List of Awarded Projects
Discover all our European educational innovation projects, from artificial intelligence to digital skills.
THE MEMORY OF HISTORY
2023
The project promotes joint European action for the preservation of cultural heritage. Its objective is to digitize, preserve, and transmit historical manuscripts from Jerusalem to future generations.
KEY OBJECTIVES
- Promote European cooperation in cultural heritage protection. Foster an integrated and participatory approach.
- Support EU policies on cultural heritage. Enhance its dissemination and European value.
- Digitize and preserve historical manuscripts in Jerusalem. Ensure their long-term preservation.
- Ensure the transmission of documentary heritage to future generations. Facilitate its access and cultural continuity.
SDSA
2022
The project develops a digital literacy methodology for people over 55 in Greece and Spain, along with teacher training. It includes practical workshops to improve digital skills, employability, and adaptation to the work environment.
KEY OBJECTIVES
- Reduce the digital divide in adults through digital skills training. Improve their digital literacy to facilitate their daily lives and participation in society.
VETVRKIT
2022
The project offers training in the use of virtual reality applied to education and compares different tools and equipment. Additionally, it develops a web platform with educational resources and evaluates the impact on learning processes.
KEY OBJECTIVES
- Overcome the lack of modern pedagogical tools in VET, such as virtual reality. Facilitate access to innovative technologies for teaching.
- Improve trainers' skills to integrate innovative approaches and become “Trainer 4.0”. Reduce barriers to accessing technological equipment.
UGLYFRUITSNOT
2022
The project aims to raise awareness about the nutritional value of “imperfect” fruits and vegetables to reduce food waste. It promotes education in the supply chain and changes consumer perception.
KEY OBJECTIVES
- Develop, pilot, and validate the UglyFruitsNOT! training program for VET trainers. Improve their preparation in food sustainability.
- Support the professional development of trainers through digital and creative resources. Include e-learning and interactive modules.
- Strengthen the role of trainers as sustainability agents in the food chain. Promote waste reduction and responsible consumption.
SUSTAINABLE HOSPITALITY DIGITALISATION TOOLKIT
2022
The project brings together European organizations to develop modern and open educational resources on sustainability and digitalization. It seeks to improve VET skills and respond to labor market needs through international collaboration.
KEY OBJECTIVES
- Develop open educational resources to improve digital skills in hospitality with a sustainable focus. Drive the modernization of the sector.
- Create practical guides for applying sustainable digitalization in hotels and tourist accommodations. Facilitate its implementation in the sector.
- Collect international best practices and success stories in sustainable digitalization. Promote knowledge exchange.
- Provide tools to measure and optimize digitalization in hospitality. Reduce the environmental impact of the sector.
STAR
2022
The project seeks to motivate behavioral changes towards sustainability and the fight against climate change. It promotes learning about the Green Deal, waste reduction, and energy saving in the tourism sector and SMEs.
KEY OBJECTIVES
- Create practical resources to support the tourism sector in adopting sustainable tourism. Facilitate its application in SMEs and for trainers.
- Promote behavioral changes and green skills. Drive more sustainable practices.
- Contribute to the fight against climate change through tourism. Increase environmental awareness.
- Disseminate the Green Deal and promote waste reduction and energy saving. Raise awareness in the tourism sector.
HIATUS
2021
The digital transformation accelerated by the pandemic has generated continuous changes in society, demanding new forms of learning. Skills such as critical thinking, creativity, and entrepreneurial spirit are required for the 21st century.
KEY OBJECTIVES
- Create a space for innovation and dissemination of culture, lifestyles, and languages. Drive the generation and exchange of knowledge.
- Foster cooperation between knowledge and object producers. Integrate theory and practice into educational processes.
- Involve trainers in curriculum design. Improve the quality and relevance of training.
- Develop programs that combine practical and formal learning. Strengthen the training of teachers and students.
- Promote training focused on skill development. Focus education on applied competencies.
H2O
2021
The project addresses the social exclusion of the Roma community, focusing on low health literacy. It seeks to improve access to healthcare services and reduce distrust in the system.
