HOW TO GET INVOLVED

Project Ref.: 612641-EPP-1-2019-1-BE-EPPKA2-KA
Textile Engineering for Co-creation Paradigms in Education

OUR & YOUR INPUT

STEP 1.

Introduction to platform
structure & games

After you indicate your interest and you share basic information about your course, we will discuss how the platform can help with your teaching and provide you with seminars to guide you through the specifics of the planet structure and functionality.

STEP 2.

Implementing the platform as a coaching tool

As an educator, you may either use the existing games on the platform and/or co-develop games for your students to play and to refine as a final deliverable for your course (e.g., as part of an assignment). The aim is for students to explore the different phases of the Design Thinking methodology in a playful and independent way. The T-Crepe team will support you in this process.

STEP 3.

Using the platform
as an evaluation
tool

The platform will allow you to evaluate your students on the different phases of the Design Thinking methodology. In the end of each game, students can save the results of their game and email them to you directly. These results may form part of your students’ evaluation in the course/curriculum. The goal is to save time of the one-to-one traditional coaching approach.

STEP 4.

Giving us
your
feedback

At the end of the semester, we will ask you (through an online survey) to provide us with your feedback on the effectiveness of the platform, for example, on the content and learning material, user friendliness, efficacy and efficiency, learning effects and challenges. Your constructive input will be taken into account when we develop the platform further.

ARE YOU INTERESTED?

If you are a university-level educator/instructor of project-based courses that include the Design Thinking methodology as a general learning framework, or an industrial partner with an idea for a project within textile design engineering or from another discipline, feel free to contact us via our contact form, e-mail or Facebook page.

BENEFITS OF THE PROJECT

By participating in the T-Crepe project as an educator, you will have the opportunity to:

  • Strengthen your (online) teaching by using a student-centred innovative e-learning platform

  • Learn about innovative educational tools with which you can co-develop online resources (games) for your students

  • Exchange interdisciplinary knowledge with other academics and industry partners

  • Develop a local and international network, leading to new collaborations for you and your students

  • Become agent of change in your community.

Your students will get involved in:

  • Getting familiar with / mastering the phases of the Design Thinking methodology

  • Becoming more independent, entrepreneurial and stimulated to venture

  • Acquiring 21st century, future-proof skills and competences for Industry 4.0

  • Networking with diverse stakeholders and increase employability.

THE T-CREPE PROJECT

EXPLAINED

IN A 2-MINUTE VIDEO