Development of interactive, media and entertainment software and integration into learning process with application to environmental education

National Strategic Reference Framework (NSRF) 
70% National & 30% Private
Delegate Organization: 
Project period: 
Monday, April 1, 2013 to Tuesday, March 31, 2015

In recent years there is an effort to exploit the new digital technologies in learning processes, either in formal, or informal education. The majority of the proposed solutions address formal education and aim primarily at facilitating the work of teachers during the presentation of the course (e.g., visual material). However, in practice they rarely manage to spur students' interest. The basic idea of the project is to adapt the learning process and develop the right software to exploit the new digital technologies in a way that combines education with entertainment, ensuring the students' interest. In particular, the creation of an innovative entertainment and educational software, with the scope of ecology and environment, is proposed. The novelty of the proposed software is that it has the form of a computer game (a serious game). Electronic games are inherently interactive, multimedia and recreational. The development of the proposed software will use the most modern technological solutions in order to provide high visual quality. The aim is the ecological awareness of the users (primarily children and adolescents). The game will be designed to be usable both in formal, and informal education. In addition, the project will develop an educational software utility which addresses the teachers. It?s aim is to assess students' knowledge on ecology and environment, in the context of formal education. The proposed project includes a pilot test which will assess the effectiveness of the innovative educational computer game. For this purpose the participation of a primary school has already been secured. The assessment will be done by teachers, with the use of the assessment software, separating the students into two groups: one group will use the computer game and the second not.