Stimulate learner engagement and facilitate learning through gamification

Context

BlueAquaEdu explores gamification as a pedagogic approach to engage & motivate teenagers (15-18) and students (18+) in aquaculture, post-harvesting value chain and valorisation of the processing by-products sectors education.

Objectives

The Objectives include:

  1. Develop a Gamification Application for cages and recirculating aquaculture system technologies and 5 fish species.
  2. Develop 5 common training programs for aquaculture (cage farming, hatcheries, RAS), the post-harvesting value chain and valorisation of processing by-products.
  3. Attract competent Mentors with hands-on experience in the selected sectors.
  4. Establish a virtual Aquaculture Educational Network (v-AquaEduN) that will cover a wide geographical area in Europe, EU Outermost Regions, Med non-EU Countries and Africa.
  5. Develop a Sharing-Pooling e-Platform for Mentoring.
  6. Organisation of Workshops, Summer Schools and Apprenticeships

They funded the project

About

BlueAquaEdu will enhance digital, green, soft, transversal, inter-/multi-disciplinary, managerial, entrepreneurial and project management skills of the next generation Aquaculture graduates. It will fill in the gaps of lack of structured, continued collaboration between industry and educational/ VET institutions and lack of “skills ecosystems” at sea basin level bringing together education, industry and public authorities.

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