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

Digital Practicum 3.0: Exploring Augmented Reality, Remote Classrooms, and Virtual Learning To Enrich and Expand Preservice Teacher Education Preparation

PRAC3 would be a pioneer initiative to test the efficacy of an online teaching practicum. Today’s operational online resources aiming at bringing in the ICT in the practicum are based on the web 2.0 (theoretical contents online, users’ interaction via forums, blogs, social websites, etc). However, the ultimate motivation for this consortium is to design integrated online teaching resources for the on-site school teaching training based on web 3.0, which its defining feature is the possibility to access more personalized information according to the user’s experience (e.g., Elaboration of mentors’ and preservice students’ profiles, and virtual personalized school practices).

Co-thinking and Creation for STEAM diversity-gap reduction (CreaSTEAM)

Lack of diversity, especially gender inequality and social background are some global problems in different sectors but especially latent in the context of the fields of Science, Technology, Engineering (and the recently added concept of Arts), and Mathematics (STEAM), from primary school to university level and, therefore, labor market. When we talk about diversity, we are worried about attracting representative people from all sectors of society, different cultures, disabilities, ethnic groups, gender or sexual orientation.