The main successfully reached objectives of the VITAL project are: • Promoting and using an activity-based learning methodology to stimulate and help adults understand (in simpler terms and with examples) what the EU Green Deal and climate-related activities are about. • To provide adult trainers with editable and adaptable teaching content, materials and relevant activity-based learning examples connected with the topic of climate change and suitable activities (farm to fork, sustainable industry, carpooling, waste management, building and renovating, eliminating pollution and single-use items, etc.). • Making use of augmented reality technology to develop content-rich training materials that support digital transformation and the increase of digital literacy skills and digital content creation at the same time.
The VITAL project was motivated by the EU's Green Deal Action Plan and the exploitation of two Erasmus+ priorities – facing climate change combined with digital transformation, particularly in the adult education sector. Though the main sources of greenhouse gasses are energetics and transportation, the behaviour and lifestyle of EU citizens in terms of consumption and use of products and services play important roles and can be influenced to be more sustainable and aligned with best practices leading to carbon neutrality (e.g. recycling, reuse, reduction, a shift toward circular economy). The VITAL project aimed to help EU adult learners better understand the basic principles giving rise to climate change, raise awareness of this topic, and provide examples of the best low-carbon practices in a compact, readable, and practical way. The outcomes can be used by relevant target groups (adult trainers, teachers and educators, adult training providing organisations, SME managers) as a set of customizable training resources that can help them transfer knowledge to adult learners efficiently and engagingly. An innovative feature of prepared materials is the exploitation of the emerging digital technology of augmented reality.