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
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