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Digital game for the development of Social Skills
VT&KL has developed an online game as a digital version of a typical turn- based board game which will allow two users to play against each other. The game was developed using the format of a typical ‘snakes and ladders’ type game where players roll dice, answer questions and make choices about different social situations. The content of the game has the form of real-life scenarios that mirror every-day situations, in a simulated school environment, and has the aim of enhancing the players’ social skills, providing targeted feedback to the players’ answers, and the progress in the game is equivalent to the progression of the different stages of proficiency of the users’ social skills. The end users of the game will be children with autism, and the game can be facilitated by their parents, or trainers.
Educational game for the social inclusion of youth

VT&KL developed an online educational game aiming to empower youth’s deradicalization, PVE and social inclusion pathways as well as enhance the innovation capacity of the EU. The content of the game has the form of real-life scenarios that mirror every-day situations, in a simulated school, social, family environment, and has the aim of enhancing the players’ critical thinking, social skills, acceptance to diversity, ability to dialogue providing targeted feedback to the players’ answers, and progress in the game is equivalent to the evolution of the different stages of proficiency based on the correct decisions-answers given by the user. These real-life experiences and narratives will contribute to the authenticity and relevance of the game’s content, ensuring that it reflects the challenges and contexts faced by the target group, young people living in urban areas at a sub district / neighborhood-level.
Link: https://innovationhive.itch.io/openminds

Digital board game for the development of digital security skills of seniors

VT&KL has developed an innovative online game aimed at bridging the digital generation gap while imparting crucial knowledge about digital security. This digital adaptation of a traditional turn-based board game, resembling ‘snakes and ladders,’ is designed for senior citizens who have a fondness for classic two-player games and are open to embracing digital devices for remote gaming experiences. Through dice rolls, quiz questions, and decision-making, players engage in a 30-minute game focused on digital safety, security, and scams. This interactive game not only mirrors real-life scenarios but also allows users to safely make and learn from wrong decisions. It offers detailed explanations for the consequences of their choices, along with links to additional resources for self-study, encouraging ongoing learning about digital security. With a visually engaging design, the game ensures usability while promoting lifelong knowledge and skill acquisition within the realm of digital security.
Link: https://disc-game.eu

Online interdisciplinary learning platform with VR environment

VT&KL has developed a multifunctional online interdisciplinary learning platform acting as a cultural affinity space, addressing the needs primarily of adult cultural professionals and small and medium sized cultural institutions from all partner countries and not only. The platform has an open access and host provide concrete, co- creative and practice-based microlearning modules, tools (like a self -assessment tool) and resources for empowering these adult learners and their institutions in their digital cultural competences upskilling and resilience. In addition, an innovative cultural map and a user-friendly forum can connect cultural professionals as well as small and medium-sized cultural institutions across Europe.
Link: https://boostdigiculture-learning.eu/

Serious game for promoting sustainable food waste management

The developed online game aims to introduce the proper food waste management to young people (students in secondary education) through gamification method. The aim of this game is to create an innovative online educational game (Serious) in order to advance the skills, promote and motivate in a playful manner the learners for developing food waste management skills and achieving the greatest positive impact. The players have the opportunity to discover the benefits coming from proper food waste management at a social, financial and environmental level. Also, players simulate and build up a sustainable city (8 different places like home, supermarket, restaurant, farm, school, office, outdoor, supply chain) by the collection of points earned by progressive challenges: answering quizzes, solving dilemmas and problematic situations, choosing the best practices considering food waste management. In addition, the players have the possibility to access to the theoretical background materials and to useful links.
Link: https://zero-waste-hub.eu/login/index.php

Online exhibition space for cultural products

An empowering, next generation inclusive community exhibition space was created in order to disseminate the cultural products (40 videos for cultural heritage). The virtual exhibition space of the present (LIVE), acts as a space for participants to co-author lived societal and place-based memories, drawing on the concept of Second Life and simulations of sort. The target groups are not limited to disadvantaged older adults and young people, but can be accessible to all stakeholders and audiences.
Link: http://flourish.innovationbee.gr/

