Full project title
Creating interactive SDG classrooms through Augmented Reality

Project Acronym:
INTERACTIVE GOALS

Reference No:
2021-1-LV01-KA220-SCH-000032485

Coordinator/applicant
LATVIJAS UNIVERSITATE

Country of coordinator
LATVIA

Programme/fund
Erasmus+

Project duration
2021-12-01- 2023-12-01

Partner Organizations:
E-SCHOOL EDUCATIONAL GROUP – Greece Foormative Footprint S.L. – Spain ATERMON B.V. – Netherlands Valmiera State Gymnasium – Latvia CONSORZIO COMUNITÀ BRIANZA – Italy

Project website
https://interactivegoals.eu/

Social media
https://www.facebook.com/Interactivegoals

The COVID-19 pandemic has posed significant challenges to the implementation progress of the Sustainable Development Goals (SDGs). The latest UN report, "The Sustainable Development Goals Report 2020," highlights that even before the pandemic, progress towards the SDGs had been uneven. However, the outbreak of COVID-19 abruptly disrupted implementation efforts across many of the SDGs, and in some cases, set back decades of progress.
In order to support the implementation of the SDGs and realign efforts, it is imperative for various stakeholders and social groups to collaborate. Mainstreaming education for the SDGs is crucial, involving schools, teachers, students, future educators, parents, and society as a whole. The recent report on "Progress on Education for Sustainable Development and Global Citizenship Education" by UNESCO underscores the insufficient support for teacher training on the Guiding Principles, both in pre-service and in-service programs. In Europe, only a small percentage of countries fully incorporate the guiding principles into pre-service teacher training, highlighting a significant gap in educator preparation.
Furthermore, the lack of resources and innovative educational initiatives poses a significant obstacle to effectively implementing the SDGs in schools. While there are more sustainable programs outside formal education, formal educational institutions lack the necessary innovative and inspirational resources to support the successful implementation of the 2030 agenda.
To address these challenges, the project aims to mainstream education for the SDGs by empowering schools to utilize Augmented Reality (AR) techniques in their educational practices. Through the development, creation, and implementation of innovative SDG classrooms, we seek to achieve the following objectives:

  1. Establish a robust partnership focused on mutual learning, strengthening the capacity of partner organizations and their networks at local, national, and international levels.
  2. Provide opportunities for partner organizations and professionals to become advocates and creators of innovative learning processes for young people using AR techniques.
  3. Develop two project outcomes that facilitate the mainstreaming of SDG education in an interactive and engaging manner, leveraging digital tools accessible to schools, teachers, and stakeholders.
  4. Design and facilitate a Learning Mobility experience to equip and empower professionals with the necessary competencies and self-confidence to innovate their educational practices.

By making the SDGs easily understandable, engaging, and relevant to personal and collective well-being, we aim to raise awareness and inspire action within society on how they can contribute to achieving the SDGs.