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Save The World
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Can you save the World?

The year is 2121. It has been more than a century since mankind overcame the last pandemic it had to face. Unfortunately, in recent months, outbreaks of a strange disease have appeared throughout Europe: DUMBID-2121. Its symptoms resemble those of a simple cold. But with each new sneeze, those affected seem to lose part of their mental capacities until they forget everything they have learned in their lives.
Luckily, you belong to a joint international force of Spanish, Greek and Italian doctors who, after much research, have concluded that the cure for this new challenge facing humanity is hidden in the Cultural Heritage of their countries.
Therefore, you have been chosen as one of the future saviors of humanity. Your mission will be to go through different representative locations of our Cultural Heritage, examine them carefully and find the keys to the cure for DUMBID-2121.
The future of your country, Europe and perhaps the world rests on your shoulders - may culture be with you!,

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English | Ελληνικά


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Erasmus KA227 Culture heritage and Gamification in Education, Project code 2020-1-EL01-KA227-SCH-094519

The project “Culture Heritage and Gamification in Education” 2020-1-EL01-KA227-SCH-094519 is related to the utilization of cultural heritage in education, by integrating the strategy of gamification. As technology influences and is influenced by culture, and in this context, dialogue between them is more relevant and imperative than ever. The integration of this strategy is dictated by both pedagogical and socio-economic reasons, which stem from the influence of science and technology in the modern world. The digitization of cultural heritage and its integration into various subjects in school should go with an integrated approach to cultural heritage that, instead of isolating it from everyday life, encourages interaction between it and civil society. The project concluded with the creation of a digital cultural edition and a digital game with integrated cultural heritage sites and educational activities in the form of play.

DISCLAIMER
This project has been funded with support from the European Commission. This publication reflects the views only of the author, and the Commission cannot be held responsible for any use which may be made of the information contained therein.

  • https://gameculture.eu/
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