Web application for the enhancement of mental well-being

The web application developed by VT&KL is a part of the project specifically designed for smartphone usage and equipped with augmented reality (AR) features to enhance the learning experience. This innovative app acts as a platform for short training sessions providing improved visualization through AR technology. It offers users a range of learning materials categorize lessons and assist with content scheduling making learning more organized and efficient. This technological advancement holds value in various educational settings as it adds an immersive and interactive aspect to learning. The web app is a tool for enhancing mental well-being, skill development, and improving education for its users. Its primary audience will include individuals aged 18- 26 who are facing challenges after Covid 19 as well as educators and researchers.

Interactive educational game for promoting healthy living and tackling climate change
The main goal of this project is to provide knowledge, skills, and educational tools related to promoting healthy living and tackling climate change. It aims to benefit individuals and our planet as a whole. The end users of this project including teachers and the general public will have access to resources and ten augmented reality (AR) enhanced e-modules around the clock. This will help raise awareness, about how climate change affects our health and emphasize the importance of reducing CO2 emissions from food production.
Digital game for the development of Social Skills
VT&KL has developed an online game as a digital version of a typical turn- based board game which will allow two users to play against each other. The game was developed using the format of a typical ‘snakes and ladders’ type game where players roll dice, answer questions and make choices about different social situations. The content of the game has the form of real-life scenarios that mirror every-day situations, in a simulated school environment, and has the aim of enhancing the players’ social skills, providing targeted feedback to the players’ answers, and the progress in the game is equivalent to the progression of the different stages of proficiency of the users’ social skills. The end users of the game will be children with autism, and the game can be facilitated by their parents, or trainers.
Educational game for the social inclusion of youth

VT&KL developed an online educational game aiming to empower youth’s deradicalization, PVE and social inclusion pathways as well as enhance the innovation capacity of the EU. The content of the game has the form of real-life scenarios that mirror every-day situations, in a simulated school, social, family environment, and has the aim of enhancing the players’ critical thinking, social skills, acceptance to diversity, ability to dialogue providing targeted feedback to the players’ answers, and progress in the game is equivalent to the evolution of the different stages of proficiency based on the correct decisions-answers given by the user. These real-life experiences and narratives will contribute to the authenticity and relevance of the game’s content, ensuring that it reflects the challenges and contexts faced by the target group, young people living in urban areas at a sub district / neighborhood-level.
Link: https://innovationhive.itch.io/openminds

Digital board game for the development of digital security skills of seniors

VT&KL has developed an innovative online game aimed at bridging the digital generation gap while imparting crucial knowledge about digital security. This digital adaptation of a traditional turn-based board game, resembling ‘snakes and ladders,’ is designed for senior citizens who have a fondness for classic two-player games and are open to embracing digital devices for remote gaming experiences. Through dice rolls, quiz questions, and decision-making, players engage in a 30-minute game focused on digital safety, security, and scams. This interactive game not only mirrors real-life scenarios but also allows users to safely make and learn from wrong decisions. It offers detailed explanations for the consequences of their choices, along with links to additional resources for self-study, encouraging ongoing learning about digital security. With a visually engaging design, the game ensures usability while promoting lifelong knowledge and skill acquisition within the realm of digital security.
Link: https://disc-game.eu

