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.
Level-Adequate Texts in Language Learning (LATILL)

Reading competences in foreign languages is essential for young Europeans to gain access to information in other countries, to compare different perspectives on complex issues and to cooperate in solving problems in international contexts. The teaching of these crucial competences cannot rely on pre-packaged materials in textbooks and readers, but needs to use reading materials that (1) address current issues to build and maintain reading motivation and that (2) meet the language levels of students to develop their reading competences. In order to increase fluency in reading,
Gamified Values Education For Fostering Migrant Integration at Schools (GAMIGRATION)

It’s worldwide known that immigrant students have complicated problems in integrating into the schools they are educated and societies they live in. Immigrant students have had to leave their families, their homes, their cultures and their pasts in a sense, and had to migrate to countries where they are not very accustomed to or completely foreigners. Besides poverty, loneliness and the psychological problems, these immigrant students are expected to harmonize well to a new country.
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).
Home, but not alone: Empowering preschool teachers and parents for digital education

Today’s Children Tomorrow’s Changemakers

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.
Critical History: Adapting history education to the challenges of today’s digitized, globalized, and diverse societies in Europe
In recent years, there have been significant societal changes influencing the teaching and learning of history. The onset of the internet age, the increased effects of globalisation and post-colonialism, and the blurring between heritage, public history, and history education have added complexity to teaching history in the classroom.
Gaming for Social Inclusion and Civic Participation – A holistic approach for a cultural shift in education and policy (INGAME)

Throughout the EU there is a particular need of practices that would provide educators with the devices necessary to create civic engagement that would be both locally and supra-nationally responsive.



