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COMMUNICATION and DISSEMINATION

COMMUNICATION and DISSEMINATION. JWP/LMC/Ljubljana/ 10/03/2009. Who needs to know? TARGETS. Education profession. Energy industry. I.T. (Games) industry. Games players. Communication. National. Local. Regional. International. Sources of local publicity. Format of local publicity.

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COMMUNICATION and DISSEMINATION

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  1. COMMUNICATION and DISSEMINATION JWP/LMC/Ljubljana/ 10/03/2009

  2. Who needs to know? TARGETS Education profession Energy industry I.T. (Games) industry Games players

  3. Communication National Local Regional International

  4. Sources of local publicity

  5. Format of local publicity

  6. Sources of regional publicity

  7. Format of regional publicity

  8. Sources of national publicity

  9. Format of national publicity

  10. Trigger points for publicity T.1 Launch of project 09/2008 T.2 Launch of pilot product 06/2009 ? T.3 Rollout of product 11/2009 ? T.4 Analysis of impact 05/2011 ? T.5 End of project 09/2011 ?

  11. Targets for Trigger Points

  12. Promotional materials to be developed by LMC for translation by partners -1 Brief, all-purpose overview of the project for use on websites, flyers, press releases etc

  13. ENERCITIES A project funded under the EU’s Intelligent Energy for Europe Programme This three-year project, which commenced in September 2008, is funded by the EU's Intelligent Energy for Europe programme and led by ROC Nijmegen in the Netherlands. The project, an idea of Dutch organisation QEAM, has partners in Germany, Greece, Slovenia and Spain. The project will develop a game-based learning platform where young people can experience energy-related implications (e.g. energy consumption, energy savings, renewable energy, energy and environment). The heart of the platform will be group competitions to create and expand virtual cities and to manage them on an energy-efficient basis. The game is being designed by Paladin Studios in the Netherlands.

  14. Promotional materials to be developed by LMC for translation by partners - 2 More detailed overview of the project which can be tailored to each individual partner organisation. For use in flyers, press releases etc

  15. ENERCITIES • A project funded under the EU’s Intelligent Energy for Europe Programme • This project, designed and led by Dutch game development companies together with a Dutch vocational college represents an integrated intelligent energy education initiative. LMC is the only UK partner and its role will be to pilot the output with our students and feedback their responses. Once the final product is agreed, LMC will have the responsibility of disseminating the project as widely as possible (including to local 16-18 schools) and to its European partners as well as organising an international conference to launch the finished product. • The project will develop a game-based learning platform where young people in Europe can experience energy-related implications (e.g. energy consumption, energy savings, renewable energy, energy & environment). • The heart of the platform will be group competitions to create and expand virtual cities dealing with pollution, energy shortages, energy reduction plans, renewable energy projects etc. The platform is attractive for youngsters: advanced on energy topics, teamwork-oriented, competition-based and community-driven. • Education programmes are integrated with the game-based learning platform. This integration will be piloted in 5 education institutions (located in Germany, Greece, Holland, Spain and the UK). European rollout of the platform - accompanied with teacher support materials - is facilitated among 50 education institutions. Events are organized to share experiences. • The project makes youngsters aware of energy-related implications via competition and will have the ability to change their energy attitudes and behaviour. Education institutions will have state-of-the-art and attractive learning tools to upgrade their education programmes. The duration of the project is 36 months in order to maximize the rollout and the usage of the project’s infrastructure. • Project elements • The project contains the following elements to serve its defined target groups: • Game-based platform: groups of young people will compete on a European level to create and build virtual cities. These virtual cities will be influenced by virtual energy parameters (e.g. air pollution level, level of energy shortages, mobility level, level of sustainability needs among the virtual citizens, levels of available resources and money to virtually implement developments and virtual measures etc). SimCity and Travian are very popular games that work with a similar approach - namely building virtual worlds – (only without focusing on or dealing with energy-related implications). The duration of the game play (by individuals and groups) can be weeks, since game interventions (e.g. virtual pollution measures in the virtual city) will take time to have effects (similar to the real world). A pyramid competition model offers teams to qualify for periodic European top-level competitions. These European top-level competitions (cross-country) will boost the eagerness of groups to create, build and manage the finest virtual city (e.g. in terms of sustainability; indicator is the amount of “green game points” per virtual city). On the other hand, it is also possible for individuals and groups to play the game without the competition involvement. In this way it is flexible for educations institutions to embed the game within education programmes any time. Individuals may also play the game at any given time as well. • Education maters: 50 education institutions receive education materials that match and/or support the usage and/or experience of the game-based platform. Consortium participating education institutions lead the processes of assessing, combining and upgrading available materials and generating new materials. Typical education level: secondary / vocational training level (typical age range: 15-20 years). • Community facility: related to the game-based platform an online community (for youngsters, teachers, and interested third parties) will be facilitated. In this way game experiences are game exchanged (e.g. tips and tricks), discussions are facilitated (e.g. by education institutions) and platform results are available (e.g. top list of successful gamers; statistics regarding the usage and penetration of the game). The community facility operates also as an informative website. The community facility and the game-based platform will be linked to the European Commission’s website ManagEnergy KidsCorner. The consortium intends to let a “green” hosting company host the project’s computer servers. • Events and workshops: events and workshops (physical and online) will give additional opportunities to share the lessons-learned of the young people and to interact with stakeholders to share ideas, solutions and initiatives. It is foreseen that energy agencies are consulted in the process of defining events and workshops. 6 regional events (50 visitors per event) and 1 final conference (200 visitors) will be held. Typical audience consists of education institutions, governmental and intermediary organisations, energy agencies, youth-oriented actors, media & (serious) game developers. • Project organisation: the project organisation will manage the above-mentioned elements during the project (infrastructure, administration, marketing, support). The project organisation will guide the project progress in time (development, pilot, rollout).

  16. Promotional materials to be developed by LMC for translation by partners - 3 • Press Releases , flyers, bookmarks, mousemats(?) and posters to support Rollout of the project • Press Releases to maintain interest during the Rollout – focussing on competitions • Press Releases on impact of project • Press Releases, flyers and webpage report on completed project

  17. Banner Stands

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