Digital serious game to empower individuals facing mild dementia
VT&KL has developed a transformative educational tool with a paramount aim to empower individuals facing mild dementia (PWD) by immersing them in the roles of Caregivers/Health Professionals, enabling them to craft a “Virtual Patient” with personalized characteristics. This game’s impact is profound, as it cultivates a sense of agency within PWD, fostering their ability to navigate the complexities of healthcare and technological innovation. Its unique characteristics, including individualized usage duration, a rich repository of educational content, and an interactive Virtual Patient that responds dynamically to feedback, distinguish it as a groundbreaking tool tailored specifically to the unique needs of individuals with mild dementia. While the primary target group is PWD, this game also holds the potential to be a valuable resource for healthcare professionals and dementia experts, augmenting their understanding of PWD’s needs and enhancing the efficacy of their care strategies.
Digital Training Toolbox for the support of persons with mental health problems
VT&KL has developed an innovative digital training toolbox, incorporating the following two main features aiming to revolutionize mental health training and self-management, catering to the diverse needs of trainers and trainees within the project’s target demographic while fostering digital innovation in the field: Area 1 offers an e-training hub for trainers to create, manage, and administer online courses, facilitating easy access to training materials for enrolled participants. It fosters collaboration through chat, forums, and diverse interactive tools, enabling both synchronous and asynchronous online training sessions, augmenting in-person training. Area 2 is a Mobile Self-Management Platform, equipped with a suite of digital tools tailored to the needs of individuals undergoing self-management stages, integrating mobile health approaches for data sharing and remote feedback. These tools include self-assessment features, the creation of comprehensive self-management plans with the option for trainer collaboration, and a calendar system for monitoring and feedback sharing.
Online interdisciplinary learning platform with VR environment

VT&KL has developed a multifunctional online interdisciplinary learning platform acting as a cultural affinity space, addressing the needs primarily of adult cultural professionals and small and medium sized cultural institutions from all partner countries and not only. The platform has an open access and host provide concrete, co- creative and practice-based microlearning modules, tools (like a self -assessment tool) and resources for empowering these adult learners and their institutions in their digital cultural competences upskilling and resilience. In addition, an innovative cultural map and a user-friendly forum can connect cultural professionals as well as small and medium-sized cultural institutions across Europe.
Link: https://boostdigiculture-learning.eu/

Serious game for promoting sustainable food waste management

The developed online game aims to introduce the proper food waste management to young people (students in secondary education) through gamification method. The aim of this game is to create an innovative online educational game (Serious) in order to advance the skills, promote and motivate in a playful manner the learners for developing food waste management skills and achieving the greatest positive impact. The players have the opportunity to discover the benefits coming from proper food waste management at a social, financial and environmental level. Also, players simulate and build up a sustainable city (8 different places like home, supermarket, restaurant, farm, school, office, outdoor, supply chain) by the collection of points earned by progressive challenges: answering quizzes, solving dilemmas and problematic situations, choosing the best practices considering food waste management. In addition, the players have the possibility to access to the theoretical background materials and to useful links.
Link: https://zero-waste-hub.eu/login/index.php

Online exhibition space for cultural products

An empowering, next generation inclusive community exhibition space was created in order to disseminate the cultural products (40 videos for cultural heritage). The virtual exhibition space of the present (LIVE), acts as a space for participants to co-author lived societal and place-based memories, drawing on the concept of Second Life and simulations of sort. The target groups are not limited to disadvantaged older adults and young people, but can be accessible to all stakeholders and audiences.
Link: http://flourish.innovationbee.gr/

Web application for the enhancement of mental well-being

The web application developed by VT&KL is a part of the project specifically designed for smartphone usage and equipped with augmented reality (AR) features to enhance the learning experience. This innovative app acts as a platform for short training sessions providing improved visualization through AR technology. It offers users a range of learning materials categorize lessons and assist with content scheduling making learning more organized and efficient. This technological advancement holds value in various educational settings as it adds an immersive and interactive aspect to learning. The web app is a tool for enhancing mental well-being, skill development, and improving education for its users. Its primary audience will include individuals aged 18- 26 who are facing challenges after Covid 19 as well as educators and researchers.

Interactive educational game for promoting healthy living and tackling climate change
The main goal of this project is to provide knowledge, skills, and educational tools related to promoting healthy living and tackling climate change. It aims to benefit individuals and our planet as a whole. The end users of this project including teachers and the general public will have access to resources and ten augmented reality (AR) enhanced e-modules around the clock. This will help raise awareness, about how climate change affects our health and emphasize the importance of reducing CO2 emissions from food production.
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