GET UP!

Gamification as an Educational Tool for Upper schools on Parks and environment

Programme and call for proposals

Erasmus +, KA2 (Cooperation for Innovation and Exchange of Good Practices, Strategic Partnerships for Digital Education Readiness)  – extra call for proposals 2020 in response to Covid-19

Brief description

The project aims to support students and teachers in upper secondary schools in acquiring and developing basic skills and key competences related to biodiversity protection, sustainability and environmental issues, through the collective design of a video game simulating the management of a nature park, contributing to digital education.

InEuropa srl is partner.

Objectives
• to increase the competence and awareness on environmental issues in upper secondary school students, who are about to enter the world of work, by stimulating their interest in this topic (by improving their knowledge of problems and issues related to nature conservation and, consequently, to local and global environmental challenges) using the language and modalities of the new media;

  • to increase the skills of upper secondary school students in problem solving, ICT use and digital literacy, through the use of gamification in school education, applied to environmental lessons;
  • to encourage open and innovative education with an emphasis on digital tools applied to a specific topic (functioning of natural parks, protection of biodiversity and sustainable development), which represents a significant social and educational value of European cultural heritage, with strong connections to the creation of future new jobs.

Activities

The Nature Parks that will be involved in the educational project are:

  • Regional Park Cento Laghi – Italy
  • Regional Park Sierra de Espadà – Spain
  • National Park Snæfellsjökull – Iceland
  • Little Carpathian Protected Landscape – Slovakia

The main project activities are:

  • Collection of information (boundaries, different degree of conservation areas, adjacent urban centres, roads, hiking trails, forest cover, protected flora and fauna present, etc.) by the 4 parks involved, for the development of the content of the educational video game;
  • Development of a video game as a digital educational tool in English, which will simulate the challenges that a nature park authority has to face in its daily work. It will also contain narrative parts, be organised in levels and contain other elements such as characters, scenarios, educational challenges related to the management of protected natural areas, etc;
  • Promotion of the video game as an educational gamification tool, by drafting a storyboard of the activity and relating the different phases and parts of the game to different aspects of gamification theory and practice;
  • Training activities for high school teachers on gamification and digital tools;
  • Training activities for project staff on the creation of the video game;
  • Field visit and experimental application of the new educational method for students;
  • Dissemination events in Italy, Iceland, Spain and Poland.

Results
The main expected results are:

  • Increase of secondary school students’ skills on environmental issues, biodiversity conservation, sustainable development, learning more directly about the complexity of a relevant element of European cultural heritage such as natural parks, through the use of a video game, achieving the goal of combining open education and innovative practices in the digital age.
  • Increase of teachers’ competences towards new educational methods related to gamification and the use of digital tools for teaching, together with a deeper involvement in environmental and nature protection issues, achieving the result of strengthening the profile of teaching professions.
  • Strengthening the professionalism of other stakeholders, such as nature parks and environmental educators, and evaluating new tools in the digital age for the promotion of cultural heritage in education.

Lead partner

Fundación de la Comunitat Valenciana para una Economía Baja en Carbón – ES

Partnership
The partnership consists of 7 actors from 5 different countries:

  • Gymnazium Karola Stura – SK
  • InEuropa srl – IT
  • INSTITUTO DE EDUCACIÓN SECUNDARIA BOTÀNIC CAVANILLES – ES
  • eco&eco Economia e Ecologia srl – IT
  • Environmental Agency of Iceland – ISL
  • DANMAR COMPUTERS SP ZOO – PL
  • Ente di Gestione per i Parchi e la Biodiversità Emilia Occidentale – IT

Duration
The project has a duration of 24 months (1 May 2021 – 30 April 2023)

Website
In progress

Total budget
The EU grant received is € 163.139,00

Funding body

European Commission – Erasmus + National Agency ES01

ArtDiCo

Art, Digitality and Corona: digital storytelling for people with little digital literacy –  new e-learning approaches 

Project number: 2020-1-DE02-KA227-ADU-008015

Programme and call for proposals

Erasmus +, KA2 (Cooperation for Innovation and Exchange of Good Practices, Strategic Partnerships in the field of adult education)  – call for proposals 2020

Brief description

Coronavirus pandemic, with its restrictions and lockdowns, made the digitally disadvantaged people more isolated and excluded. Throughout the period of the pandemic, many of the initiatives to support groups already at risk were only available digitally, which obviously exacerbated their exclusion.
This gave rise to the idea of ArtDico, by developing and organizing activities to promote digital storytelling for people with low digital literacy (in the specifics of the project, adult subjects), who on the basis of their experiences during the Coronavirus pandemic learned how to move in the virtual, engage in the arts, and express themselves creatively with the support of competent educators.

