QUality collaboration for innovativE approach in SporT and physical activity education
โถSummary
Background QUEST project created an integrated multisectoral and partnership-based approach to the Generation Z to get them involved in physical activity using blended learning, including simulation environment in QUEST ROOM format by creating innovative digital educational platform . Innovative educational content for predominantly university students (18-24 years old), among which are future influencers, sport administrators, coaches and/or physical education teachers, were elaborated. Objectives QUEST general objective was to create a collaborative model between academia and sport practitioners which will influence positively the environment where sports policies, programs and practices for health enhancing physical activity meet with innovative, research-informed insight. Quest general aim was to elaborate, promote and encourage a new digital education model in order to keep students engaged in the educational process on and off the field. Implementation Despite COVID-19 difficulties in the beginning of the project, the project consortium implemented all planned activities. Another difficulty was a withdrawal from a key project partner (SLOVENIAN UNIVERSITY SPORTS ASSOCIATION) which forced a higher amount of work to be distributed between the rest of the partners. Nevertheless the difficulties all project activities were fulfilled on time and results of higher quality were achieved. Achievements During the project activities all project milestones and key deliverables were achieved. All project sight meetings were implemented (except the Kick-off due to the Covid restrictions) A big multiplier event was organized and all event targets achieved. Project milestones were separated in five WP with numerous deliverables. One of the key deliverables was the elaborating of and educational platform as a special tool to encourage and develop the e-learning and developing a test content for it