Current projects Archives • All Digital https://all-digital.org/projecttype/current-projects/ Enhancing digital skills across Europe Tue, 12 May 2026 11:58:39 +0000 en-US hourly 1 https://wordpress.org/?v=6.8.5 https://all-digital.org/wp-content/uploads/2017/04/favicon-150x150.png Current projects Archives • All Digital https://all-digital.org/projecttype/current-projects/ 32 32 DigiCLASS https://all-digital.org/projects/digiclass/?utm_source=rss&utm_medium=rss&utm_campaign=digiclass Tue, 12 May 2026 11:58:39 +0000 https://all-digital.org/?post_type=projects&p=33345 The DigiCLASS (Digital Competence Levels ASsessment in School education) Erasmus+ project addresses the urgent need to develop common and effective...

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The DigiCLASS (Digital Competence Levels ASsessment in School education) Erasmus+ project addresses the urgent need to develop common and effective strategies for assessing digital competences across the EU in the school sector. Currently, such assessment is significantly fragmented and thus weakened, as Member States adopt widely differing pedagogical approaches and policy frameworks. DigiCLASS aims to support the assessment of digital skills in primary and secondary education (including IVET) by adapting and extending the proven Pix platform across Europe.

 

Built on the European DigComp framework, Pix is an adaptive and engaging platform that assesses digital skills across a wide range of topics and proficiency levels. Since its rollout in all general and TVET secondary schools in France in 2019, it has become the official platform for digital skills assessment and certification in the country, assessing over 4.5 million pupils annually and issuing 1.6 million certifications each year. Pix is also largely used in Belgium, in cooperation with Fédération Wallonie-Bruxelles, in the framework of education and training public policies. The platform also has users at smaller scales in more than 40 countries worldwide.

 

Running from March 2026 to October 2028, DigiCLASS is a forward-looking project bringing together 7 full partners from 6 EU countries and various associated partners, including Ministries of Education, universities, and digital learning organisations. The project is structured around six work packages covering needs analysis and mapping of digital skills in the participating countries, adaptation of Pix content, piloting in schools, impact assessment, and dissemination. Through this collaborative approach, DigiCLASS seeks to create a shared, scalable, and practical European model for digital skills assessment in primary and secondary education (for students aged between 12 and 19 years old).

 

Objectives

 

The DigiCLASS project aims more precisely at:

  • Conducting a comprehensive analysis and mapping of the current practices, policies, and needs related to digital skills education and assessment in primary and secondary education across participating countries and at the European level;
  • Adapting and contextualising the Pix assessment framework, content, and platform to meet the linguistic, cultural, and pedagogical needs of each participating country (Austria, Italy and Spain);
  • Piloting the adapted Pix platform in real-life primary and secondary school environments across Austria, Italy and the Aragon region in Spain, testing both pedagogical integration and assessment methodologies;
  • Evaluating the impact of the piloted assessments and formulating policy recommendations for wider adoption and scalability across the EU;
  • Disseminating the results and methodology widely and building a sustainable European community of practice around digital skills assessment.

 

Impact

 

Approximately 60 schools, in Austria, Italy and the Aragon region, will participate in DigiCLASS, reaching a total of 4 500 students throughout the project’s duration. 150 teachers will be trained in the use of the Pix platform, while the creation of 3 national and a European communities of practice will allow for the exchange of experience around the assessment of digital skills and competences of primary and secondary education students.

 

Consortium composition

 

The 7-members consortium gathers expertise from 6 EU Member States, all with recognised and complementary pedagogical, scientific and operational expertise on digital skills assessment and training, as well as project management:

 

  • France: GIP Pix (coordinator), a public, non-profit French organisation managing the public service for the assessment, development and certification of digital skills, available on the Pix platform;
  • Italy: Egina, a VET-accredited private training agency and specialist in the design and implementation of EU projects, with proven experience in digital transformation and teacher training;
  • Austria: GTN, the main developer of Austria’s eEducation portal, which serves over 4,200 schools of eEducation network, and consults for German and Austrian ministries on digital competence frameworks;
  • Spain:
    • the Government of Aragon, more specifically the Department of Education, is responsible for the education system in one of Spain’s autonomous communities. It brings direct access to a network of public primary and secondary schools, and operational capacity to coordinate piloting activities at school level,
    • the University San Jorge, a non-profit university, part of the San Valero Education Group, with a dedicated Faculty of Education and a strong focus on pedagogical innovation, ICT integration, and teacher training;
  • Greece: the Hellenic Open University, Greece’s only national distance-learning university, with over 40,000 students and strong expertise in adult and lifelong learning, and vocational training;
  • Belgium: All Digital, a pan-European network of 116 member organisations and 25,000 digital competence centres in 32 countries, running major training and certification initiatives.

 

In addition, the following 9 associated partners, forming the International Pedagogical Committee, will support the project. These include:

 

  • Ministry of Education, France
  • Ministries of Education of Fédération Wallonie-Bruxelles and the Vlaamse Gemeenschap, Belgium
  • Ministry of Education, Austria
  • Ministry of Education, Italy
  • Ministry of Education, Slovakia
  • Ministry of Education, Luxembourg
  • Dansk IT, Denmark
  • Lifelong Learning Platform, Belgium

 

The French Ministry of Education and Fédération Wallonie-Bruxelles, which already widely use Pix in secondary education, will contribute by sharing their experience, while others will bring their pedagogical expertise all along the project and contribute to the sustainability and scalability of results.

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STEAMedge https://all-digital.org/projects/steamedge/?utm_source=rss&utm_medium=rss&utm_campaign=steamedge Tue, 28 Apr 2026 14:26:32 +0000 https://all-digital.org/?post_type=projects&p=33262 STEAMedge  STEAMedge Academy addresses a growing gap in European teacher education: the need to equip educators with the skills and confidence...

