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
Building the future of Latin America: engaging women into STEM (W-STEM)

The participation of Women in STEM in the Latin-America region is a very complex problem in which necessarily call for actions from different actors, such as governments, private sector, families, as well the different levels of education (since childhood to higher education).
Skills In DEmentia CARe. Exchanging psychosocial knowledge and best practice in dementia care (SIDECAR)

SIDECAR is an Erasmus+ strategic partnership aimed at developing a new transnational curriculum of HE programs relevant to the labor marker of dementia care assistance. The aim will be fulfilled by disseminating the knowledge that has been acquired in decades of scientific research carried out in Europe, but that is not present in any academic curricula circulating nowadays or that characterizes the job expertise owned by actual health professionals.
Integrating steam and computational thinking development by using robotics and physical devices (RoboSTEAM)

We live in a digital society that needs new better prepared professionals for the new challenges and opportunities provided by the ICT. Students must learn how to deal with all the issues that emerge in this new context. They should acquire computational thinking skills by integrating STEAM, however this needs for changes in current learning curricula and also new learning approaches. RoboSTEAM project deals with this issue by the application of a Challenge Based Learning approach that uses Robotics and Physical Devices.
Apoyo al sistema de Educación superior en Marruecos en el marco de un acercamiento hacia el Espacio Europeo de Educación Superior (Appui au Système de l’Enseignement supérieur au Maroc dans le cadre d’un rapprochement avec l’Espace européen de l’Enseignem
Proyectos de hermanamiento (Twinning) son un instrumento de cooperación institucional de la Comisión Europea con los países candidatos y los países de la región de la Política de Vecindad de la Unión Europea en los que, a través de asistencias técnicas llevadas a cabo por instituciones públicas de los países miembros de la Unión Europea, impulsa el fortalecimiento de las administraciones públicas de los países beneficiarios.
Toma de decisiones progresiva visual en humanidades digitales (PROgressive VIsual DEcision Making for Digital Humanities)

In the recent years, with the pervasiveness of computers and a great variety of electronic devices connected to the Internet, Digital Humanities (DH) as a research field has experienced a great transformation that has permitted the completion of very ambitious projects with large impact in the society beyond the academia. This has resulted in a major economic impact in the cultural and creative industry. .A number of new and powerful ICT have made possible the exploitation of a wealth of data (either digitized or digitally born) that have,
Promoting Mental Health and Wellbeing among Young People through Yoga (HIPPOCAMPUS)

One of the key challenges in effective work with young people is their frequent lack of engagement, a characteristic that many of those who spend time with adolescents (youth workers, parents, teachers) can attest to. Proposed solutions frequently fail to address core issues relating to the intrinsic motivation of the individual, which is directly related to well-being. Many young people suffer from chronic stress and other issues that inhibit the functioning (and indeed the development) of the prefrontal cortex, and this also affects their intrinsic motivation to engage in any activity. In short, unless their well-being is addressed, they cannot engage effectively.



