TELECO GAMES – National Telecommunications Olympics
TELECO GAMES is the National Telecommunications Olympiad that connects students from ESO, Baccalaureate and Vocational Training with the real world of engineering and technology. Its success is based on a very effective combination of elements:
- Project-based learning, where students develop a real technological prototype that solves a challenge linked to the Sustainable Development Goals (SDGs).
- Compulsory cybersecurity integration, which transforms the activity into a responsible and advanced digital competence exercise.
- Direct mentoring of universities and professionals, who provide technical rigor and personalized accompaniment. More than 20 Spanish universities actively participate as headquarters and tutors.
- A motivating competition, in which students present and defend their project before courts formed by university teachers and professionals in the sector.
This design turns the initiative into a highly attractive, meaningful and connected educational environment with the reality of the Spanish digital ecosystem.
Practical methods, tools and processes
The implementation of TELECO GAMES combines accessible technological tools with advanced design and evaluation processes.
Applied methodology
- Call and terms of reference: publication of requirements, templates and rubrics on the official website.
- Registration of teams with tutor teachers and assignment of mentor university.
- Initial training through workshops on SDGs, programming, prototyping and cybersecurity.
- Development of the project using platforms such as Arduino, ESP32, Micro:bit and technologies such as WiFi, Bluetooth, LoRaWAN or 5G.
- Compulsory application of cybersecurity, incorporating protection measures and good practices.
- Presentation and defense before university and professional courts.
- National final and delivery of awards and recognitions.
- Electronic kits and sensors.
- Connectivity platforms (WiFi, LoRaWAN, Bluetooth, 5G).
- Digital resources on SDGs and cybersecurity.
- Recording of informative videos, strengthening communication skills.
Measurable results and evidence of competence development
The initiative delivers strong results in both quantitative and qualitative terms.
Quantitative results
- Thousands of ESO, Baccalaureate and FP students have participated in the different editions.
- More than 20 universities have acted as headquarters, trainers and evaluators.
- Dozens of videos and technical presentations are generated per edition.
- The official website receives thousands of accesses every year and the initiative reaches wide visibility on social networks (Instagram, TikTok and X).
Qualitative results
- Increased STEM vocations in early stages.
- Strengthening technical digital skills: programming, IoT, communications, digital security.
- Acquisition of transversal competences: leadership, teamwork, critical thinking, oral and written communication.
- Direct connection between students, teachers, universities and professionals in the sector.
- Increased social awareness through alignment with the SDGs.
Challenges, applied solutions and lessons learned
Main challenges
- Differences in the level of competence between students.
- Shortage of material resources in some schools.
- Complexity of coordination between multiple universities, teachers and teams.
- Need for constant visibility to reach the target students.
Solutions implemented
- Loan of kits and materials by universities.
- Leveling workshops and accessible guides to homogenize knowledge.
- Regular meetings between COITT/AEGITT, universities and teachers.
- Strong dissemination strategy on Instagram, TikTok, X and sector media.
Lessons learned
- The combination of SDG + cybersecurity is highly effective in generating meaningful engagement and learning.
- The defense before professional juries raises the quality and maturity of the projects.
- Budget limits encourage creativity and accessibility.
- Project learning is key to attracting, retaining and motivating youth.
Transferability and replicability: how to apply it in other contexts
TELECO GAMES has proven to be highly replicable thanks to its modular structure, accessibility and institutional strength.
Why It's Easily Replicable
- Very low cost per team (maximum 200 €).
- Resources and guides open on the web.
- Distributed collaboration with universities.
- Simple integration into existing subjects (Technology, Digitalization, ICT, Physics, Mathematics and VET modules).
Where it can be replicated
- Primary, ESO, Baccalaureate and VET schools.
- Universities with a vocation for knowledge transfer.
- Municipalities and cities that promote STEM initiatives with an SDG perspective.
- Companies that want to develop CSR programs aimed at young talent.
- Innovation laboratories and public entities linked to digitalization.
Benefits when replicated in other areas
- Generation of technological vocations in new territories.
- Promotion of female digital talent.
- Contribution to cybersecurity education from an early age.
- Boosting local innovation ecosystems.
- Curriculum and methodological improvement in educational centers.
Conclusion: A transformative educational practice for digital Spain
TELECO GAMES is an in-depth good practice because it teaches, demonstrates and guides, as proposed by the Champions for the Digital Decade model. It integrates technology, sustainability and digital security into a motivating, accessible and rigorous experience.
Its ability to develop talent,connect the educational community and provide real solutions to global challenges makes it an exemplary initiative to inspire other organisations, centres and territories.