Expected results

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.
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