InEuropa srl is a project partner.

Objectives

ArtDiCo has achieved the following goals:

  • Support for people with low digital literacy or who have not received adequate digital literacy in the past;
  • Promotion of creative expression and cultural education, developing skills and fostering inclusion through creativity and the arts;
  • Development of tools that can help people cope with the crisis due to the Covid-19 pandemic;
  • Professionalization of educators and other staff engaged in adult support and learning.

Actions

The main activities carried out by the project were:

  • Collection of the main existing methodologies and examples of good practices related to digital storytelling (digital storytelling), and analysis of the existing preconditions for such application in the field of e-learning, thinking about people with low digital literacy.
  • Drafting of practical and multimedia guides for increased professionalization of educators and trainers engaged in adult education, on how to employ digital storytelling in their educational and training offerings (especially towards people with low digital literacy) and on how to promote the use of art as a source of inspiration and means of free expression for learners
  • Organization of workshops (virtual and in-person) with a selected target group of adults with low digital skills, to accompany them in the first-person creation of videos that tell their personal stories and lived experience during Coronavirus, using new technologies, the technique of digital storytelling, and the use of art; specifically starting with the understanding that this is not a professional workshop, the approach is to develop digital skills in adults through storytelling stimulated by art but still related to the Coronavirus, allowing people more fragile than others to find a way to tell and share their stories.
  • Drafting of a multimedia guide on how to organize virtual Storytelling Cafés, specifically illustrating how the World Café methodology can be effectively used for activities involving adult education, referring specifically to people with low digital literacy, but making it a suitable tool for any other target audience.
  • Organization of a Digital StoryTelling Café with “learners” – aimed at those who have previously participated in the Workshops for the development of digital, creative and storytelling skills, and then developed the videos in which they recounted their emotional experience during the pandemic. An opportunity to compare themselves with their peers and show everyone their digital story.
  • Organization of a Digital StoryTelling Café with the “experts” – aimed at those involved in adult education and training (also interested in the use of digital tools and art in this area). An opportunity to meet and interact about the key elements of the project (in particular, the stories of the poorly digitized adults involved) and ArtDiCo’s overall approach.

Results

The main results were:

  • Improving the digital skills of people who are and/or have been excluded from communication, social and cultural activities-at a particular time such as the Coronavirus pandemic-because of their lack of digital literacy;
  • Enhancement of the use of digital media as tools to promote personality development/biographical work, creative expression, design, communication/narrative, providing opportunities for participants to redeem themselves by being able to show and share emotions creatively in front of their peers.
  • Increased professionalization of adult educators from a methodological and technical perspective in the use of digital storytelling within the educational offerings aimed at people with low digital literacy;
  • Usage of an innovative methodology that combines art and digital storytelling as a response to the crisis generated by the Coronavirus, and that fosters social contact, joint learning as a pedagogical principle, and close exchange with educators/facilitators, as opposed to classic adult learning offerings. Partners will be able to continue using the method in the future, especially those who are already engaged in the practice of storytelling, digital or cultural education.

Lead Partner

Akademie Klausenhof gGmbH – DE

Partnership
The partnership is formed by 6 organizations from 6 different EU Member States:

  • SYNERGASIA ENEGON POLITON– GR
  • SOCIALNA AKADEMIJA – ZAVOD ZA IZOBRAZEVANJE, RAZISKOVANJE IN KULTURO – SI
  • Media Actie Kuregem Stad – BE
  • VILNIAUS DAILES AKADEMIJA – LT
  • InEuropa srl – IT
  • COFAC COOPERATIVA DE FORMACAO E ANIMACAO CULTURAL CRL – PT

Duration
24 months(1 March 2021 – 28 February 2023)

