The “GUESS” Project

Gamified User-centered Environmental Sustainability for university Students

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Project Summary

The objective of the GUESS project is to identify the environmental sustainability knowledge of the participating countries’ university students, which will be the base for creating use cases and unified digital content with an educational focus for a gamified environment. The gamified environment that will be developed will simulate the Earth’s environment, where participating students will interact with the gamified elements that will educate them in sustainability principles. The activities that are going to be implemented are, PM activities (WP1) that include TPMs to enhance partner collaboration, the identification of user needs (WP2.1), the development of the gamified environment (WP3.1-WP3.4), the implementation of the gamified environment in 3 implementation phases (WP4.1, WP4.3, WP4.4) and 4 multiplier events as a means of establishing contact with targeted stakeholders. This project’s primary outcome is to develop and promote a gamified environment to foster a deeper understanding of environmental sustainability in university students, contributing to a sustainable future. The project will produce the following results: the identification of user needs (WP2.1), the development of the gamified environment (WP3.1-WP3.4) that includes the user guide and a technical guide, the documentation of implementation (WP4.5) and the multiplier events reports (WP4.6-WP4.9)

Project Objectives

The GUESS project aims to enhance environmental sustainability awareness among university students across participating countries. It focuses on gathering insights into students’ knowledge on sustainability, which will serve as the foundation for designing educational use cases and digital content within a gamified environment. This environment will simulate Earth’s ecosystem, allowing students to interact with gamified elements that educate them on sustainability principles, thus fostering a deeper understanding and commitment to sustainable practices.

The “GUESS” Consortium

The GUESS project leverages the unique synergies and complementary expertise of its consortium members, focusing on environmental sustainability, digital education platforms, and gamified learning experiences. This collaborative effort brings together distinguished researchers from five leading European Higher Education Institutions:

  • Hellenic Open University, : Renowned for its innovative distance learning programs and a strong emphasis on sustainability education.
  • Maieutica Cooperativa de Ensino Superior CRL, : A pioneer in implementing Erasmus+ initiatives and integrating environmental issues into its curriculum.
  • Universidad Politecnica de Cartagena, : Coordinator of the ERASMUS+ project B+NESDG, dedicated to promoting Sustainable Development Goals (SDGs) through education.
  • University of Patras, : Expert in creating engaging user interactions and gamification, enhancing the project’s approach to learning.
  • Mendel University in Brno, : Known for its robust international collaborations and focus on sustainable energy projects.

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The European Commission support for the production of this publication does not constitute an endorsement of the contents which reflects the views only of the authors, and the Commission cannot be held responsiible for any use which may be made of the information contained therein.

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