We developed a web & mobile application for EU primary schools, that serves as a platform for sharing knowledge about reduction of CO2.
Application uses smart digital technologies, gamification and quantification to deliver environmental education to reduce CO2 emissions.
Chatting room - We have seamlessly integrated a dynamic chat room feature within the application, strategically designed to empower students with a platform for uninhibited exchange of newly acquired knowledge amongst their peers.
Gamification - In order to cater to our 10-15 year-old demographic, we've skillfully integrated gamification into Green Penguin app. By merging educational content with captivating gaming elements, we've created an immersive experience. Through different quiz challenges, and achievements, we incentivize active learning and foster a sense of accomplishment.
This approach not only engages students but also transforms learning into an exciting journey, resonating with our tech-savvy generation.
This innovative implementation fosters an environment where students can engage in insightful discussions, disseminate cuttingedge information, and collaboratively expand their intellectual horizons.
By harnessing the power of real-time interaction and a user-friendly interface, our solution aims to not only facilitate seamless communication but also to cultivate a vibrant community of learners who are poised to collectively thrive in the realm of education and beyond.
Project Green Penguin is partly funded by consortium partners.
The Green Penguin project is being implemented by a consortium of companies, namely: Iskraemeco, d.d., the City of Kranj, the City of Ljubljana, the Association DOVES-FEE Slovenia and FEE Norway who are implementing the international Eco-Schools programme.
The project is co-financed by the Norwegian Financial Mechanism and MCRD (Ministry of Cohesion and Regional Development) in the amount of EUR 764,281.54. The Norwegian Financial Mechanism stands for Norway’s contribution to a green, competitive and inclusive Europe.
Gamification in the app is reflected in various options of rewarding users with points. The students collect penguins with lowering their CO2 footprint, rescue trees and gather points with quizzes and daily challenges.
The quizzes summarize their knowledge on environmental subjects and challenges put their knowledge into action.