Activities
Learn more about the implementation activities/tasks, dissemination events and project meetings
Project Implementation Activities / Tasks
This task involves identifying the needs of university students regarding environmental sustainability. It focuses on understanding students’ perceptions, behaviors, attitudes, and beliefs towards environmental sustainability, requiring a methodical approach to gather and analyze data accurately. Each partner university will conduct an analysis of the collected data, culminating in a comprehensive report detailing the findings
With the user needs identified, this task focuses on creating engaging and effective gamified use cases designed to increase environmental sustainability awareness among students. These use cases will challenge students to adopt sustainable habits, ensuring the content is relevant and motivating
This involves developing tailored digital content for each gamified use case, which may include educational resources, videos, images, and other materials. The content will be designed to complement the gamified challenges, enhancing the learning experience
The development of a multi-user online environment simulating real-world activities to educate on environmental sustainability. This foundational step involves creating an engaging virtual space built on the specifications from WP2, adhering to the project’s learning objectives and pedagogical framework
A specific use case will be implemented into the gamified environment as a prototype for subsequent use cases. This phase is crucial for setting a precedent for how other use cases will be integrated, requiring feedback and refinements from all partners
After evaluating the demonstrative use case, this task involves developing and implementing half of the planned use cases into the gamified environment. Functional testing and feedback from all partners are essential components of this phase
This task focuses on finalizing and implementing all planned gamified use cases into the environment, based on comprehensive evaluations and feedback. It culminates in a fully functional gamified learning platform
This involves testing the first gamified use case on a smaller scale to gather initial feedback and insights for refinement
Early versions of the gamified use cases will be implemented and tested, allowing for iterative improvements based on user feedback
Analysis and documentation of the outcomes from testing the early versions of the gamified use cases, focusing on user engagement, learning effectiveness, and areas for improvement
The completion of all gamified use cases and their full integration into the gamified environment, ensuring a comprehensive and engaging learning experience for students
Detailed documentation of the implementation process, including methodologies, feedback mechanisms, and the final configuration of the gamified environment
Project Dissemination events and materials
- First Multiplier Event host by UPatras at December 2025
- Second Multiplier Event host by ISMAI at December 2025
- Third Multiplier Event host by UPCT at December 2025
- Fourth Multiplier Event host by MENDELU at December 2025
Project Meetings
- 18 December 2023, Online Kickoff meeting
- 27-28 January 2024, Kick off meeting, Athens
- 19 February 2024, Online meeting
- 11 March 2024, Online meeting
- 15 April 2024, Online meeting
- 13 May 2024, Online meeting
- 11 June 2024, Online meeting
- 16 July 2024, Online meeting
- 12-13 September 2024, Transnational Project Meeting, Brno