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E-Commerce Training for Women Entrepreneurs   The project aimed to empower women entrepreneurs by improving their digital and e-commerce skills and helping them overcome barriers to information, finance, training, and business growth. It developed a tailored curriculum, interactive learning resources, an e-learning platform, and certification opportunities to support women’s participation and success in the digital […]

Metaverse-Based STEM Education for a Sustainable and Resilient Future   The main objective of the project was to develop an innovative STEM education approach based on immersive technologies. Specific objectives included developing a pedagogical strategy integrating STEM learning in the metaverse, creating a structured curriculum with lesson plans and digital materials, and designing a VR […]

Speech and Language Tools for early intervention by teachers   The project aimed to improve early childhood speech and language development through international cooperation and the exchange of effective educational and therapeutic practices. It created shared teaching resources and a digital application with targeted language-learning activities, helping children strengthen their communication skills while equipping educators […]

Management Program for volunteers’ Mentors and coordinators   The project aimed to fill a clear and shared gap: volunteer mentors play a key role in supporting young people, but across Europe, they lack training, recognition and tools. MP4Mentors was designed as a practical and human-centred solution. The project envisioned a multilingual e-learning platform with a […]

Upskilling school staff responsible for psychological and social support to identify, report and prevent “Gaming Disorders”   Gaming Disorders aimed to educate youngsters on how to build their digital/virtual identity and distinguish it from their real identity, whilst also educating them on how to build a healthy relationship with online gaming and the use of […]

METAVERSING – Learning together through the metaverse + Facetoface   The main objective of this project is to bring young people closer to the virtual worlds, and we, together with the members of our Network, will provide young people with digital skills and make them better citizens for what is to come, the metaverse.

Educating safe cycling in European Schools   The SAFECY project aimed to reduce cycling-related accidents by educating young Europeans to become safer and more responsible cyclists. It developed creative teaching resources and a gamified online platform for educators and youth while promoting cycling as a healthy, sustainable, and environmentally friendly form of transport.

NEW NORMAL CHANNEL: Unleash your inner creativity for digital culture in a 2030 world   The NNC Experience is an Educational Simulation, a challenge based simulation game that offers an interactive, motivating and empowering environment, with a pedagogical approach of experiential learning. Participants will work as reporters for the New Normal Channel, a platform where […]

Tablet-Based Cognitive Gaming Platform for Seniors   The Tablet Games for Seniors project aimed to support active ageing by protecting and improving the cognitive and social skills of people aged 55 and above. It developed six accessible tablet games focusing on memory, attention, visual perception, reasoning, planning and processing skills, alongside training resources that help […]

Enhancing the Digital Skills of Teachers on Using WEB 2.0 Tools to Increase the Quality of Hybrid Education in Primary and Secondary Schools   This project aimed to guide primary and secondary teachers to learn the usage of digital tools for primary and secondary teachers. This project methodology encouraged the teachers for their professional development […]

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