Study of Religions Against Prejudices and Stereotypes (SORAPS)

Religious and cultural diversity are today more than ever a critical and political challenge as the recent emergencies related to geopolitical and economical global transformations show. Stereotypes and prejudices about religions and in religions can jeopardize an already fragile social fabric and lead to discrimination, ghettoization and radicalization.

Evaluation environment for fostering intercultural mentoring tools and practices at school (E-EVALINTO)

Early school leaving (ESL) is an obstacle to the socio-economic growth of the European countries. One of the targets for the EU in 2020, related to education, is to reduce the rates of ESL below 10%. Tackling early school leaving is a stepping stone towards improving the opportunities of young people and for supporting smart, sustainable and inclusive growth. Young people with a migration background are at great risk of ESL from school.

Valuing All Languages to Unlock Europe (VALUE)

The VALUE project - Valuing All Languages to Unlock Europe- is a cross-field strategic partnership to provide learners with tools and methods to use both the language of instructions (OCSE) and the language of origin at different levels of competences.

Strategic Partnership in Adult Migrant Education: Perspectives from Mediterranean, Baltic Sea Regions (MEDBALT)

The decades from 1990 to 2010 mark a period of intense international migration in Europe, which brought forth various challenges for national and international state policies and called for societies to deal with intercultural coexistence. At the same time as the western European countries began to critically evaluate their immigration and migrant integration policies, the ‘new’ EU member states confronted the challenges of creating migration regulations and strategies for migrant integration, where access to education is considered as one of migrants’ basic needs.

A Million Pictures: Magic Lantern Slide Heritage as Artefacts in the Common European History of Learning (EURO-MAGIC)

The magic lantern was the most important visual entertainment and means of instruction across nineteenth-century Europe. However, despite its pervasiveness across multiple scientific, educational and popular contexts, magic lantern slides remain under-researched. Although many libraries and museums across Europe hold tens of thousands of lantern slides in their collections, a lack of standards for documentation and preservation limits the impact of existing initiatives, hinders the recognition of the object’s heritage value and potential exploitation. EUROMAGIC addresses the sustainable preservation of this massive, untapped heritage resource.

Mi Compu.MX

El proyecto "Estudio comparativo del desarrollo de competencias digitales en el marco del programa Mi compu.mx" (apoyado por el Fondo SEP-SEB CONACYT -2013-01 con número de convenio 000000000230297) tiene el objetivo de analizar el desarrollo de competencias digitales entre estudiantes de 5º y 6º de primaria que participan en el programa "Mi Compu.MX" en los estados de Colima, Sonora y Tabasco y comparar entre el uso y producción de recursos educativos abiertos (REA), en contraste con la falta de éstos.ial de Guanajuato.

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ORIGEN: Oportunidades de Emprendimiento en comunidades Rurales e IndiGENas

El proyecto busca fomentar el emprendimiento en contextos rurales y marginados a través de la creación de recursos abiertos de conocimiento, con un enfoque especial en el empoderamiento de mujeres jóvenes de pueblos originarios. Estos recursos se darán a conocer en seminarios y talleres proporcionando herramientas y conocimientos prácticos para sus iniciativas, así como formación para personas con experiencia en emprendimiento que los prepare para transferir sus conocimientos de manera efectiva. Este enfoque integral busca fortalecer una red de apoyo y mentoría que promueva el desarrollo económico local y la igualdad de oportunidades.

Migrantes en STEM: Voces y Experiencias (MSTEM)

El proyecto se enfoca en visibilizar las experiencias de estudiantes y profesionales internacionales migrantes que incursionan en las áreas de ciencia, tecnología, ingeniería y matemáticas (STEM). A través de sus historias personales, desafíos y logros, se busca resaltar cómo su condición migrante, junto con factores como la identidad, el origen y el género, impactan en su acceso, permanencia y éxito en estos campos. Con esto, el proyecto promueve una mayor comprensión y valoración de la contribución y diversidad que aportan las personas migrantes a STEM.

Green Agripreneurs of Future

The aim of the project is to provide teachers and students with knowledge, skills and understanding about sustainable agriculture and green entrepreneurship required for the new generation workforce, through learning contents and digital learning tools, and to create opportunities for direct participation or green entrepreneurial actions in solving local/national challenges within the scope of this subject.

RETOS-INDIGENIUS: Inspirando Futuros STEM

Este proyecto busca acercar y difundir el conocimiento de las carreras en ciencias, tecnologías, ingeniería y matemáticas (STEM) a los niños, niñas y jóvenes de pueblos originarios o indígenas que cursen la educación básica y media superior a través de retos y charlas que inspiren a seguir estas carreras.
Los retos se enfocarán principalmente en las disciplinas STEM, además en las charlas se pretende incentivar el empoderamiento, la inclusión y la inspiración a jóvenes de pueblos originarios a seguir la educación superior en carreras STEM. Las acciones se abordarán desde una perspectiva de género.

Training SEN teachers to use robotics for fostering STEAM and develop computational thinking (RoboSTEAMSen)

Our current society demands professionals with XXI competences. STEAM disciplines have shown to be specially relevant to facilitate their acquisition.However in such disciplines the inclusion of mentally disabled students is very difficult. RoboSTEAmSEN aims to support educational processes by providing mentally disabled students teachers with methodologies and tools for fostering STEAM and facilitating the acquisition of computational thinking by using Robotics and Active Learning Methodologies.