by using a student-centred
innovative e-learning platform
with other academics
and industry partners
with which you can co-develop
online games for your students
leading to new collaborations
for you and your students
The core of T-CREPE is the development of an innovative web-based platform to support co-creation-based learning (a design based learning methodology), with a particular focus on entrepreneurship. In T-CREPE co-creation cases diverse student teams, together with stakeholders, develop solutions for real life problems from society or industry.
The consortium consists of a geographically balanced team of 4 academic partners with a background in co-creation in education, business and textile engineering and (virtual) design. Industry is represented by 2 industry clusters and 2 SME’s specialised in ICT in textiles.
Co-creation brings broad as well as in-depth knowledge and skills (entrepreneurial behaviour, multi-perspective thinking and building partnerships).
Makes your teaching/coaching more enjoyable and effective by developing your own games for your students to play and learn specific concepts for your course.
A web-based platform supports lecturers in implementing co-creation based learning activities into their courses, improving the coaching and commercial exploitation.
Although developed for textile engineering (a very multidisciplinary field), the T-CREPE platform will be easily transferrable to other engineering fields and mainstream education.
T-CREPE tasks consist of developing the online support tool and its content using a game-based learning approach and IT tools for (textile) design.
T-CREPE builds on tools and contents available from previous projects, and additional content (games) will be created by the partners but also by lecturers and students.
The platform uses the metaphor of an imaginary planet to represent the journey students take to understand, experiment, define, develop and deliver solutions for a design project.
Student teams are invited to engage in a co-creative process through the semantics of Continents (phases), Countries (concepts), and Cities (tools) on an e-learning environment.READ MORE
The heritage of a successful project lives on and has an impact long after the project has ended.
The project has created concrete results that have been and can continue to be used, such as Planet Platform with all the educational games, altogether 102, created on it. During the project, 15 courses have used Planet platform, and they can continue to use it after the project.
Research has also been carried out and published during the project, the results of which will provide the basis for further new science and understanding. 10 conference presentations have been published on T-Crepe, and at least one journal article is in preparation.
In addition to co-created results, the very existence of the project has produced things that are also important results, such as networking, project reports and media publications. All of these will continue to exist after the end of the project, and they can also be used after the project.
T-Crepe project can also enable things that do not exist yet, but will only emerge and grow after this project. This may include, for example, new co-creation actions by the network created during the project, or novel ideas sparkled from the T-Crepe results.
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