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CyberSec4Europe
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…
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DIGI4ME
The increasing demand for healthcare services, driven by the demographic shifts throughout Europe, will increase the number of jobs and the required skills of professionals in the health sector. Health sector will have a 23%…
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DigiCAMP
Increasing the levels of achievement and interest in science, technology, engineering, and mathematics (STEM) is of key importance for the European union. This priority includes, among others promoting of the development of national STEM strategies;…
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e – hagiography
The main goal of the project was the development of a new, innovative Digital Laboratory of Cretan Hagiography (https://platform.e-hagiography.edu.gr/), which will be characterized by scientific design and ease of use and learning, low access costs,…
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E-SCAPE
The E-SCAPE project’s main objective was to design and apply a pedagogical approach which will focus on the identification of selected “teachable” soft desirable skills, their enrichment with academic sources as well as real-world cases…
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EAGLE
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…
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EmpowerED
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…
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ENRICH
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…
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Escape to Culture
The project advocated the combination of Greek cultural heritage, digital technologies advancements and the implementation of innovative gamifying practices like escape games.The project focused on the study and the design of gamified cultural experiences based…
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FOIL
The Language Industry has been continuously growing for the last 10 years, currently being one of the more robust economic sectors with an 11% estimated growth for 2020. Greattechnological and skills developments have taken place…


