Discover

Deliver

Define

Develop

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BENEFITS

Strengthen your
online teaching

by using a student-centred
innovative e-learning platform

Exchange interdisciplinary knowledge

with other academics
and industry partners

Learn about innovative educational tools

with which you can co-develop
online games for your students

Develop a local and international network

leading to new collaborations
for you and your students

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Project summary

Image of the T-CREPE project logo

SOLUTIONS FOR SOCIETY AND INDUSTRY

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.

CHARACTERISTICS

Innovative

Co-creation brings broad as well as in-depth knowledge and skills (entrepreneurial behaviour, multi-perspective thinking and building partnerships).

Open source

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.

Web-based

A web-based platform supports lecturers in implementing co-creation based learning activities into their courses, improving the coaching and commercial exploitation.

Interdisciplinary

Although developed for textile engineering (a very multidisciplinary field), the T-CREPE platform will be easily transferrable to other engineering fields and mainstream education.

Game-based learning

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.

Adaptable

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 ONLINE LEARNING PLATFORM

Image of the planet metaphor for the T-CREPE project

PLANET METAPHOR

 

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.

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Image of a map of the planet online platform designed for t-crepe project

THE T-CREPE PROJECT

EXPLAINED

IN A 2-MINUTE VIDEO

HOW IT WORKS

STEP 1.
CHALLENGES

 

Huge effort is needed for adequate coaching between teachers and students, and for commercial under-exploitation of students’ ideas for innovative products and/or services.

STEP 2.
METHODOLOGY

 

By utilising the Design Thinking methodology, student teams together with stakeholders co-develop solutions for real life problems from within society and/or industry through play.

STEP 3.
RESULT

 

The project sets out to make coaching and learning for university students and educators more effective, playful and time-efficient.

How to get involved

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About T-Crepe afterlife

The heritage of a successful project lives on and has an impact long after the project has ended.

  • EDUCATION

    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

    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.

  • NETWORKING

    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.

  • NOVEL IDEAS

    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.

Do you have experience with co-creation in education you would like to share with us?
Do you have any questions regarding co-creation in education?

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