Co-development and implementation of an XR-based learning solution for vocational education in the tourism industry 1. Objective and subject of the procurement
The subject of the procurement is the co-development and implementation of a gamified simulation or XR-based learning solution for upper secondary vocational education in the tourism industry. The solution must also be suitable, where appropriate, for higher education teaching. The procurement is being carried out as part of the European Union co-funded Immersive Learning Ecosystem IMMO project in cooperation with Haaga-Helia University of Applied Sciences, the City of Helsinki, and Laurea University of Applied Sciences.
The objective is to produce an engaging and work-life-oriented learning experience suitable for the IMMO project's immersive room, through which students can practice knowledge, skills, and situations related to tourism industry degree components and work-life skill requirements. The solution may relate to one or more areas of expertise in the tourism industry. The tenderer is not required to provide a ready-made learning content or a ready-made XR solution at the tender stage; the final contents, learning objectives, and use cases of the solution will be specified during co-development.
2. Content of delivery
The procurement covers the entire development process from design and conceptualization to final implementation. The delivery includes at least:
- requirements and content workshops, as well as conceptualization and scripting;
- three co-development workshops;
- building learning and demonstration materials;
- implementing and iteratively developing development versions;
- user testing in the IMMO room and utilizing feedback;
- finalizing the solution and measures related to its deployment;
- handover of source code, modifiable source files, documentation, and other agreed materials; and
- final reporting and preparation for open publication.
Tourism industry students, teachers, company representatives, and project experts will participate in the co-development. The supplier is responsible for the development and testing environment they require.
Contractual obligations shall be performed within the EU/ETA area. The supplier has the right to carry out the planning, content production, development, programming, documentation, and other implementation work of the Solution independently of the location, in a suitable and secure working environment of their choice. Working on the customer's premises is only required to the extent necessary for separately agreed meetings, tests, acceptance procedures, or the use of the IMMO project's immersive room. The customer is not obliged to provide workspaces for the Supplier.
3. Key requirements of the solution
The solution must:
- be gamified, with gamification as the core design principle of the solution;
- enable active user participation, decision-making, or problem-solving, and provide feedback on user choices;
- allow the learning experience to be completed multiple times in alternative ways;
- support collaborative learning, group work, teacher-led guidance, and simultaneous participation of multiple users;
- include a pedagogically justified progression model;
- enable the maintenance, development, and expansion of learning content;
- meet the technical requirements of the IMMO room described in the Q/A appendix; and
- function in normal use without a continuous or in-use internet connection.
The aim is for a learning experience of approximately 20-30 minutes. The tenderer may utilize existing technologies, game engines, XR platforms, and 360-degree content, provided that the overall solution meets the requirements set out in the procurement documents.
4. Implementation and schedule
The supplier must implement the solution in accordance with the principles of agile and iterative development. The supplier will participate in the kick-off meeting in November 2026 and the first co-development workshops in November and December. Different versions of the solution will be tested with users in the IMMO room starting in January 2027. The supplier will participate in the interim evaluation in February 2027 and finalize the solution based on user feedback. The final solution, including its content, must be delivered and accepted by February 28, 2027 at the latest.
5. Price and key contract terms
The fixed total price for the procurement is EUR 35,000 excluding VAT. The price includes all costs arising from the fulfillment of obligations under the procurement contract and its appendices. The supplier can invoice the price only after the Customer has approved the final delivery in writing. A six-month warranty will be provided for the delivery. A penalty for delay, as defined in the contract, may be charged for delays attributable to the supplier.
The customer's application included in the solution and its documentation will be subject to the EUPL 1.2 license or another pre-approved compatible open-source license by default. Rights, use, modification, distribution, and potential open publication of learning materials will be resolved on a case-by-case basis. The tenderer must attach a preliminary list of learning material rights and publications to their tender and supplement it during the project. The project's output may not be published without the Customer's written approval.
The procurement contract will be subject to the draft contract, JIT 2025 Special Conditions for Customer Applications Open Source, and JIT 2025 General Conditions, in the order of application specified in the contract. More detailed minimum requirements, technical requirements, acceptance conditions, responsibilities, and other contractual terms will be determined based on the request for proposals and its appendices.