WP3 and its Outputs
This page presents the project’s Work Packages (WPs) and the results obtained. You can access detailed information about the research, analyses, and findings carried out during the project, as well as the latest updates related to the project.
Module 2 - Interactive E-Learning Modules
Module 2 focuses on the design and development of a structured and interactive e-learning module series aimed at increasing the energy literacy and renewable energy awareness of students aged 15–17. The main objective of this module is to provide pedagogically sound and technology-supported learning content that equips students with a strong conceptual foundation regarding energy types, energy consumption habits, environmental impacts, and sustainable energy solutions.
The developed modules are designed to include multimedia content, embedded short quizzes, and gamified learning components. This approach aims to enhance learning retention, strengthen conceptual understanding, and increase student motivation. At the same time, the content is structured as digital educational materials that teachers can directly use in their lessons and integrate into existing curricula.
All Module-2 content is accessible via the project’s interactive learning platform at https://projectgreenlighteu.com/Home/ePlatform .
In order to ensure widespread use, cross-country transferability, and inclusiveness, all module content and the platform interface have been prepared in English, Turkish, Portuguese, Greek, and Macedonian. Thanks to this multilingual structure, the content can be directly used in consortium countries and easily adapted to different educational environments. Additionally, accessibility principles and compatibility with different devices and screen sizes were considered in the design of the modules.
A total of 11 interactive e-learning modules have been designed and implemented within the platform.
- Energy and Environment
- Non-Renewable Energy Sources and Their Environmental Impacts
- Renewable Energy Sources and Their Environmental Impacts
- Solar Energy
- Wind Energy
- Hydropower
- Geothermal Energy
- Marine and Ocean Energy
- Biomass Energy
- Biofuels
- Hydrogen Energy
Module 2 - Digital Educational Games
The developed digital educational games are designed to ensure that energy literacy and renewable energy topics are understood by students through an interactive, practical, and decision-based learning experience. By using a gamification approach, student motivation is increased, active participation in the learning process is encouraged, and thinking and decision-making skills are developed through real-life energy-related scenarios.
The digital games are structured to include scoring systems, progression levels, feedback mechanisms, and scenario-based tasks. In this way, students not only acquire knowledge but also learn to make outcome-oriented choices regarding energy consumption, resource selection, and sustainability.
All games are available under the Play and Learn section of the project e-platform, and collective access to all games can also be provided via the following page: https://www.projectgreenlighteu.com/Home/allGames
Pilot Studies
To evaluate the effectiveness of the digital educational games and interactive learning materials developed within the GREENLIGHT project, joint pilot studies were carried out across the project's three partner countries. All pilot activities were implemented using a common implementation plan and standardized evaluation instruments, and the findings were analysed within a single consolidated report.
A total of 210 participants took part in the pilot evaluation process. Of the participants, 179 were students (85.2%) and 31 were teachers (14.8%). The gender distribution consisted of 143 males (68.1%) and 67 females (31.9%). Each partner school contributed 70 participants, and the joint analysis was conducted based on a total of 4,199 valid quantitative ratings.
Pilot Study Methodology
Although the joint pilot implementations were carried out in different educational environments, they followed the same methodological framework. Participants first accessed the GREENLIGHT e-Platform and completed digital games focusing on renewable energy, energy efficiency, environmental sustainability and energy literacy. After completing the gameplay activities, all participants completed the common evaluation survey.
A mixed-method research approach was adopted for the evaluation process. A standardized evaluation form consisting of participant information, 20 quantitative statements rated on a five-point Likert scale, and four open-ended feedback questions was used. All project partners applied the same evaluation indicators, while the questionnaires were translated into the respective national languages. This ensured the creation of a comparable dataset across all participating countries.
The pilot evaluation focused on the following key dimensions:
- Game usability and user experience
- Energy literacy, learning outcomes and environmental awareness
- Digital skills and attitudes towards game-based learning
- Pilot implementation process and overall user satisfaction
- Key strengths and improvement recommendations based on open-ended feedback
Pilot Study Analysis and Effectiveness Report
An analysis of the 4,199 valid quantitative ratings collected from the joint pilot implementations demonstrates that the GREENLIGHT digital games received highly positive evaluations across all partner countries. Based on the combined analysis of data collected from the three participating schools, the overall mean score was calculated as 4.38/5, while 84.1% of all ratings were positive (scores of 4 and 5). School-level mean scores ranged between 4.35 and 4.42, indicating consistently high levels of user satisfaction across all pilot implementations.
