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Gamified Learning

Gamified Learning

We create serious games for all audiences based on the Unity 3D engine. By studying the training needs of our target groups we elaborate storyboards which materialize into engaging games for disseminating knowledge.

Our games transcribe static content to goal based training of high learning value and increased engagement.

We use Augmented Reality as a purely visual tool for communicating confusing concepts such as online safety and particularly online identities to school children and adults.

Embracing a balanced approach between Online engagement and OFFline alternatives - ON-OFF4youngsters:

We designed and developed an Augmented Reality mobile application to generate awareness about Internet Addictive Behaviour (IAB). The AR app complements a training content developed for teachers, parents and people working with children. As part of the educational content we developed a set of strategies for gaining a balanced life. These strategies are supported by the mobile AR app which is accessible here.

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GameOFF - Game-based approach towards moderating screen time:

GameOFF has as primary objective to produce approaches and tools to help those working with young people reach out to them with a view to help them adopt a balanced approach to technology use by gaining a deeper understanding and interpretation of causes, risks, and effects of constant online commitment and by identifying and reacting to addictive formulas. The main objective will be achieved through the design and development of a serious game based on the training approach which will be used by trainers to support the young trainees in their journey towards screen time moderation.

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Increasing the attractiveness and sense of creativity through Coding, Computational Thinking and "Internet of Things" (IoT) related processes among adults - ACTiFE:

A serious game to promote interdisciplinary approach. ACTiFE helps adult learners enhance their digital and entrepreneurship skills by combining coding and IoT concepts with Smart Agriculture. 

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HELPING IMPROVE IN-SERVICE TRAINING OF TEACHERS ON SAFER INTERNET – IDentifEYE:

An Augmented Reality Content Management system (ARCMS) was developed to facilitate the creation of quiz style games with augmentations by teachers and children. The ARCMS supports also the introduction of sound to questions so as to enhance the augmentations and offer a more engaging experience to children

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Augmented reality and new media against online promotion of unhealthy foods – ANEMELO:

We developed an interactive Augmented Reality based game for children 11 to 16 years old to be administered by professionals working with them (e.g. teachers or social workers). The game helps children develop a deeper understanding of online advertising by making it possible for them to identify relevant techniques promoting junk food while playing games or participating in online activities of food manufacturing companies.

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Think Social - Promoting Social Entrepreneurship Mindsets: 

An Augmented Reality (AR) mobile game that promotes learning materials and serves as an assessment tool is our main contribution towards the creation of a Social Business Road map. Furthermore, in order to support aspiring entrepreneurs in their way to sustainable development, we are developing an Online Interactive Support Centre and a Network Platform to act as a community of users for knowledge dissemination and exchange of experiences.

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DIGITALROUTES@CULTURE - Promoting social entrepreneurial competences based on the digitalisation of cultural heritage for a sustainable future: 

Within DIGITALROUTES@CULTURE, we are developing an open, dynamic and interactive Web Portal and Mobile App which will map the Cultural Heritage aspects through the use of Augmented Reality. The portal gives its users the potential to create their own Cultural Routes of tangible (monument, artefact, clothing, historic town etc.), intangible (skill, expression, performing art etc.) and natural (landscape etc.) spaces utilizing geo-location features.

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Space Guardians 2 - Playful Learning Approach to Astronomy Education: 

The project follows a previous project – Space Guardians – which has developed an innovative pedagogy for improving Astronomy Literacy of pre-school children through interactive e-books. The new project will develop a playful learning approach for Astronomy Education at primary school level (6 to 10 years old) . Within this context, the consortium will create a learning framework for Astronomy Education, that schools and educators of primary school children can use to engage Astronomy topics, which will be further facilitated by the use of a board game with Astronomy-related contents, featuring digital elements and a space-themed construction kit, to create a memorable and meaningful learning experience for primary school children.

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SnailVille - Heliculture Serious Game for the promotion of sustainable snail cultivation businesses focusing on exports: 

SnailVille is about a heliculture training game for potential snail farmers aspiring to start a profitable business. In this way, our serious game serves as a single information point providing different training pathways to potential snail farmers, depending on their unique situation and preferences. Different levels of difficulty, achievement rewards, assessment tools and virtual mentors are the main elements of the game, aiming to engage users and guide them throughout the learning process.

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Developing students' emotional intelligence - EQstudents 

A hybrid (online - offline) card game fostering emotional intelligence among students aged 11-15 years old. The pirate-themed game consists of 24 cards that players need to collect to complete their photo album and finish the game. Some of the activities are played in groups online as mini challenges (puzzles, decision trees, drag-n-drop quizzes, storytelling), while others are to be played in class with the support of the teacher/moderator.

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Equipping students with green skills, knowledge and attitudes for sustainable development - B-Green 

A gamified Augmented Reality Game has been developed to fully utilize the benefits of technological progress in achieving educational goals. This innovative approach not only provides avenues for learning and assessment, but also fosters student engagement and motivation. By immersing students in interactive experiences, the game cultivates essential green skills and promotes environmentally conscious practices, thereby empowering learners to actively participate in sustainable initiatives and contribute positively to their communities.

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Minecraft for AI and Coding Introduction in Primary Schools – AI-COSMIC 

AI-COSMIC endeavors to introduce children to the fundamental concepts of artificial intelligence (AI) through engaging, gamified learning activities. As part of this initiative, a game has been designed to equip them with fundamental coding skills tailored to their comprehension level and educational background. With the support of this serious game integrated into the Minecraft platform, the objective is attained by acquainting primary school students with AI principles and coding concepts in an educational and entertaining fashion. The project features five captivating scenarios set across five distinct Minecraft worlds, each offering numerous challenging missions to enrich the learning experience.

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Training Young People on Augmented Reality Authoring Showcasing Intangible Cultural Assets as Use Cases – AR4YOUTH 

An Augmented Reality (AR) Facilitator has been created to lead users through the various stages of AR project development. This tool is specifically tailored for young individuals, with a particular focus on those categorized as NEETs (Not in Education, Employment, or Training). Its primary objective is to provide these young people with valuable qualifications to enhance their competitiveness in the job market or to inspire them to pursue entrepreneurial endeavors. Additionally, the AR Facilitator aims to raise awareness about the significance of preserving cultural heritage, particularly traditional fairy tales, myths, and legends, through digitization efforts.

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Enhance SEL skills of secondary school students through collaborative MINecraft gaming Environment – SELSMINE

We have developed a collaborative educational gameplay within Minecraft, aimed at enhancing Social-Emotional Learning (SEL) skills. This suite of gameplay provides educators with the necessary resources to create and deliver remote instruction focused on Socio-Emotional Learning. The game consists of various creative challenges, comprising a series of tasks for learners to complete within the SELsMINE Minecraft world, each targeting core SEL skills. In addition, we have established a virtual social community called SELsMINE Society. This platform is designed to facilitate the exchange of best practices among educators from different schools and to foster continuous learning and improvement in Minecraft-based SEL instruction.

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Biodiversity Education for Sustainable Development - SUSTAIN

As part of the SUSTAIN project, we crafted a Minecraft World designed to immerse students in the learning process and provide them with hands-on, experiential training. This Minecraft game is specifically geared towards educating students about biodiversity loss and fostering awareness of its critical role in sustainable development. Throughout the game, students understand the link between air pollution and biodiversity loss, as well as the significant impact of air pollution on their lives. They will also be introduced to practical steps for addressing this issue and safeguarding Earth's ecosystems. Additionally, we established the Sustain Community virtual space to offer support to those implementing and practicing the project's principles.

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