About us
welcome to VT&KL
About Company
VT&KL is a premier IT consulting firm established in 2022 by a group of passionate
experts in the field.
Our Work
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
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
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/
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
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/
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.
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
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
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/
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
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/
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.