Digital learning in aquaculture 4.0 for the technological training of fish farm technicians. | - CCMAR -

Digital learning in aquaculture 4.0 for the technological training of fish farm technicians.

Short Title 
SGS Tecnos SA
Total budget 
Comissão Europeia
Universidade do Algarve
Universidade de Santiago de Compostela
SGS Tecnos SA
Fundación Universitaria San Pablo CEU
Alma Mater Studiorum - Università di Bologna
Recep Tayyip Erdoğan Üniversitesi
Associazione Piscicoltori Italiani
Associação Portuguesa de Aquacultores
Associazione Mediterranea Acquacoltori
FishEthoGroup Association
MARE Società Cooperativa a r.l.
Comité National de la Conchyliculture
07/2023 to 06/2026


Main info

Aquaculture is a strategic sector for Europe. A consortium of key European players in the European aquaculture sector (business associations and aquaculture companies), universities, Vocational Training Centres and research centres with experience in the sector propose the creation of a reference training programme AQUATECHInn 4.0 that brings together the most innovative technological and productive advances developed for the sector, adapted to the new Industry 4.0. Incorporating Virtual Reality and Gamification and responding to the new demands of the labour market.

The project has a duration of 36 months and consists of 3 transversal WP:

  • WP 1. Management 
  • WP 9. Project Evaluation & Quality Control
  • WP 10. Dissemination and exploitation.

And 7 implementation work packages:

  • WP 2. Approach to digitisation, collection of good practices and training programmes of the aquaculture sector to be digitised.
  • WP 3. General structure of the AQUATECHInn 4.0 Training Programme and definitions of the integrated Modules and the WPs that will develop the structure of the AQUATECHInn4.0 Course Modules.
  • WP 4. MODULE A. New technologies in fish and shellfish aquaculture.
  • WP 5. MODULE B. Sustainability management in aquaculture.
  • WP 6. MODULE C. Management of animal health and biosecurity, welfare, nutrition and reproduction.
  • WP 7. Results e-learning platform. Development and integration of VR/gamification activities.
  • WP 8. Pilot experiences and follow-up. 

The final products of the Projects are advanced training tools based on digital blended learning, with the use of simulators, gamification and open educational resources (MOOCs). 

  • 2 Virtual Reality learning scenarios
  • 1 Training in the context of Gamification
  • 4 Training videos in WP6
  • 1 Explanatory video in WP4 with new technologies in the Aquaculture sector 
  • 2 Informative videos in WP10 
  • 1 MOOC educational platform of online training modality characterised by massive and open online courses 
  • 4 Multiplier Events
  • 1 Final Conference