• The project aimed at producing an innovative educational platform and providing a systematic approach to train and support young people to run successfully their own agribusinesses. Several innovative open courses and training procedures were designed to efficiently teach Entrepreneurship, focused on the Agriculture domain. The educational platform used advanced ICT-based educational methods like 3D virtual

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  • CyberSec4Europe was a research-based consortium with 44 participants covering 21 EU Member States and Asso-ciated Countries. CyberSec4Europe supported addressing key EU Directives and Regulations, such as GDPR, PSD2, eIDAS, and ePrivacy, and help to implement the EU Cybersecurity Act including, but not limited to supporting the development of the European skills-base, the certification framework and

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  • The project put high priority on the promotion of teacher competences which are necessary for responding to and building upon the diversity found in today’s multilingual classrooms across Europe. To this end, it aims at developing a high-quality Continuous Professional Development (CPD) infrastructure which will empower English language teachers (ELTs) to integrate in multilingual classrooms

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  • The objective of the project was the development of a modern and state-of-the-art computing environment, as well as the necessary resource infrastructure (language resources and computing tools), aiming at the creation of digital educational games addressed to students (primary and secondary education) for: a) the improvement of their language and learning level in general and

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  • TOBEA has undertaken the production and distribution of SEATRAC, the only device in the world for the autonomous access to the sea of people with disabilities. SEATRAC is protected by published patents in the USA and EU.In the present research project, TOBEA intended to create a new enhanced version of SEATRAC utilizing the position of

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  • The main objective of the project was to create an educational methodology for adult educators based on which the educators will be training on creating learner-center educational content   based on game-base simulation for supporting and encouraging their adult learners to engage in their own learning process and achieve their learning goals.In particular, the adult educators

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  • The objectives of the project focus on activities aimed to encourage girls to coding and study IT/STEAM. Through the hackathons and CodingGirl educational platform we will design the learning activities specifically developed for girls and aimed to create a supportive and inclusive learning environment. The innovative living libraries will include role models – girls and

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  • The School education in the most vital educational period for students. Many reports in EU level point out the importance of school education and its impact on students knowledge and skills and the improvement of the efficiency of school education is a top priority of the European Commission. A main course in all levels of

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  • Coordinated by European Schoolnet (EUN), a network of 33 education ministries, EmpowerED brings together 11 partners and an expanding group of Associated Partners, to support closer collaboration in the digital education sector in Europe between all levels and sectors, K12, H.E. and VET.It will leverage existing but still loosely coordinated EdTech ecosystem groups in order

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  • During the pandemic the whole educational community –teachers, pupils, and parents- acquired knowledge, ICT skills, and experience on Distance Education in a very short time. As the educational community is exiting this phase, a demand which is put forward by many is how can all this acquired knowledge, skills and experience be put into use

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