The findings demonstrate that the game-based learning approach developed within the GREENLIGHT platform is consistently effective across different educational systems and cultural contexts. Participants described the games as easy to understand, accessible and educational, while emphasizing that the platform provides an innovative learning environment that supports energy literacy. Furthermore, 86.2% of participants stated that they would be willing to participate in a similar pilot activity again.
Learning Outcomes and Energy Literacy
The joint evaluation results demonstrate that the GREENLIGHT games made a significant contribution to energy literacy and environmental learning. The Energy Learning and Environmental Awareness dimension achieved an average score of 4.36/5, while 83.6% of participants provided positive ratings (scores of 4 and 5). The highest-rated learning outcomes included understanding the distinction between renewable and non-renewable energy sources, sustainable energy concepts, and awareness of energy-saving practices.
Usability and User Experience
Participants evaluated the usability and overall user experience of the games very positively. The Engagement and Usability dimension achieved an average score of 4.39/5, with a positive evaluation rate of 86.3%. In particular, the clarity of the games, intuitive navigation and enjoyable learning experience were identified as the highest-rated features across the participating countries.
Digital Skills and Game-Based Learning
The Digital Skills and Learning Preference dimension achieved an average score of 4.40/5. A total of 82.4% of participants provided positive evaluations for this dimension. Participants expressed high confidence in their ability to use the digital games effectively and reported a strong preference for game-based learning compared with traditional teaching approaches.
Pilot Implementation and Overall Satisfaction
The organisation, implementation process and overall quality of the pilot activities received an average score of 4.39/5, with 82.5% positive evaluations. In addition, the overall satisfaction indicator alone achieved an average score of 4.47/5, while 84.8% of participants reported being satisfied with the pilot experience.
Qualitative Findings
The analysis of the open-ended responses strongly supports the quantitative findings. Participants frequently described the GREENLIGHT games as "fun," "interactive," "educational," "easy to understand," and "more engaging than traditional teaching methods." The most appreciated activities included Energy Tycoon, Solar Energy and Solar Memory games, Nuclear Reactor, wind energy activities, as well as word and memory games. Participants also reported that the games helped them better understand concepts related to energy production, sustainability and environmental impacts.
Suggestions for further improvement mainly focused on enhancing technical stability, providing clearer instructions before gameplay, improving graphics and visual design, adding additional levels, introducing adjustable difficulty settings, expanding multiplayer and team-based activities, and incorporating simulation-based as well as VR/AR learning experiences. These recommendations provide valuable guidance for the future development and continuous improvement of the GREENLIGHT platform.
Key Effectiveness Indicators of the GREENLIGHT Platform
The charts below present a summary of the combined evaluation results obtained from the pilot implementations conducted across the three partner countries. The findings demonstrate that the GREENLIGHT platform achieved consistently high levels of effectiveness and user satisfaction across different educational contexts.
Engagement and Usability (4.39/5) indicate that 86.3% of participants considered the games easy to understand, accessible and user-friendly.
Energy Learning and Environmental Awareness (4.36/5) show that 83.6% of participants believed that the games made a significant contribution to their understanding of energy literacy, sustainability and environmental awareness.
Digital Skills and Game-Based Learning (4.40/5) demonstrate that 82.4% of participants positively evaluated their digital learning experience and expressed a preference for the game-based learning approach over traditional teaching methods.
Pilot Implementation and Overall Satisfaction (4.39/5) indicate that 82.5% of participants were satisfied with the organisation, implementation process and overall learning experience.
Overall evaluation results show that the GREENLIGHT platform achieved an overall mean score of 4.38/5, while 84.1% of all ratings were positive (scores of 4 and 5). Furthermore, 86.2% of participants stated that they would be willing to participate in a similar pilot activity again.
Pilot Study Reports
The detailed implementation and evaluation reports of the joint pilot studies conducted within the GREENLIGHT project can be downloaded below in your preferred language.
These reports present the consolidated findings of the GREENLIGHT WP3.4 Pilot Test & Feedback activities carried out in Türkiye, Portugal and North Macedonia, including the implementation methodology, quantitative and qualitative analyses, evaluation findings and recommendations for future development.