Promoting Open Education through Gamification (OPENGAME)

The OPENGAME project aims to contribute to the uptake of Open Education Resources and Open Education Practices among educators in Higher Education in an innovative and motivating way, by developing, testing and mainstreaming a gamified and situated learning experience on Open Education.

Supporting Culturally Responsive Leadership and Evaluation in Schools (CReLES)

The context of this project relates to the increased immigration into countries of Europe with the consequent range of diversity of cultures among students in schools. In line with the current influx of migrants and refugees to Europe and the international Sustainable Development Goal of inclusive and equitable education for all, this project aims to prioritise the inclusive education of migrant students and the school leadership that facilitates that inclusive education.

TACCLE3 – Coding

The project aims are:

To encourage and support teachers to introduce coding, programming and / or computational thinking as part of the curriculum in the 4 – 14 classroom to better equip pupils to develop the skills needed by the European labour market.
To broaden teachers’ digital skills base and enhance their professional competence
To show how entrepreneurial skills can be developed and integrated with programming skills

Combating gender stereotypes by highlighting women’s contribution to the history of societies (HerStory)

History reflects power relations. The field of history was invariably guided by a male dominant compass. This fact encourages societies to put value on men, their role in shaping society and their accomplishments, more than those of women. Historiography lacks basic information about women’s action in history. As the mainstream literature on women’s history is limited, their contribution to society and the struggles for women’s rights are more likely invisible.

Promoting Resilience and Employability in university (PREVIEW)

The Project aims to promote innovative learning and teaching practices to address the new societal challenges derived from the digital age by supporting the design and the development of more student-center learning outcomes and curricula that reduce the mismatch between skills supply and demand relevant to the new remote work environment, with particular attention to promote access by under-represented groups.

ENriching Circular use of OeR for Education (ENCORE)

The digital era is changing the role of educators, that are moving towards becoming education and experiences designers. Furthermore, pedagogical contents are now distributed and accessible, ready to be used for the creation of courses to answer students’ needs for everchanging skills.