Website
https://erasmus-plus.ec.europa.eu/projects/search/details/2020-1-DE02-KA227-ADU-008015

Total budget
The EU grant received is € 205.195,00

Financing organization

European Commission – Erasmus + National Agency DE02

PROJECT EURODIGITAL: WORKSHOP LEGO® SERIOUS PLAY® OF INEUROPA

LSP_EURODIGITAL_BEYOND THE WALLs banner

Description

EURODIGITAL – BEYOND THE WALL is presented and managed by the Istituto Storico Parri Emilia Romagna in the framework of the regional programme to promote European citizenship 2020
The experience of the LEGO® SERIOUS PLAY® WORKSHOP within the EURODIGITAL Project – Beyond The Walls was carried out by InEuropa to create a creative and fun experience for school children and to talk with them about European citizenship and identity.
The school Guido Guinizelli of the Istituto Comprensivo 8 in Bologna was actively involved in the workshops. Specifically, the activities were addressed to classes 1B and 1E of the lower secondary school.
The Workshops were carried out with the LEGO® SERIOUS PLAY® methodology that aims to convey an unforgettable experiencefrom an educational point of view and also human and relational, for the children involved. We wanted to address these issues, which are not always appreciated by children, through the game (Lego bricks) in order to engage and stimulate them. Specifically, we worked on the theme of European citizenship.

_________

Workshop realization

The workshops have actively involved the students of the two classes of the school “Guido Guinizelli” of Bologna, through gamification.
Barbara Grazzini and Andrea Pignatti (certified facilitators on LEGO® SERIOUS PLAY®) were facilitating each workshop guiding the students during the experience ensuring the effectiveness of the path. 

banner statistiche

The Shanarani Youth-led Project – SYP

Project ID: 2020-1-UK01-KA205-078035

Lead organisation

INDEPENDENT ACADEMIC RESEARCH STUDIES INTERNATIONAL INSTITUTE – IARS (UK)

Call for proposals – Programme

Erasmus +, KA2 (Cooperation for Innovation and the Exchange of Good Practices, Strategic Partnerships for Youth), Call 2020

Brief description

The name ‘Shanarani’ comes from the language of the indigenous Purépecha people in Mexico and means ‘walker’. It is a name used for all children, both boys and girls. Its use and meaning are strictly connected to the theme of this project, which aims to move along the path of gender equality by means of the tools of education and innovation.

In particular, Shanarani aims to help preventing and tackling gender discrimination and stereotypes as well as social exclusion, which stems from not respecting the rules of conduct dictated by gender identity. The project recognises the social construct nature of the gender roles assumed from childhood and also the negative consequences that this situation causes. Gender discrimination is an issue that, despite progress in recent years, is still widespread in Europe.

This kind of discrimination has common features in the various European countries, both in the forms in which it occurs and in the reasons that underlie it.

The project partners were selected precisely because of the challenges but also the opportunities that arise around this issue. Italy, in particular, continues to adhere to a patriarchal reference model that attributes to women in many areas a subordinate social role. According to statistics, moreover, the population sometimes even justifies domestic violence.

Therefore, the aim of this project is:

(1) to create innovative youth-focused tools that youth workers can apply in their work with children and young people at risk; (2) to create accessible learning methods for young people so that they can use them in a funny and enjoyable way, while increasing their resilience against gender-based discrimination (3) to adapt these new methods to the national context and accreditation systems (4) to develop awareness and motivation strategies to involve the target group (5) to design all-round support, implementing training and awareness-raising for parents and families (6) to disseminate the project as a good practice led by boys and girls to break down stereotypes about young people.

Goals

  1. Co-designing and testing with boys and girls a youth-focused curriculum, by means of cinema and theatre, with the aim of offering youth workers and other professionals the right support they can use in order to conduct gender equality activities;
  2. Development and testing of a game to be used by young people and their families, aimed at increasing their resilience against gender stereotypes;
  3. Developing an online platform in order to support youth workers and inform young people about these issues;
  4. Spreading the results of the project and raising awareness about the problem and how to deal with it within communities, with stakeholders and decision makers, also through policy information and the formation of public opinion.

