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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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