HERA is an Erasmus+ project that develops a serious game for higher education students that teaches them emergent skills that are transferable to the real life needs. It is a problem based learning game for active learning. It aims to simulate real world - actually do things to enhace problem solving capacity of students.

The communication happens inside and outside the software, enhancing not only the specific skills but also a lot of soft skills as well. In order to make the best use of such a serious game, we need to understand the needs of the teachers and the expectations of the students. Therefore the aim of this ELU project is to study the needs and expetactions of university teachers and students.

School of Digital Technologies collaborates with the Institute of Ecology on this project, to ensure that the results are applicable in all areas of higher education.

This is your chance to innovate higher education and it`s teaching methods! You have a say in the way future teaching will happen!


The aim of the project

The goal of #HERA is to study the needs of students and educators in the era of new teaching methodologies. To provide guidlines for future generations of teachers and to gather best practice examples. The aim is to provide educational support for teachers with end-to-end learning activities, templates and best practice guidlines.

Interdisciplinary approach

The approach to this problem is more qualitative, understanding the needs of different sides (university teachers and students). It aims to go into deep and develop an understanding of new teachning methodologies. The game is aimed at engineering and economics students but the problems that the game provides are multifaceted and interticiplinary.

There are no specific curriculas that are more suited, but people who have an engineering mindset are most welcome.

Research base and innovation

  • To study the needs and requirements of new emerging teaching technologies we need to take a look on both, teachers and students, sides.
  • In depth interviews with teachers and students from different fields.
  • Testing of the game will be conducted.
  • At the end a report will be presented that helps university staff to incorporate emerging technologies into their teaching methods.

Project outcome

This project will produce a guide for university staff about best practice guidlines that focus on the needs of teachers and students that show how to incoroporate new teaching methods effectively. The aim is to provide support for university teachers how to implement game based, active- and problem based learning into their classes. The results will be presented locally and internationally.

    Compulsory tasks

  • Creating LIFE project plan with the team members
  • Filling out LIFE mid-term report with the team members (by intermediate week)
  • Participating in the feedback session during intermediate week
  • Writing a self-reflective report about one’s role as a team member and about others’ responsibilities in project work (present individually to supervisor)
  • Put together LIFE project portfolio which should include the project report, action plan, media coverage and project evaluation
  • Participating as a team in the presentation day of LIFE projects and presenting the results of the activities carried out within the team
  • In order to complete the independent work, students are required to participate actively in the meetings arranged within the project and to fulfil the commitments made to the team



Triinu Jesmin



Jaanus Terasmaa


Project team



Digitaalsed õpimängud



Audiovisuaalne meedia



Audiovisuaalne meedia



Avatud ühiskonna tehnoloogiad


Moses Nkem

Sotsiaalne ettevõtlus


Oluwaseun Mustapha

Poliitika ja valitsemine


Phillip Martin

Audiovisuaalne meedia


Olli Aleksi

Audiovisuaalne meedia

#game based learning #HERA #serious game #higer education #engineering #economics