Games for engineering


Serious Games for Natural Resource Management

Project is aimed at development an experiential learning intervention for building the capacity of higher education students to adopt responsible behavior on natural resources management and to design solutions for environmental  sustainability in everyday and professional activities. 

Take It Serious

Disaster Management Game

Take It Serious aims to foster a “disaster management” culture in Europe and strength the resilience of communities against natural disasters; support teachers to teach in matters of risk reduction, emergency preparedness and in response to disaster situations; raise awareness of children in the field of natural disasters and disaster management cycle
with the use of gamification based on authentic disaster scenarios; support school authorities to develop disaster management strategies at local/regional level; develop a set of
innovative awareness materials to train the European population on the prevention, preparedness and response to disasters; to raise awareness of families and community-at-large about the disaster management cycle; support schools to be better prepared disasters for leading the community about disaster management.


Entrepreneurship Education

Entrepreneurship education is recognized as the supporting tool for young people to develop a general set of competencies applicable in all walks of life. This means acquiring the ‘the ability to think critically, take initiative, problem-solve and work collaboratively’. Therefore, real-world experience, through problem-based learning and enterprise links, should be embedded across all disciplines and tailored to all levels of education to create new opportunities for business creation as a career destination.

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Re-engineering Higher Education through Active Learning for Growth

HERA aims to develop high order problem solving skills among engineering and economics higher education students, building their capacity to address emerging 21st century societal and industry challenges. HERA introduces active learning design to expose students to complex challenges inspired by real life, the solution to which requires the integration of interdisciplinary knowledge, emulating industry problem solving processes. HERA deploys digital serious games to enrich classroom engagement and interaction, promoting experimentation, collaboration, independent learning, communication, and presentation skills desirable.

Agile design

SCRUM agile design game
Learning goal: Building awareness and skills on applying agile practices in engineering.
Target group: Higher education.

Lean design

5S lean production design game
Learning goal: Building awareness and skills on applying lean practices in engineering.
Target group: Higher education.

Agile processes

Technical debt game
Learning goal: Building awareness and skills on the concept of technical debt in software engineering.
Target group: Higher education.


Problem solving city game

Learning goal: Building problem solving skills and combining diverse knowledge towards addressing non-trivial engineering problems.
Target group: Secondary education.

Games for programming, digital skills, logic



Learning goal: Building programming skills for all, with a focus on girls.

Target group: Secondary education.

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Digital skills

Learning goal: Building digital skills for the world of work.
Target group: Secondary education.

Programming, logic

Learning goal: Building logical thinking skills through structured, visual programming.
Target group: Primary education.

Games for environmental education

Sustainable homes

My home
Learning goal: Building awareness on environmentally friendly behavior at home.
Target group: Primary education.

Sustainable cities

My town
Learning goal: Building awareness on green cities.
Target group: Primary education.

Games for language learning

Languages for preschoolers

Learning goal: Building basic English language vocabulary.
Target group: Preschool and early primary education.

Languages for work

Learning goal: Vehicular (or commonly understood) languages as work tools. Building communication skills in English as a foreign language in professional situations.
Target group: Higher and professional education.
Note: for getting the game please contact us.