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SEAQUEST

Project Summary

SEAQUEST is a project that comes to identify and fill the existing gap of knowledge and education in seagrasses, focusing on primary education. The partner organizations, each one contributing from their own point of expertise, will collaborate to build an innovative future-oriented Educational Toolkit to support the professional development of primary school teachers (student teachers and in-service teachers) and give them all the knowledge, skills and key competences needed to teach primary school children through informal and non-formal educational processes to lay the foundations for them to become seagrass literate. 
 

The Educational Toolkit will consist of one Curriculum and Guide on Educational Activities (Classroom and Fieldwork/Outdoor Activities) for Teachers, and a an Artificial Intelligence (AI) game available in 3 types of media: 2D desktop, 3D tablet (Lume Pad 2) and 3D immersive VR (Oculus Quest) on the content knowledge that a seagrass-literate child should have. Children will navigate and communicate with an anthropomorphic seagrass character who will be capable of providing verbal responses through the technology of conversational AI.

SEAQUEST LOGO

Seagrass Education for children towards Awareness QUotient for Environmental

Start and End Date
-
Coordinating Entity
Democritus University of Thrace
CCMAR Coordinators
Project reference
2024-1-EL01-KA220-SCH-000244654
Total Budget
400000.00 €
CCMAR Budget
60098.00€

Project Activities

State of the Art Report

See it here

Curriculum and Educational Activities Guide

See it here 

IA Game 

Available soon


Newsletters

Newsletter #1

Newsletter #2 

Newsletter #3  


Press Releases

Press Release #1 

CCMAR Coordinators

CCMAR Members

Cofinanciado pela UE
STANDOUTEDU
Universidade Demócrito da Trácia (DUTH)
European Marine Science Educators Association
Aristotle University of Thessaloniki
Laboratório de Experiência Multissensorial