The SHERLOCK project aims to transform survey methodology education through innovative digital tools. The expected results are categorized as follows:
Core platform and features
- AI-powered serious game Platform: the primary output is a fully operational digital learning platform designed as a serious game. This platform will provide a dynamic, hands-on experience covering all stages of a survey project, from design to reporting.
- AI-supported learning modules: the platform will integrate at least 4 AI-powered modules that provide students with automated feedback and guidance during key decision-making moments.
- Gamification elements: to increase motivation and engagement, the game will include features such as leaderboards, team-based scoring, and rewards.
Educational content and resources
- 8 real-world case studies: these co-developed case studies will focus on urgent European challenges, including environmental sustainability, social inclusion, responsible consumption and emerging technologies.
- Comprehensive academic materials: a structured set of 12 chapters of presentation slides will cover the theoretical foundations of survey methodology, ranging from research question formulation to data analysis.
- User manuals: detailed guides will be produced for both players (students) and instructors to ensure smooth adoption and integration of the platform into higher education curricula.
Quantitative goals and impact
- User Engagement: the project targets at least 100 active users (students and professionals) by its completion, with a long-term goal of 300 users within three years after the project ends.
- International collaboration: the platform aims to facilitate at least 30 international teams working together on cross-border learning activities.
- Professional certification: use of the platform is intended to lead to certifications that enhance the employability of young professionals in data-driven industries.
Visibility and academic contribution
- Project website and outreach: a central corporate website will be established, serving as a hub for project news and a direct access point to the game. Dissemination efforts include at least 10 press releases and 20 social media posts.
- Academic publications: partners will produce articles for peer-reviewed journals and present at international conferences, sharing the project’s innovative findings regarding digital learning and serious games.