KEY OBJECTIVES
- Combat social exclusion and low health literacy in the Roma community. Improve their overall well-being.
- Improve access to and quality of healthcare. Reduce distrust in the healthcare system.
- Train Roma healthcare professionals as mediators. Better address the needs of their community.
- Apply health literacy strategies to empower the community. Foster knowledge and advocacy for their health rights.
ERASMUSEUM
2021
Transnational project that promotes digital skills and heritage valorization to strengthen European identity. It develops innovative pedagogical approaches with e-learning and collaborative platforms.
KEY OBJECTIVES
- Understand one's own culture and heritage to improve adaptation to diverse environments. Value its importance in daily life.
- Develop innovative educational practices and improve teaching methodologies. Create new pedagogical materials adapted to the digital age.
- Foster critical thinking, creativity, and lifelong learning. Integrate them into transversal educational activities.
- Boost the digital skills of the entire educational community. Facilitate access to open educational resources.
DIGITALL SCHOOLS
2020
The project promotes the use of 3D technology in the medical field through an online library of diagnostic and training materials. It seeks to facilitate access and improve training to leverage these resources.
KEY OBJECTIVES
- Improve healthcare training through an online library of medical resources (Al3xandria). Facilitate access to educational hospital images.
- Train teachers in the use of Al3xandria and 3D technologies. Support their professional development in healthcare education.
- Promote the use of digital technologies such as 3D printing and VR in healthcare. Improve skills and practical learning.
HYVET
2020
The project introduces hybrid simulation in vocational education and training (VET), inspired by its use in medical studies. It seeks to improve both technical and soft skills through innovative methods.
KEY OBJECTIVES
- Analyze the feasibility of applying hybrid simulation in VET. Identify key areas for its pilot implementation.
- Train teachers in the use and management of hybrid simulation. Adapt content to innovative digital environments.
- Implement pilot programs in VET using hybrid simulation. Validate its effectiveness in practical teaching.
DIGIAGRIMARK
2020
Digitalization, accelerated by the pandemic, has boosted internet use in daily life. Digital marketing becomes key given the constant growth of online consumers.
KEY OBJECTIVES
- Improve secure digital marketing skills for farmers and agri-entrepreneurs. Protect their activity against online threats.
- Raise awareness about digital risks such as fraud, phishing, and cybersecurity in online sales. Prevent vulnerabilities in the agricultural sector.
- Boost the digitalization of the agricultural sector through effective online sales channels. Foster sustainable models.
- Develop accessible training resources for small producers. Improve their economic competitiveness.
NLBC
2020
The project improves communication in transnational families through training and tools for migrant parents and educators. It seeks to support children who feel abandoned, strengthening their emotional well-being.
KEY OBJECTIVES
- Improve communication in transnational families with migrant parents and separated children. Strengthen emotional bonds over distance.
- Train educators to support migrant parents in their relationship with their children. Develop competencies for remote family interaction.
- Create digital tools that facilitate daily contact and communication between parents and children. Foster emotional connection.
- Address the emotional impact on children who feel abandoned. Support their emotional development in key stages.
THE SPIRIT OF EUROPE
2019
Gaming is a learning tool that develops diverse skills and can integrate relevant educational content. The project aims to leverage it to teach useful knowledge rarely addressed in traditional education.
KEY OBJECTIVES
- Teach ancient European history through an innovative and free educational video game. Cover key periods such as Greece, Rome, the Dark Ages, the Viking era, and the Renaissance.
- Make history accessible and engaging for diverse audiences. Include young people, adults, migrants, and professionals from different sectors.
- Foster experiential learning with interactive missions across different historical periods. Combine entertainment and knowledge.
- Promote European identity and intercultural understanding. Connect the past with current EU values through gamification.
ABA
2016
The ABA methodology improves the education of children with autism and other disorders, promoting their adaptation and quality of life. The project seeks to expand its use in Lithuania, where it is currently limited.
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SMART
2012
The project addresses the mismatch between VET and labor market needs, especially in tourism. It develops a personalized online training model to improve employability and adapt the training offer.
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