research also fall into this category.
This thematic sub-category focuses on developing and updating all kinds of learning resources and materials, both for learners and for teachers and trainers (e.g. teachers handbooks or manuals), to embrace current and evolving content and modes of learning. These activities target all kinds of formats: hard copy and digital publications, learning websites and platforms, tools for learner self-assessment of progress, ICT-based simulators, virtual and augmented reality, etc.
Teachers, trainers and school leaders competences
Competent and motivated VET teachers in schools and trainers in companies are crucial to VET becoming innovative and relevant, agile, resilient, flexible, inclusive and lifelong.
This thematic category comprises policies and practices of initial training and continuing professional development approaches in a systemic and systematic manner. It also looks at measures aiming to update (entry) requirements and make teaching and training careers attractive and bring more young and talented individuals and business professionals into teaching and training. Supporting VET educators by equipping them with adequate competences, skills and tools for the green transition and digital teaching and learning are addressed in separate thematic sub-categories.
The measures in this category target teachers and school leaders, company trainers and mentors, adult educators and guidance practitioners.
This thematic sub-category is in line with the EU policy focus on the digital transition, and refers to professional development and other measures to prepare and support teachers and trainers in teaching their learners digital skills and competences. It also covers measures and support for them to increase their own digital skills and competences, including for teaching in virtual environments, working with digital tools and applying digital pedagogies. Emergency measures taken during the COVID-19 pandemic also fall into this sub-category.
Supporting lifelong learning culture and increasing participation
Lifelong learning refers to all learning (formal, non-formal or informal) taking place at all stages in life and resulting in an improvement or update in knowledge, skills, competences and attitudes or in participation in society from a personal, civic, cultural, social or employment-related perspective (Erasmus+, Glossary of terms, https://erasmus-plus.ec.europa.eu/programme-guide/part-d/glossary-common-terms). A systemic approach to CVET is crucial to ensure adaptability to evolving demands.
This broad thematic category looks at ways of creating opportunities and ensuring access to re-skilling and upskilling pathways, allowing individuals to progress smoothly in their learning throughout their lives with better permeability between general and vocational education and training, and better integration and compatibility between initial and continuing VET and with higher education. Individuals should be supported in acquiring and updating their skills and competences and navigating easily through education and training systems. Strategies and campaigns that promote VET and LLL as an attractive and high-quality pathway, providing quality lifelong guidance and tailored support to design learning and career paths, and various incentives (financial and non-financial) to attract and support participation in VET and LLL fall into this thematic category as well.
This thematic category also includes many initiatives on making VET inclusive and ensuring equal education and training opportunities for various groups of learners, regardless of their personal and economic background and place of residence – especially those at risk of disadvantage or exclusion, such as persons with disabilities, the low-skilled and low-qualified, minorities, migrants, refugees and others.
This thematic sub-category refers to making VET pathways and programmes inclusive and accessible for all. It concerns measures and targeted actions to increase access and participation in VET and lifelong learning for learners from all vulnerable groups, and to support their school/training-to-work transitions. It includes measures to prevent early leaving from education and training. The thematic sub-category covers measures promoting gender balance in traditionally ‘male’ and ‘female’ professions and addressing gender-related and other stereotypes. The vulnerable groups are, but not limited to: persons with disabilities; the low-qualified/-skilled; minorities; persons of migrant background, including refugees; people with fewer opportunities due to their geographical location and/or their socioeconomically disadvantaged circumstances.
Subsystem
Further reading
Country
Type of development
Cedefop, & ReferNet. (2025). IT Talent Development programme for 2019-29: Poland. In Cedefop, & ReferNet. (2025). Timeline of VET policies in Europe (2024 update) [Online tool].
https://www.cedefop.europa.eu/en/tools/timeline-vet-policies-europe/search/42284