 

Project activities

INTELLECTUAL OUTPUTS (OI)

OI 1 – Shanarani Curriculum: development and implementation of a curriculum in order to support professionals working with young people at risk. The curriculum will adopt an innovative approach based on the use of the means of cinema, theatre and acting. This method will help to show the reproduction of stereotypes in the media on the one hand. On the other hand, it will also exploit the potential of this approach to make individuals experience new reference roles in our society by themselves. The curriculum will be translated and adapted into the participating languages.

OI 2 – The Shanarani Game: development and dissemination of a game aimed at young people, their families and youth workers, designed to inform young people in an accessible and funny way and support youth workers in their work;

OI 3 – Shanarani app: an app will be created based on the Shanarani platform and curriculum;

OI 4 – Shanarani e-book: this IO will collect all the research, pilot activities, learnings and results of the Shanarani project in a single e-book containing chapters in all participating languages, as well as a chapter in English.

MULTIPLIER EVENTS (E)

In order to disseminate and transfer the project results, in the countries involved, at local/national level will be organised 5 Multiplier Events (E1-E5)

Beneficiaries

Direct target groups: youth workers, teachers and other professionals working with young people at risk of being involved in gender-based discrimination and violence; young people in general – especially girls – and those from disadvantaged backgrounds, as well as their parents.

Secondary target groups: policy-makers (national/EU), NGOs, equality organisations, local/central government, vocational education and training providers and universities.

Partnership 

– Lead partner: INDEPENDENT ACADEMIC RESEARCH STUDIES INTERNATIONAL INSTITUTE IARS (UK)

– PP1: ASOCIACION CAMINOS – ASOCIACION PARA EL INTERCAMBIO EDUCACION Y DESARROLLO SOCIAL (ES)

– PP2: InEuropa srl (IT)

– PP3: CENTRUL PENTRU DEZVOLTARE COMUNITARA DURABILA – CDCD (RO)

– PP4: SYMPLEXIS (EL)

Duration

This project has a duration of 24 months (from 1/9/2020 to 31/8/2022)

Project cost

The project has a total cost of €195,910.00.

Women Hack the Game – WoGa

Project number: 2020-1-ES01-KA201-082618

Leader 

Fundación Riojana para la Innovación (ES)

Programme and call

Erasmus +, KA2 (Cooperation for Innovation and the Exchange of Good Practices, Strategic Partnerships for School Education), Call 2020

Short description

“Women hack the game” is a project that aims to promote the social inclusion of girls and women in the STEM (Science, Technology, Engineering and Mathematics) field. In fact, the project arises from the need to counteract the barriers and obstacles that often prevent girls from choosing STEM-related careers and professions, an issue also referred to in the United Nations Sustainable Development Goals (Agenda 2030)

Technology has the potential to empower and include girls and women, as well as other vulnerable sectors of the population. Today, it is essential to develop scientific skills, as this knowledge is indispensable to face present and future’s challenges.

The project targets teachers and students of secondary schools in STEM subjects. In fact, this school age is the one in which students are ready to make the first decisions about their future education and, at the same time, coincides with the age in which girls generally move away from scientific subjects.

So, the project aims to encourage the scientific and technical education of young women and men through the dissemination and knowledge of prominent women researchers and scientists in STEM disciplines. To do so, the project aims to support teachers of STEM disciplines by providing them with new tools, such as gamification, to deal with their subjects in an innovative and accessible way. Finally, we want to obtain a multiplier effect of the results obtained, involving students in the dissemination of the work of women scientists and researchers..

Goals

  1. increase the scientific, technological culture and spirit of innovation of students and teachers of STEM disciplines;
  1. Train teachers in new educational methodologies, such as gamification;
  2. Increase awareness of the research, development, and innovation work done by women scientists and researchers;
  3. Promote the development and use of educational games;
  4. develop students’ curiosity, making them actors in a more critical and responsible society capable of making decisions based on scientific evidence.

Project’s activities

INTELLECTUAL OUTPUTS (O)

O1 – Teacher training methodology and training resources based on gamification elements

Training and creation of educational resources (gamification) available to teachers. Creation of a digital platform based on questions in the context of STEM disciplines. Training teachers to use the new tools.

