We’re thrilled to share the second newsletter of the SIMOnS project!
Dive into the latest updates, milestones, and future plans of the SIMOnS project! Here are the key points: 🔹The third project’s face to face meeting was held in Finland on April 3rd and 4th! 🔹We now have a TikTok account where all the educational content is uploaded! 🔹The testing of the SIMOnS app is done, providing us with feedback from the participants and key findings!
🔗 https://www.simonsproject.eu
Stay informed and join us on this incredible journey! 🚀
We are excited to welcome you to the demonstration of the GUESS 3D Virtual World Learning Environment (VWLE) — a groundbreaking educational platform developed to elevate environmental knowledge and awareness among university students.
Created as part of the Erasmus Plus KA2 project, GUESS (Gamified University Environmental Sustainability Skills) offers an innovative approach to learning by combining immersive virtual environments with real-world sustainability challenges. The platform invites students to explore, engage, and reflect on key environmental issues through a fully interactive and gamified experience.
The goal? To empower the next generation of learners with the mindset and tools needed to build a more sustainable future. From understanding ecological systems to evaluating sustainable practices, GUESS transforms traditional education into a dynamic, digital journey.
This demonstration showcases how virtual reality, educational technology, and sustainability can come together to create powerful learning experiences. It’s not just a tool — it’s a movement toward greener thinking and more conscious action.
🌱 Join us as we explore how GUESS is reshaping environmental education for the better.
The third Transnational Project Meeting, held in Finland on April 3rd and 4th, was a productive and engaging gathering for all partners involved in the project. The meeting began with presentations from each partner institution, offering updates on progress and contributions across the various work packages.
The agenda included in-depth discussions led by the main partners responsible for the literature review, content production, and the ongoing development of the SIMOnS app, which remains on track for release in mid-2025. The team discussed the user trial results in order to refine or improve the mobile app, marking another important step forward in refining the project’s outputs.
We’re thrilled to share some exciting news — the GUESS Virtual World Learning Environment (VWLE) is now fully developed!
After months of dedicated work, collaboration, and creative energy from our international team, the GUESS project has reached a major milestone. The result is an innovative, 3D immersive platform designed to enhance environmental awareness and sustainability education through gamified learning.
The GUESS VWLE is part of the Erasmus+ KA2 project, aiming to equip university students with essential environmental knowledge in a way that’s interactive, engaging, and impactful. By combining cutting-edge technology with educational best practices, the platform offers learners an opportunity to explore real-world issues in a virtual setting — making the experience both meaningful and memorable.
From interactive missions and dynamic learning spaces to collaborative challenges, every detail of the virtual world has been carefully crafted to spark curiosity and promote action toward a more sustainable future.
As we move into the next phase, we’re excited to start integrating GUESS into educational programs and showcasing its potential across institutions. Stay tuned for updates, pilot testing, and opportunities to experience the platform firsthand!
The Software Quality and Human-Computer Interaction Laboratory started the year with an exciting milestone—the latest GUESS Project Meeting took place on January 14th, bringing together all project partners to exchange updates, evaluate progress, and outline the next steps for this dynamic international collaboration.
Hands-On Testing in the GUESS Virtual World
A key moment of the meeting was a hands-on session in the GUESS virtual world, where partners had the opportunity to test interactive educational games in a simulated environment. This collaborative session offered valuable insights and feedback, supporting the ongoing improvement of the user experience and technical design.
Looking Ahead
As active contributors to the GUESS Project, our lab is proud to support the development of immersive, game-based learning environments. The project reflects our commitment to innovation, interdisciplinary research, and impactful educational technologies. We look forward to continued collaboration and new achievements throughout the year.
Exciting news from the SIMOnS project! Our state-of-the-art report on learning and assessing digital skills is complete, marking a major milestone in our journey.
Now, we’re gearing up for the next phase: Educational Content Production! This step involves gathering innovative learning materials to implement in the SIMOnS app, making digital skills education more accessible and personalized than ever before.
We are thrilled to share the highlights from our 4th Newsletter of Project RAISE! Here’s what you need to know:
Major Milestone: We’ve completed the Final Version of our 3D Virtual World! This interactive platform educates, inspires, and empowers action for the planet through engaging and creative learning.
Dissemination Activities: • Multiplier Event at Arsakeio (October, 2024): Presented the goals and the activities of the RAISE project, fostering further discussion among a total of 70 educators, teachers and students participating. • Multiplier Event at AEDAS (October, 2024): Event educators, teachers, students and parents highlighted their educational work through their participation in the RAISE project.
