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COMMUNICATION and DISSEMINATION

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COMMUNICATION and DISSEMINATION JWP/LMC/Ljubljana/ 10/03/2009 – PowerPoint PPT presentation

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Title: COMMUNICATION and DISSEMINATION


1
COMMUNICATION and DISSEMINATION
JWP/LMC/Ljubljana/ 10/03/2009
2
Who needs to know? TARGETS
Education profession
Energy industry
I.T. (Games) industry
Games players
3
Communication
National
Local
Regional
International
4
Sources of local publicity
Target Newspapers Radio TV Schools/colleges computer clubs computer/games retailers youth clubs
Education profession ü ü ü ü
I.T. (Games) industry ü ü ü ü
Energy industry ü ü ü
Games players ü ü ü ü ü ü ü
5
Format of local publicity
Press Release Poster Flyer e-mail Website link
Newspapers ?
Radio ?
TV ?
Schools colleges ? ? ?
Computer clubs ? ? ?
Computer/Games retailers ? ? ?
Youth clubs ? ?
6
Sources of regional publicity
Target Newspapers Radio TV schools colleges power stations \windfarms computer/games retailers Government agencies Environmental organisations
Education profession ü ü ü ü ü ü
I.T. (Games) industry ü ü ü ü
Energy industry ü ü ü ü ü ü
Games players ü ü ü ü ü ü ü
7
Format of regional publicity
Press Release e-mail Website link Presentation
Sector journals ü
Newspapers ü
Sector e-zines ü ü
Radio ü ü
T.V. ü ü
Schools/colleges ü
Powerstations/windfarms ü ü ü
Computer/games retailers ü ü ü
Government agencies ü ü ü ü
Environmental organisations ü ü ü ü
8
Sources of national publicity
Target Newspapers schools colleges power stations \windfarms computer/games retailers Government agencies Environmental organisations
Education profession ü ü ü ü
I.T. (Games) industry ü ü
Energy industry ü ü ü ü
Games players ü ü ü ü
9
Format of national publicity
Press Release e-mail Website link Presentation computer clubs computer/games retailers youth clubs
Sector journals ü
Social Networking Sites ü
Newspapers ü
Sector e-zines ü ü ü ü ü
Radio ü ü
T.V. ü ü
Schools/colleges ü
Powerstations/windfarms ü ü ü
Computer/games retailers ü ü ü ü
Government agencies ü ü ü ü
Environmental organisations ü ü ü ü
10
Trigger points for publicity
T.1 Launch of project 09/2008 T.2 Launch of
pilot product 06/2009 ? T.3 Rollout of
product 11/2009 ? T.4 Analysis of
impact 05/2011 ? T.5 End of project 09/2011
?
11
Targets for Trigger Points
TARGETS T.1 T.2 T.3 T.4 T.5
Education profession ü ü ü ü ü
I.T. (Games) industry ü ü ü ü
Energy industry ü ü ü ü
Games players ü
12
Promotional materials to be developed by LMC for
translation by partners -1
Brief, all-purpose overview of the project for
use on websites, flyers, press releases etc
13
ENERCITIES A project funded under the EUs
Intelligent Energy for Europe Programme This
three-year project, which commenced in September
2008, is funded by the EU's Intelligent Energy
for Europe programme and led by ROC Nijmegen in
the Netherlands. The project, an idea of Dutch
organisation QEAM, has partners in Germany,
Greece, Slovenia and Spain. The project will
develop a game-based learning platform where
young people can experience energy-related
implications (e.g. energy consumption, energy
savings, renewable energy, energy and
environment). The heart of the platform will be
group competitions to create and expand virtual
cities and to manage them on an energy-efficient
basis. The game is being designed by Paladin
Studios in the Netherlands.
14
Promotional materials to be developed by LMC for
translation by partners - 2
More detailed overview of the project which can
be tailored to each individual partner
organisation. For use in flyers, press releases
etc
15
  • ENERCITIES
  • A project funded under the EUs Intelligent
    Energy for Europe Programme
  • This project, designed and led by Dutch game
    development companies together with a Dutch
    vocational college represents an integrated
    intelligent energy education initiative. LMC is
    the only UK partner and its role will be to pilot
    the output with our students and feedback their
    responses. Once the final product is agreed, LMC
    will have the responsibility of disseminating the
    project as widely as possible (including to local
    16-18 schools) and to its European partners as
    well as organising an international conference to
    launch the finished product.
  • The project will develop a game-based learning
    platform where young people in Europe can
    experience energy-related implications (e.g.
    energy consumption, energy savings, renewable
    energy, energy environment).
  • The heart of the platform will be group
    competitions to create and expand virtual cities
    dealing with pollution, energy shortages, energy
    reduction plans, renewable energy projects etc.
    The platform is attractive for youngsters
    advanced on energy topics, teamwork-oriented,
    competition-based and community-driven.
  • Education programmes are integrated with the