O2 – Downloadable cards on the characters of women scientists and researchers

Creation by boys and girls of a timeline featuring 10 female scientists and researchers in STEM subjects throughout history. Direct student involvement, through a collaborative and participatory method, to create 25 downloadable cards (flashcards) about identified female scientists and researchers.

Organizing a Hack day, where girls and boys will develop an idea or product to visualize the relevant role of female scientists in society. In particular, they will be able to choose: the creation of an App or a website; the development of a prototype game or other practical tool; the development of a plan for the realization of a social or legislative initiative.

MULTIPLIER EVENTS (E)

When the project will come to its end, all partners will realize a multiplier event in their countries to present intellectual outputs 1 and 2 (training methodology and didactic flashcards) and other relevant results of the project. The events will be aimed at the target audience established in the project, i.e. teachers and secondary school students, and will be open to the entire educational community, as well as interested stakeholders.

Expected risults 

– educational resources based on gamification methodology available to teachers, schools, educational centers;

– a digital platform;

– practical research work for students;

– Timeline with at least 10 women influencers in STEM disciplines;

– 25 downloadable flashcards featuring female researchers and scientists in a fun and educational approach, telling the story of the importance of their work;

– Hack Day in which each group of students will develop an idea or project highlighting the relevant role of female scientists in society;

– Multiplier events to present the results of the project;

– Implementation of the best projects made by boys and girls for Hack Day.

Beneficiairies

The main addressees and direct beneficiaries of the project are teachers and students of secondary schools with a scientific and technological focus and vocational development (formal training).

Partnership 

– Lead partner: Fundación Riojana para la Innovación (Spagna)

– PP1: ESCIENCIA EVENTOS CIENTIFICOS SL (Spagna)

– PP2: FUTURE IN PERSPECTIVE LIMITED (Irlanda)

– PP3: Fundatia Centrul Educational Spektrum (Romania)

– PP4: InEuropa srl (Italia)

Duration

The project has a duration of 21 months (from 01/11/2020 to 31/07/2022)

Project contribution 

The project has a total cost of € 101,652.00

PROCHILD – PROtection and support of abused CHILDren through multidisciplinary intervention

Project Number 810109 – PROCHILD – REC-AG-2017/REC-RDAP-GBV-AG-2017

Programme and call
Rights, Equality and Citizenship Programme – Call for proposals REC-RDAP-GBV-AG-2017 “Prevent and combat gender-based violence and violence against children”.

Short description

PROCHILD aims to create a model of multi-professional and integrated cooperation between the actors involved in the response to the phenomenon of violence against children, in order to promote the detection of cases of abuse and to combat the fragmentation of services for the protection of children and families by applying an interdisciplinary approach based on the best interest of the child and on the complementarity of skills of different professional profiles.

Objectives

The specific objectives of the project are as follows:
– protect the fundamental rights of children in line with the implementation of EU Directive 2012/29
– promote the early identification of cases of maltreatment/abuse
– adopt a multi-professional model of protection and assistance to child victims (Bronfenbrenner model)
– develop shared and integrated protocols between social services, health care, educational institutions, law enforcement agencies, judicial authorities to facilitate cooperation and define criteria and priorities for cases requiring reporting
– increase the skills of the professionals involved for a more effective identification of the phenomenon and accustom them to an interdisciplinary approach of comparison and sharing of their specific skills
– Involving children and families in the improvement of anti-maltreatment information material and existing protection and care services.

Actions

– WorkPackage 1: project management and coordination
– WorkPackage 2: communication and diffusion
– WorkPackage 3: mapping of operators’ training needs and best practices for early identification and treatment of cases of child abuse
– WorkPackage 4: development of protocols between the actors involved in the assistance and protection of minors in accordance with a transferable interdisciplinary intervention model
– WorkPackage 5: interdisciplinary training of professionals involved in the response to the phenomenon of violence against minors

Results

The main expected results are:
– strengthening the integration and interdisciplinary nature of the services involved in cases of child maltreatment/abuse by defining a transferable intervention model at European level based on best practices and on the real needs of operators
– increasing the skills of professionals responsible for childcare and legal procedures, by improving the integration of social and health services, law enforcement agencies, lawyers and judicial authorities
– compilation of local/national protocols for the creation of an integrated model that allows the early identification of cases of maltreatment/abuse, reporting and protection of minors
– Improvement of assistance systems for child victims through their direct involvement in the evaluation of existing services.
– raising awareness of the phenomenon of violence and of the tools available to direct and indirect victims
– launch of a dialogue for the creation of an Italian national epidemiological register on violence against minors, which will encourage research and analysis of data for more effective intervention.