Final Version Implementation: A total of 200 students from AEDAS, Arsakeio, and Manin schools took part in exploring our gamified environment, which is designed to teach key sustainability principles. The feedback has been immensely positive, underscoring the project’s potential to transform Environmental Education.
Το Πανεπιστήμιο Πατρών (Εργαστήριο Ποιότητας Λογισμικού και Αλληλεπίδρασης Ανθρώπου-Υπολογιστή) σας προσκαλεί στο εργαστήριο του έργου D-PBL: προώθηση της μάθησης με βάση έργα στην Ψηφιακή Εποχή – Αριθμός Έργου: 2021-1-PT01-KA220-HED-000032011, που θα πραγματοποιηθεί την Τετάρτη, 13 Νοεμβρίου 2024, στο Τμήμα Μηχανικών Η/Υ & Πληροφορικής του Πανεπιστημίου Πατρών (Πανεπιστημιούπολη, Ρίο 26504).
Θα χαρούμε πολύ να βρεθείτε κοντά μας και να ενημερωθείτε για τις δράσεις μας.
The second transnational meeting (TPM2) took place on the 12th and 13th of September and was hosted by the Vilnius College (VIKO), in Lithuania.
In the second gathering of SIMOnS, the team met at the Faculty of Technology and Design of Vilnius College (VIKO), in Lithuania, to discuss the overall progress of the project after having submitted the periodic report on August this year.
The two-day meeting was held during the 12th and 13th of September, having covered all work packages, with particular focus on the educational content production (WP3.3) and the design and development of the mobile application (W.4.2).
Members from Italy, Greece, Lithuania, Portugal, and Finland attended the event that was wrapped up with important contributions to start producing the content and developing the features of the app. Online presence of the project, especially on social media, was also highlighted to ensure an active role in digital communities.
We want to thank our Lithuanian partners for the amazing organisation of this meeting, as well as their warm welcome and guided tour in Vilnius!
Παρουσίαση και Διάχυση του έργου “SAINT – handS on introduction to Artificial Intelligence in primary educatioN using minecrafT N°: 2022-1-FR01-KA220-SCH-000087794 ”– Multiplier Event
Την Δευτέρα 17 Ιουνίου 2024 και ώρα 09:00-14:00 στην Εστία Επιστημών Πάτρας, στα Αρσάκεια Σχολεία Πατρών, πραγματοποιήθηκε με μεγάλη επιτυχία και συμμετοχή, η παρουσίαση και διάχυση (πολλαπλασιαστική δράση) του Ευρωπαϊκού Έργου με τίτλο ““SAINT – handS on introduction to Artificial Intelligence in primary educatioN using minecrafT”, το οποίο υλοποιείται στο πλαίσιο των Ευρωπαϊκών Προγραμμάτων ERASMUS+, στο σχέδιο Key Action 2, με αριθμό συμβολαίου N°: 2022-1-FR01-KA220-SCH-000087794.
Την ημερίδα παρακολούθησαν εκπαιδευτικοί, μαθητές και γονείς (σχολικών μονάδων), Εκπρόσωποι Εκπαιδευτικών Φορέων της Πρωτοβάθμιας και Δευτεροβάθμιας Εκπαίδευσης της Περιφέρειας της Δυτικής Ελλάδας.
Κατά την διάρκεια της παρουσίασης του έργου SAINT όλοι οι συμμετέχοντες ενθουσιάστηκαν με το εκπαιδευτικό πρόγραμμα καθώς και με τις δυνατότητες του παιχνιδιού, ακολούθησε εποικοδομητική συζήτηση με εκπαιδευτικούς και αρκετούς μαθητές (ομάδα στόχος του έργου) οι οποίοι διατύπωσαν αρκετά ενδιαφέρουσες ιδέες και γνώμες.
Presentation and Dissemination of the project “SAINT – handS on introduction to Artificial Intelligence in primary educatioN using minecrafT N°: 2022-1-FR01-KA220-SCH-000087794” – Multiplier Event
On Monday, June 17, 2024, from 09:00 to 14:00 at the Science Center of Patras, at the Arsakeia Schools of Patras, the presentation and dissemination (multiplier event) of the European Project titled “SAINT – handS on introduction to Artificial Intelligence in primary educatioN using minecrafT” was held with great success and participation. This project is implemented within the framework of the European ERASMUS+ Programs, under Key Action 2, with contract number N°: 2022-1-FR01-KA220-SCH-000087794.
The event was attended by teachers, students, and parents (of school units), Representatives of Educational Institutions of Primary and Secondary Education of the Region of Western Greece.
During the presentation of the SAINT project, all participants were excited about the educational program and the capabilities of the game. A constructive discussion followed with educators and several students (the project’s target group) who expressed many interesting ideas and opinions.