Erasmus+ Strategic Partnership


For the Erasmus+ DIGIMATES project, the partners developed a series of free courses in English. Several courses, each with an estimated duration of 3 hours, have a practical approach suitable for teachers, students, and administrative and service staff.

Digital Collaboration & Developing Digital Content in Global Business by Heilbronn University of Applied Sciences, Germany

Engaging in citizenship through digital technologies by University of Gdansk, Poland

Integrating and re-elaborating digital content by University of León, Spain

Copyrights and license by University of Ljubljana, Slovenia

Identifying needs and technological responses by Dokuz Eylül University, Turkey

The password for self-enrolment is DIGIMATES.

How to login: Instructions >>

KA226 Partnership for Digital Education Readiness


Development of Innovative, Gamified and Interactive Method for Advanced e-Teaching and E- learning of Skills

  • Project start: 1 March 2021
  • Project end: 28 February 2023
  • Project duration: 24
  • Project number: 2020-1-SI01-KA226-HE-093593
  • Project budget: 144.920 EUR

Partner Universities

University of Ljubljana, School of Economics and Business, Slovenia (coordinator)

Contact: Darija Aleksić

Dokuz Eylul University, Turkey >>>

Contact: Aysun Kapucugil İkiz

Heilbronn University of Applied Sciences, Germany >>>

Contact: Susanne Stetter

University of Gdansk, Poland >>>

Contact: Joanna Bednarz

University of Leon, Spain >>>

Contact: María Fernández Raga

The MAIN GOAL OF THE PROJECT is to improve the quality of e-learning through the development and implementation of the DigiMates innovative method for online game-based learning, which will not only increase the engagement of millennial students in the e-learning process, but also promote the acquisition of additional skillsets and enable virtual mobility. Due to the advancement of digitalization, the changing needs of the newest generation of students (i.e., Digital natives), and the challenges posed by the COVID-19 pandemic, there is a need to provide high-quality e-learning and virtual mobility. Innovative teaching methods are needed to promote student engagement in e-learning and enable internationalisation at home.

The main goal of the project corresponds to the SPECIFIC GOALS:

SO1: To increase the quality of e-learning by providing a comprehensive, internationally applicable step-by-step guide for the development and maintainability of the quality assurance system in e-learning.

SO2: To increase the potential of HEIs to implement innovative teaching methods by employing a comprehensive approach to develop and implement the DigiMates method for online game-based learning

SO3: To increase the digital literacy of academic staff by providing an advanced online teaching program to improve the digital readiness of teachers for game-based e-learning.

INTELLECTUAL OUTPUTS of the project are the following:

IO1: A step-by-step guidebook on how to establish and implement a quality assurance system for e-learning

IO2: An innovative online game-based teaching method that enhances student engagement and virtual mobility

IO3: An online training program for teachers, which will improve the competencies that teachers need to work in today's rapidly evolving learning environment

IO4: Established protocol for DigiMates virtual mobility and incorporation of the method into subject-specific courses

IO5: DigiMates Toolkit, i.e. established technical protocol with guidelines and tutorials for implementation of the DigiMates method for academic staff.

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