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INTELLECTUAL OUTPUTS

An Intellectual Output has to:

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  • include tangible deliverables and elaborated materials related to the project

  • be substantial in quality and quantity to qualify project results

  • contain the element of innovation

  • contribute to the general objective of the project

  • sow potential impact within the Consortium and if possible within other sectors and levels (local, regional, national, etc.) in order to exploit and to disseminate it to a wider public 

  • be free access for the public

  • proportional to the objectives of the project

  • have an educational/policy/civil output

The main output of DIGITgame project is a videogame invented, designed and developed by the students, videogame based on the scientific skills learned and useful to reach and involve other student targets. The videogame idea and challenge foresee to conceive a Smart City based on positive and negative choices derived from the lessons learned.

 

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O1 Pedagogical material

Methodology for cross - subject teaching of environment education

using Smart city concept to think and support the development of science, math and ICT skills

 

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ALL RESULTS

 

 

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1 TEACHING STRATEGY Research and design of the main common curricula in Italy and Turkey

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2  CURRICULA COMPARISON

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3  WORKSHEETS

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4  Questionnaires survey methodology. Turkey and Italy beginning questionnaires results

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5  Results of the questionnaires administrated to implementer and developer schools in Italy and Turkey

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6  Questionnaires templates

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7  LESSONS: VOC LESSON

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8  LESSONS: URBAN PLANT 

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9 LESSONS: URBAN PLANT DETAILED SHEETS

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10 LESSONS: WEATHER TOOLS

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11 LESSONS: PHOTOVOLTAIC ENERGY

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O2 STEMgame Video Game platform

The proposed new approach intends to enhance the student's ability to learn scientific and ecological skills by an intense and enjoyment involvement. Mixing the engagement in video game project and the excite to image a tool to share, we promote an active learning by doing and with a well defined goal.

ALL RESULTS 

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1  MINIGAME PLATFORM SELECTION AND DEFIITION

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2  PLATFORM SELECTION

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3  SELECTED PLATFORM Teacher & Student Feedback

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4  FEEDBACK

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O3 Toolkit for Players

Kit with all the games carried out in the project and related competition storytelling.

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ALL RESULTS

1  Game platform DESIGN, COSTUMAZE AND IMPLEMENTATION

 

2  PLATFORM COMPREHENSIVE USER MANUAL ENG

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3  PLATFORM COMPREHENSIVE USER MANUAL ITA

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4  PLATFORM COMPREHENSIVE USER MANUAL TR

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5  STUDENTS FEEDBACK

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6  Template for the evaluation of the minigame developed

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7  Template for the identification of new assets to include in the minigame

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O4 Methodology for Exchange innovative experiences

Assessment methodology and materials for sharing best practices or learning new skills within a network.

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ALL RESULTS 

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1  PILOT SCHOOLS IN TURKEY AND ITALY STUDENTS DIARY REPORTS

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2  Template for the final evaluation of the project

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3  RESULTS of the questionnaires administrated to implementer and developer IT and TR schools

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4  Methodology for Exchange innovative experiences

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