Lead partner

ALMA MATER STUDIORUM – University of Bologna, Department of Medical and Surgical Sciences (IT)

Partnerships

The partnership is made up of 5 players from 5 different countries:
– La Voix de l’Enfant (FR)
– National Institute for Health and Welfare – THL (FI)
– Independent Academic Research Studies International Institute – IARS (UK)
– Catholic University of Applied Sciences North Rhine-Westphalia (DE)
– Institute of Child Health (GR)

Duration
The project has a duration of 24 months (1 November 2018 – 31 October 2020)

Website
www.prochildproject.org

EU contribution
The European grant received is € 733 816.00.

Funding body
European Commission – DG Justice and Consumers

iHeal

Up-Skilling Elders in Digital Health Literacy to prevent marginalization and exclusion

Agreement n. 2018-1-TR01-KA204-059639

Programme and call for proposal

ERASMUS PLUS – Cooperation for the innovation and exchange of good activities – Strategic partnership for the adults’ education – Call 2018

Short description

The iHeal project acts in the eHealth area, which is the use of technology to improve the health and human wellness and increase the services of the national sanitary system, prevention, diagnosis and treatment of diseases, as well as supervision and management of health and lifestyles.

The aim of this project is to improve the digital sanitary literacy rate of the elderly population in Europe in order to better exploit and further increase the eHealth services.

The project will offer the idealization and the implementation of an inclusive, interactive and easy to use the digital platform, in order to enhance the sanitary digital literacy rate of the elderly population in Europe (50+). The platform is going to sustain some formative modules, which will allow to analyse relative risks and benefits of remote medicine, evaluate qualities and credibility of online sanitary information, communicate with health providers, navigate eHealth services, basic health terms glossary, country-specific health access info. This instrument will also allow the adults involved to participate and support each other and will encourage a direct involvement between patients and the spread of patient-centred health practices.

 

Objectives

The objectives of the project are:

  • Provide specific information and instruments for an aging population with the aim of improving the digital sanitary literacy rate (knowledge of digital health information and instruments, included their application in order to improve the health state
  • Understand and map the necessities concerning digital literacy rate related to the health of elderly European citizens (50+)
  • Improve the knowledge of non-communicable diseases and compliance with medical services

Activities

The main activities of the project consist of:

  • Mapping of starting needs
  • Construction of CV and writing of contents
  • Development of a formative platform, digital training, and APP
  • Testing judgment’s instruments, a report concerning the test
  • Toolkit for the adjustment of the training path
  • Multiplier events

 

Results
The main expected results are:

  • Dissemination of fitting instruments of health education and behavioural activities which promote the psychophysical wellness among adults
  • A new type of digital literacy supporting active participation in modern society
  • Exchange of good activities within the partnership of active corporations in the area of adults’ formation in Europe

 

Lead partner

ÇanakkaleOnsekiz MartUniversity (ÇOMU) (TR)

Partnership

The partnership is made up of 8 subjects from 6 different nations:

  • ÇanakkaleOnsekiz Mart University (ÇOMU) (TR)
  • ProlepsisInstitute (GR)
  • Science Initiative Lower Austria (WIN) (AT)
  • Center for Social Innovation LTD (CY)
  • Asteresscrl – società cooperative (IT)
  • BOSEV (Grand Middle East Health and Education Foundation) (TR)
  • INOVA+ – INNOVATION SERVICES, SA (PT)
  • InEuropasrl (IT)

 

Project duration

The project lasts 24 months (01 November 2018 – 31 October 2020)

 

Total budget

The European co-financing is € 269.466,00

Funding

European Commission – National Erasmus Agency + TR01

TOURiBOOST – Reorienting tourism education with digital, social and intercultural competences to support local stakeholders tackle strategic innovation in heritage tourism

