Our Erasmus+ projects

We are currently involved in

10 European projects

20 projects in 6 years

We have collaborated with partners from

25 different countries

over all our projects

Learn new languages

Digital: English as a second language

Project progress 75%
This project will lead to the creation of low-tech video games for inclusive English teaching, as well as the publication of creative resources for language teachers to create their own games.

InterCambio+

Project progress 75%

The word “Intercambio” means “exchange” in English, and that’s what this project is all about! As part of this project, we will be developing an application to help exchange students discover the vocabulary associated with their field of expertise.

Talk Retail

This project aims to develop English mini-courses focusing on essential skills to meet the needs of small traders who wish to talk to foreign companies.

SpeakER: Escape Room for Languages

This project, which we coordinated and contributed to, aimed to create tools for secondary school teachers to make and use escape rooms for language learning.

The project was awarded the “Good Practice” label in the final evaluation.

EdComix

We have launched this partnership to create a methodology for making the most of comics as a pedagogical tool. We have developed this method to promote a more inclusive learning of English, and provide teachers and students with the tools to create their own comic book pages for innovative pedagogy.

Mr Winston, the true English bot

We were partners in the “Mr Winston, the True English Bot” project, in which we developed an English tutoring chatbot for vocational training learners.

Practice key competences
& citizenship

Ecoquest: Narrative video game for climate participation

Project progress 10%

This project aims to improve education on green transition and sustainable development by creating a narrative video game to teach about climate change, EU green policies, and how young people can have an active role.

Through simple, interactive and immersive gameplay, this game will be accessible to all learners and will connect its educational approach to European programmes through a pedagogical guide and supporting learning activities for teachers and trainers to reap the full benefits of our initiative

AI for Creativity

Project progress 10%

In this project, we are developing resources for VET trainers and creative professionals, active or in training, to equip themselves with digital tools and skills, including AI tools, to remain competitive and relevant in the creative industries.

The project will allow professionals in the Creative and Cultural Industries (in training in initial VET or active in continuous VET) to understand the challenges and opportunities related to AI in the CCIs and to make their job resilient to today and tomorrow’s labour market.

DigiCity

Project progress 10%

This project seeks to develop an immersive, game-based learning environment to foster digital citizenship among youth. Based on a narrative game, the project aims to teach essential digital skills and civic engagement through interactive and participative experiences.

EUtopia

Project progress 75%

The EUtopia project aims to stimulate the democratic participation of young people. It seeks to bring about a more egalitarian, inclusive, coherent and tolerant vision of the future, and to identify the problems that hinder the creation of utopias or ideal visions.

SubscribED

This project aims to develop tools and a methodology to enable secondary school teachers to use the microlearning content available on social networks.

Gaming for Skills

We have coordinated and contributed to the development of practical guidance for teachers on the use of video games in the classroom in several subjects, and encouraged students to create their own games as part of learning-by-doing projects.

This project was awarded the “Good Practice” label in the project’s final evaluation.

Discover the STEM world

My box of STEAM

Project progress 60%

In order to answer the inequalities regarding STEAM teaching in primary schools, the “My Box of STEAM” project aims to offer ideas for fun experiments for less than €2. What’s more, we offer several ways of adapting these experiments to suit the level of your pupils.

Visit Math

Project progress 60%

As part of the VisitMath project, schools and gamification specialists are teaming up to create 18 mathematical city tours across Europe.

Drones

We are partners in this project which aims to develop drone training for young journalists and media professionals.

The virtual museum of STEM

In this project we created a free virtual museum presenting elements of the secondary school curriculum in science, technology, engineering and mathematics (STEM), to make these subjects more concrete and accessible.

The project was awarded the “Good Practice” label in the final project evaluation.

Become an entrepreneur

Escape Rooms for Digital Entrepreneurship

Project progress 10%

In today’s rapidly evolving digital landscape, the ability to think critically, solve problems, and work collaboratively are essential skills for aspiring digital entrepreneurs. 

The “Escape Rooms for Digital Entrepreneurship” project aims to answer these challenges by creating innovative and immersive training resources for educators that foster entrepreneurial thinking, digital literacy, and a better understanding of digital jobs.

Entrepreneurship in video games for good

Project progress 10%

The project “Entrepreneurship in Video Games for Good” aims to introduce youngsters to the dynamic world of entrepreneurship through the lens of game development. By combining gaming with the principles of entrepreneurship and social responsibility, we seek to inspire the next generation of socially conscious entrepreneurs.

Virtual assistant's MOOC

The VAMOOC partners are developing a MOOC and resources to train new entrepreneurs in the digital professions. The resources are aimed at the vocational education and training sector.

AgriCharisma

Agri-Charisma aims to provide tools for young people who want to become entrepreneurs in agriculture and for the educators who support them in their projects.

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