Call for Innovative Concepts – 3rd Place Presentation: SHARP - Smart Heritage Adventure Robotics Platform
22.06.2026NewsTeam members
- Milica Gogić – Project Lead / Technical Development Lead Founder of the SHARP platform and Smart Hub Dvorište, a digital education center for children. Professional with 20+ years of experience in IT product management and software systems development, leading the design of the educational concept, methodology, and integration of gamification and digital tools.
- Ivana Ivanović – Curriculum and Gamification Lead Educator with 15+ years of experience in education, specializing in mathematics, IT education, and gamified learning. Designs educational content and interactive learning experiences that connect cultural heritage with digital technologies. Currently employed in the education sector.
- Biljana Sekulić – Project Coordination and Communication Lead Project manager with 15+ years of experience in international development projects (UNDP, UNOPS, EBRD and others). Currently engaged within the ICT Cortex ecosystem, leading coordination, stakeholder communication, and partnership development.
- Sonja Zarubica Paunović – Marketing and Audience Development Lead Senior marketing professional with 20+ years of experience in brand development and communication strategies in international companies. Responsible for audience development, communication strategy, and positioning of the concept.
Contact details
Milica Gogić, kreatorka SHARP platforme
+382 67 811 802
LinkedIn: sharp-montenegro
Instagram: sharp.montenegro
Short description of concept
SHARP is a scalable, mentor-led educational platform designed to teach children through interactive, team-based experiences. It has already been developed and applied across different learning topics, including a dedicated curriculum for cultural heritage of Montenegro. Working in teams, children navigate a physical map using programmable robots, and at selected locations they explore 3D models on a shared screen—observing, interpreting, and solving tasks based on what they discover. By combining physical interaction, storytelling, and 3D exploration, the concept enhances understanding, accessibility, and engagement with cultural heritage, making it more meaningful and memorable for young audiences
The primary target audience are children aged 6–12, as well as families with children, particularly within educational and tourism-related activities. It is designed a plug-and-play solution that can be easily adapted to a variety of environments, including museums, fairs, cultural institutions, tourist destinations, schools, hotels, family-oriented resorts, as well as festivals, events, and national parks.
At a broader level, the concept supports stronger integration between education, tourism, and cultural sectors, aligning with contemporary approaches to sustainable and experience-driven tourism development.