Project Number 2018-1-TR01-KA203-058344

Programme and  call for proposal

Erasmus Plus – Key action 2 “Cooperation for innovation and exchange of good activities” – strategic partnership for the secondary education, announcement 2018

Short description

TOURiBOOST aims to modernize the touristic experience using culture and hermitage as drivers of the development of tourism. The project identifies some problematic crux he wants to contribute solving: low investments in the cultural industry which lead to a lack of innovative products and to a weak industrial competitiveness; there is a necessity of touristic industry and  cultural institutions to catch up with digital technologies by evolving their own means and services design strategies so as not to lose the contemporary public, in particular, the youngest one; stakeholder fragmentation, responsible for the management of the cultural heritage; need to balance the use and the defence of the cultural heritage by resilient methods which can guarantee an eco-friendly tourism; lack of awareness of cultural hermitage especially among the youngest one and need to develop their interest and faculty to criticise culture.

Objectives

The specific objectives of this project are the following:

  • Develop a new formative multidisciplinary CV in order to increase the innovation in hermitage experience and enhance the cooperation between stakeholders
  • Develop and test “Tourism Experience Design” as a design process for new products and experiential services related to the cultural heritage
  • Develop a business attitude and mood and stimulate the collaboration among enterprises and cultural hermitage industry in order to reinforce creativity, employment, and new professional paths
  • Improve directness and recognition of qualifications and skills in the touristic and cultural industry, including the ones developed in a non-formal and informal context
  • Involving stakeholders and the youngest one in a training process taking advantage of new media and digital competencies mixed with contents abundance and critical thinking

Activities

The main activities operations consist of:

IO1: development of a methodology to sustain the skills of the touristic industry stakeholders, aiming to promote the cultural heritage tourism

IO2: develop stakeholders’ education to create touristic and cultural experiences and high-quality services in the area

IO3: application of tools developed during the project in order to involve local stakeholders for the touristic innovation

IO4: validation of professional competencies to sustain the stakeholders’ access to the main touristic trades and to the investments for innovation

IO5: develop a “Smart SkillsObservatory in Heritage Tourism”

Results

The main expected results are:

  • Investments in human capital and innovation of the developing process of the touristic products linked to the local cultural heritage, improving skills and helping to find out new opportunities and products linked to the area
  • Higher productivity and competitiveness of the cultural heritage
  • Better cooperation between the academic and the business world in the cultural heritage industry, improving skills for innovation and development of smart products and services, capable of innovative touristic experiences

Lead partner

NecmettinErbakanÜniversitesi (TR)

Partnership

The partnership is made up of 5 subjects from 5 different nations:

  • TURSAB – TürkiyeSeyahatAcentalarıBirliği (TR)
  • Kodolanyi Janos Foiskola (HU)
  • Stichting PRIME (NL)
  • InEuropa (IT)
  • ARTIFACTORY (GR)

Duration of the project

The project lasts 24 months (1° September 2018 – 31 August 2020)

Overall budget

The European subsidy received is € 238.980,00

Funding 

Erasmus + Programme – Turkish National Agency

FCHgo – Fuel Cells HydroGeneducatiOnal model for schools

Programme and call

HORIZON 2020

Topic: FCH-04-4-2018 Strengthening public acceptance and awareness of FCH-technologies by educating pupils at schools

Coordination & support

Short description

FCHgo is a European project dedicated to fostering knowledge about fuel cell and hydrogen technology by delivering an educational model for schools. The project invites pupils and their teachers alike to discover the energy of hydrogen with innovative teaching materials and along inspiring activities in classrooms and beyond.

Objectives

The project objectives are:

  • Support the teaching of hydrogen energy in schools by developing innovative materials, including stories, roleplays and games and by training, preparing and assisting teachers in the delivery of inspiring lessons about hydrogen in their classes
  • Stir pupils’ interest in renewable energy and raise awareness for our planet’s environmental challenges
  • Foster pupils’ understanding of natural principles and help them build up important STEM competencies
  • Provide the opportunity for pupils to transfer their knowledge and contest their skills in a European-wide school competition, awarding innovative hydrogen projects
  • Bring the ‘real world’ to science education through the involvement of industry stakeholders in all FCHgo activities

 

Activities

The main project activities consist of:

