“SusTAInability makeRs” the WAY to Sustainable Development Goals – 3.0


In 2015, the UN adopted the 2030 Agenda for Sustainable Development, an opportunity for countries and their societies to embark on a new path that could improve the living standards of all, leaving no one behind. The Agenda consists of 17 Sustainable Development Goals (SDGs) and our goal is to promote the sustainability values included in the “2030 Agenda” and the growth of a global consciousness formed by people capable of internalising those same values and transforming them into sustainable daily practices. On 22 January 2020, the UN announced the start of the decade of action, urging to accelerate sustainable solutions through global, local and individual action.

The Stairway to SDG 3.0 project wants to generate concrete and more structured actions, following the UN’s call. Our main priority in this project is to address the digital transformation within Vocational Education and Training where we think it is necessary to bring practices and innovative tools in the educational proposals and processes concerning the values of sustainability.

Specifically, we think it is necessary to address, work on and promote online educational activities based on gamification, augmented reality, AI, videos, animations, etc.


The overall objective of the project is to promote the sustainability values of Agenda 2030 and the 17 SDGs, and the growth of a global consciousness made up of people capable of internalising these same values and transforming them into every day, sustainable practices.

Beyond the global nature of the SDGs we deal with, our new project remains specifically focused on those professionals, educators, teachers, and tutors, who, due to their position, can spread a message, raising awareness and promoting a daily debate based on experimentation and innovation.

Stairway to SDG 3.0 wants to maintain and promote this same educational proposal and its methodological framework, but at the same time, it wants to create and give technological and innovative tools to teachers to develop and increase the efficiency and quality of the learning process.

Concretely we have identified as tangible results of project one:

  • E-learning platform;
  • 2D Game;

Our e-learning platform and all its elements including the 2D e- game, will be designed to help teachers to introduce the SDGs to their students. Through our innovative digital activities, we want to reach even more students in a more direct and intuitive way for them. The ultimate goal is to continue to foster a multidisciplinary, interdisciplinary and technological approach to prepare and train teachers in the context of VET.

PARTNERS in the project: Amycos – Spain, MCE – Greece, Idycos – Spain, Odisee – Belgium, Rosto Solidario – Portugal, Τyto – Italy and Predict CC – Romania.

This project has been funded with support from the European Commission.

This project reflects the views only of the author, and the Commission cannot be held responsible or any use which may be made of the information contained therein.