This project seeks to create behavioral change of European citizens towards more conscious and green consumption patterns.

project OBJECTIVES

The main goal of the project is more conscious and greener consumption habits. Project aims to ensure trustworthy information on products, and to strengthen consumer protection against commercial practices as greenwashing.

The CoCo Serious Blended Game increases the digital capacity and readiness of adult education institutions and students to move towards digital education in green subjects. The Coco project also aims to increase the digital skills and competencies of teachers and learners to take advantage of gaming by creating genuine innovative digital educational content and improving the competencies of adult educators, service providers and learners.

 

PROJECT RESULTS

During the project, the following results will be designed, developed, and implemented:

Knowledge Vault

The knowledge vault is the platform which contains the knowledge base for learners and educators to learn more on sustainable consumption. The knowledge vault contains
a) educational material
b) the print and play version of the serious game
c) the digital aspect of the serious game.
d) the e-learning content

CoCo Serious Blended Game

As the main result of the project a serious blended game will be created. The Serious Game combines two different forms: an online part and a physical part – a “phygital” game. The game focuses on three main areas: food, clothing and furniture. The game provides information and supports learning. The key aspects are:
1) how people can change their consumption patterns towards a more sustainable form
2) how different choices can help fight climate change

Facilitator’s Guide

The Facilitator’s Guide provides all the knowledge base required for a trainer to gain understanding in both the concepts of a CoCo collected in the Knowledge Vault and the use and learning elements of the Serious Game.
The guide is comprehensive and easy to use, providing practical information for the support of trainers of training activities on sustainable consumption with a special focus on socio-economic disadvantaged communities.

More information

Silja Suntola
Project Manager
silja.suntola@xamk.fi
+358 50 439 0518

Facts

CONSCIOUS CONSUMPTION

1 November 2021 – 1 May 2024

Project partners

Lead partner: COMPARATIVE RESEARCH NETWORK EV

Partners: South-Eastern Finland University of Applied Science - Xamk, EURO-NET, Dr. Ludwig Intelligent Projects GmbH, BLUE ROOM INNOVATION SL, Erasmus Learning Academy, Fundacja Otwarty Plan

Focus areas: Digital economy
Xamk Research Units: Creative Industries

Budget

Total budget: € 289 097

XAMK part of the total budget: € 47 375

Financiers and main source of funding: Erasmus+

Index terms