About the project and Quality Label

Combining the “fun factor” and the younger generations’ love of playing digital games with language learning, the project therefore aims at developing, testing and implementing an application for learning English, German, French, Spanish, Italian and Portuguese, on levels A1 and A2, as the underlying concept of an adventure game to be played on mobile digital devices.
  • Squire and tradeswoman © Goethe-Institut
  • Artemisia in Toledo 2 © Goethe-Institut
  • Artemisia in Toledo 1 © Goethe-Institut
  • Artemisia in Toledo 3 © Goethe-Institut
  • Artemisia in Toledo 4 © Goethe-Institut
  • Artemisia in Toledo 5 © Goethe-Institut
  • Artemisia in Toledo 6 © Goethe-Institut
Knights of the European Grail, an Erasmus+ project of the Goethe-Institut London and strategic partners from the UK, Spain, Italy, France, Portugal and Germany, has just been awarded the Erasmus+ Quality Seal in the schools sector and also been marked as good practice project on the Erasmus+ project results platform. The aim is to give other Erasmus+ applicants useful ideas how to create an efficient, meaningful, and lasting Erasmus+ project in the schools sector.
 

Quality Label @PAD



This is an amazingly successful project, which addresses in exemplary fashion the priorities of the Erasmus+ program, according to the final evaluation by the respective national agency (PAD). 

The app addresses young people aged between 12-17+, i.e. students at secondary level, using it both within the educational context and during spare time, as well as language learners of all ages who wish to learn any of the six most relevant European languages more playfully instead of or alongside ordinary learning at schools or courses.
  • Flyer 1 © Goethe-Institut
  • Flyer 2 © Goethe-Institut
Feel free to download the flyer, which gives a short and quick overview of the whole project.
The project aims at developing an adventure game the contents of which include elements of virtual reality (VR) and augmented reality (AR), creating a game set in the middle ages. Even though the adventure app will mainly aim at motivating self-learning approaches and flexible, individualized progress, it is also considered to be used at schools, offering an innovative pedagogical tool in language teaching, introducing/furthering low-level implementation of digital devices.