  • The didactic materials will be developed. The FCHgo toolkit aims at translating simple energy principles for primary schools and the opportunities of hydrogen and fuel cell technology for secondary schools into ready-to-teach materials, plays and tools for inspiring lessons.
  • In the first experimental year, FCHgo will implement and test the FCHgo toolkit in selected classrooms in project partner countries Denmark, Germany, Italy, Poland and Switzerland. The materials developed being suitable for primary and secondary schools alike, different age groups will be addressed through the FCHgo pilot classroom activities.
  • The International Award World of the future: the best FHC application will be launched in the framework of the European project FCHgo – Fuel Cells HydroGen educatiOnal model for schools  funded under Horizon 2020’s FCH GO Joint Undertaking and focusing on fuel cells and hydrogen as central elements for a sustainable energy future.
  • A national and international dialogue with potential sponsors for the use of the results and the sustainability of the programme.

 

Results

The main expected results are:

  • Test and validation of the FCHgo toolkit through local pilots.
  • Spreading knowledge about hydrogen throughout Europe through the launch of national competitions and the European Award.
  • Higher level of scientific and technical skills and involvement of the students, in particular, major knowledge about fuel cells and hydrogen in schools and beyond.
  • Wider network of local stakeholders interested in the sustainability of the program.

 

Leader

Università di Modena

 

Partnership

The partnership is made up of 6 subjects from 5 different countries:

  • UNIMORE (IT)
  • InEuropasrl (IT)
  • ZHAW (CH)
  • DTU (DK)
  • UniwersytetMikolajaKopernika (PL)
  • Steinbeis 2i GmbH (DE)

 

Period

The project lasts 24 months (1 January 2019 – 31 December 2020)

 

Total budget

The received European funding is € 502.498,75

 

Financing Corporation

European Commission, FCH Joint Undertaking

LUCAS – Links United for Coma Awakenings through Sport

Programme and call

Erasmus + Action Sport – Collaborative partnerships – Call for proposals EAC/S11/13

Short description

LUCAS is a transnational project co-funded by the Community programme Erasmus + Action Sport – Collaborative Partnerships within the call EAC/S11/13 (deadline 2014). InEuropa srl supported the management of the project.

Objectives
LUCAS aims to create a stable European network for the sharing of information, experience and good practices on rehabilitation models through sport, for the reintegration of people with disabilities acquired from brain injuries and spinal cord injuries (in particular resulting from a coma) and their families/caregivers.
The partnership intends to develop and test a comprehensive rehabilitation plan (based on a structured, multidisciplinary and integrated experimental methodology), assisted by qualified staff, which aims not only at physical rehabilitation, but also at social reintegration of people with acquired disabilities and their families.

Actions

WP1 Transnational project management and coordination
WP2 Communication, dissemination and use of results
WP3 Context analysis and collection of good practices
WP4 Methodology development
WP5 Implementation and testing of the innovative rehabilitation model
WP6 Quality monitoring, evaluation and verification

Results

The main results of LUCAS are:
– For people with disabilities acquired from brain injuries and spinal cord injuries (particularly resulting from a coma): increase in psychological and physical well-being and their reintegration into society thanks to the new methodology tested.
– For families/caregivers: the meeting and comparison with similar experiences at European level will increase their skills in promoting associations of families of disabled people and practices of mutual aid between families and volunteers; it will also increase the capacity for public initiative and dialogue with institutions for the promotion and protection of citizenship rights of people with disabilities. Through sport, they will experience a “social” moment in their daily lives.
– Enlargement of countries and number of participants in the European Awakening Day for Coma Research – 7 October each year.

Lead partner

FUTURA SOC CONS RL (S. Giovanni in Persiceto – ITALY)

Partnership 
The partnership was composed of 9 public and private entities from 7 different countries: Italy, Belgium, Cyprus, Denmark, Spain, Lithuania, Portugal.

Duration
The project had a duration of 24 months (1 January 2015 – 31 December 2016)

Website
http://lucasproject.eu/ ;
https://www.facebook.com/linksunitedcomaawakenings/

Total Budget
The project has a total cost of € 580.316,03

Contribution

€ 464,248.83 co-funded by the EU (80%)

Funding body

European Commission – Education, Audiovisual and Culture Executive Agency