    game-based learning platform. This integration
    will be piloted in 5 education institutions
    (located in Germany, Greece, Holland, Spain and
    the UK). European rollout of the platform -
    accompanied with teacher support materials - is
    facilitated among 50 education institutions.
    Events are organized to share experiences.
  • The project makes youngsters aware of
    energy-related implications via competition and
    will have the ability to change their energy
    attitudes and behaviour. Education institutions
    will have state-of-the-art and attractive
    learning tools to upgrade their education
    programmes. The duration of the project is 36
    months in order to maximize the rollout and the
    usage of the projects infrastructure.
  • Project elements
  • The project contains the following elements to
    serve its defined target groups
  • Game-based platform groups of young people will
    compete on a European level to create and build
    virtual cities. These virtual cities will be
    influenced by virtual energy parameters (e.g. air
    pollution level, level of energy shortages,
    mobility level, level of sustainability needs
    among the virtual citizens, levels of available
    resources and money to virtually implement
    developments and virtual measures etc). SimCity
    and Travian are very popular games that work with
    a similar approach - namely building virtual
    worlds (only without focusing on or dealing
    with energy-related implications). The duration
    of the game play (by individuals and groups) can
    be weeks, since game interventions (e.g. virtual
    pollution measures in the virtual city) will take
    time to have effects (similar to the real world).
    A pyramid competition model offers teams to
    qualify for periodic European top-level
    competitions. These European top-level
    competitions (cross-country) will boost the
    eagerness of groups to create, build and manage
    the finest virtual city (e.g. in terms of
    sustainability indicator is the amount of green
    game points per virtual city). On the other
    hand, it is also possible for individuals and
    groups to play the game without the competition
    involvement. In this way it is flexible for
    educations institutions to embed the game within
    education programmes any time. Individuals may
    also play the game at any given time as well.
  • Education maters 50 education institutions
    receive education materials that match and/or
    support the usage and/or experience of the
    game-based platform. Consortium participating
    education institutions lead the processes of
    assessing, combining and upgrading available
    materials and generating new materials. Typical
    education level secondary / vocational training
    level (typical age range 15-20 years).
  • Community facility related to the game-based
    platform an online community (for youngsters,
    teachers, and interested third parties) will be
    facilitated. In this way game experiences are
    game exchanged (e.g. tips and tricks),
    discussions are facilitated (e.g. by education
    institutions) and platform results are available
    (e.g. top list of successful gamers statistics
    regarding the usage and penetration of the game).
    The community facility operates also as an
    informative website. The community facility and
    the game-based platform will be linked to the
    European Commissions website ManagEnergy
    KidsCorner. The consortium intends to let a
    green hosting company host the projects
    computer servers.
  • Events and workshops events and workshops
    (physical and online) will give additional
    opportunities to share the lessons-learned of the
    young people and to interact with stakeholders to
    share ideas, solutions and initiatives. It is
    foreseen that energy agencies are consulted in
    the process of defining events and workshops. 6
    regional events (50 visitors per event) and 1
    final conference (200 visitors) will be held.
    Typical audience consists of education
    institutions, governmental and intermediary
    organisations, energy agencies, youth-oriented
    actors, media (serious) game developers.
  • Project organisation the project organisation
    will manage the above-mentioned elements during
    the project (infrastructure, administration,
    marketing, support). The project organisation
    will guide the project progress in time
    (development, pilot, rollout).

16
Promotional materials to be developed by LMC for
translation by partners - 3
  • Press Releases , flyers, bookmarks, mousemats(?)
    and posters to support Rollout of the project
  • Press Releases to maintain interest during the
    Rollout focussing on competitions
  • Press Releases on impact of project
  • Press Releases, flyers and webpage report on
    completed project

17
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