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STEAMedge 

STEAMedge Academy addresses a growing gap in European teacher education: the need to equip educators with the skills and confidence to teach emerging technologies and sustainability in an integrated, meaningful way. As schools across Europe navigate the twin digital and green transitions, many teachers lack the training, tools, and support to bring AI, IoT, and drone-based learning into their classrooms alongside sustainability-focused STEAM education. 

 

STEAMedge responds to this challenge by placing educators at the centre. The project offers both pre-service and in-service teachers in secondary education access to practical, flexible learning pathways, a Virtual Learning Environment hosting micro-credentials and self-reflection tools, and cross-border collaboration with peers across Europe. At least 750 educators will benefit from the programme, with 100 completing personalised learning pathways and 200 earning formal micro-credentials recognised across member states, with a strong commitment to reaching women and educators from disadvantaged areas, targeting at least 40% female participation and 30% from disadvantaged backgrounds. 

 

Beyond individual training, STEAMedge Academy aspires to systemic change. By uniting universities, teacher academies, policymakers, and industry stakeholders across Europe, the project works to embed innovative teaching practices into institutions and contribute to lasting reform in European teacher education. 

 

Project partners: 

  • Hellenic Open University – Greece 
  • Aintek Symvouloi Epicheiriseon Efarmoges Ypsilis Technologias – Greece 
  • EUROGEO VZM – Belgium 
  • Universidad Nacional de Educación a Distancia – Spain 
  • Politeknika Ikastegia Txorierri S.COOP – Spain 
  • Universiteit Gent – Belgium 
  • Latvijas Universitate – Latvia 
  • Fondazione Mondo Digitale – Italy 
  • Università degli Studi Roma Tre – Italy 
  • Platon M.E.P.E – Greece 
  • All Digital AISBL – Belgium 

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FAIR GAME https://all-digital.org/projects/fairgame/?utm_source=rss&utm_medium=rss&utm_campaign=fairgame Tue, 28 Apr 2026 13:33:29 +0000 https://all-digital.org/?post_type=projects&p=33251 FAIR GAME addresses the intersection between children’s rights and mental well-being in online gaming environments. As digital gaming communities continue...

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FAIR GAME addresses the intersection between children’s rights and mental well-being in online gaming environments. As digital gaming communities continue to grow, they offer valuable opportunities for social interaction, creativity, and learning, while also exposing children to significant risks such as cyberbullying, harmful content, exploitative monetisation practices, and negative mental health impacts including anxiety, addiction, and social isolation.

 

Online gaming is a central part of children’s digital lives. Research shows that young players frequently encounter discrimination, aggression, and manipulative design mechanisms that prioritise prolonged engagement over users’ well-being. FAIR GAME responds to these challenges by empowering children not only as users, but as active contributors in shaping safer, fairer, and more supportive gaming spaces.

 

The overall objective of FAIR GAME is to strengthen the protection and realisation of children’s rights in online gaming through participatory and scalable approaches. The project operationalises key EU policy frameworks by developing co-designed tools and interventions that reflect children’s lived experiences and can be applied across diverse gaming contexts. Central to the project is the meaningful involvement of children as rightsholders, peer leaders, and decision-makers.

 

 

Project partners:

 

  • UNIVERSITAT JAUME I DE CASTELLON (UJI), Coordinator – Spain
  • ALL DIGITAL (AD) – Belgium
  • 8D GAMES BV (8DG) – Netherlands
  • UNIVERSITY OF LIMASSOL (UoL) – Cyprus
  • SAVE THE CHILDREN (SCF) – Finland

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DIGICITIZENEDU https://all-digital.org/projects/digicitizenedu/?utm_source=rss&utm_medium=rss&utm_campaign=digicitizenedu Tue, 28 Apr 2026 13:27:21 +0000 https://all-digital.org/?post_type=projects&p=33249 DigiCitizenEdu aims to advance Digital Citizenship Education (DCE) by equipping educators and learners across Europe with the skills and knowledge...

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DigiCitizenEdu aims to advance Digital Citizenship Education (DCE) by equipping educators and learners across Europe with the skills and knowledge needed to actively and responsibly participate in today’s digital society.

Building on the partners’ strong commitment to lifelong learning, the project leverages the All Digital Academy (ADA) as its main delivery platform for high-quality, accessible educational resources. DigiCitizenEdu promotes social cohesion, democratic participation, and digital inclusion by integrating critical thinking, digital rights, media literacy, and AI-enhanced training methodologies into adult education.

 

The project responds to the challenges of digital transformation by empowering individuals regardless of background, age, or prior knowledge to confidently exercise their rights and responsibilities in the digital sphere.

 

Key activities include the development of a specialised training programme on Digital Citizenship Education and the piloting of this training with educators across Europe.

DigiCitizenEdu directly targets adult educators, lifelong learners, policymakers, and civil society organisations, fostering an interconnected ecosystem for capacity-building, policy dialogue, and digital empowerment. Through its innovative multi-stakeholder approach, the project bridges education, policy, and civic participation, contributing to a more inclusive and digitally competent European society.

 

Project partners:

 

  1. ALL DIGITAL (AD), Coordinator – Belgium
  2. HELLENIC OPEN UNIVERSITY (HOU) – Greece
  3. FUNDACION ESPLAI CIUDADANIA COMPROMETIDA (ESPLAI) – Spain
  4. SOLIDAR FOUNDATION FOR HUMANITARIAN, DEVELOPMENT AND EUROPEAN COOPERATION (SOLIDAR+) – Belgium
  5. ASSOCIATION FOR SOCIAL INNOVATIONS ASSOCIATION FOR DEVELOPMENT OF NEW OPTIONS SKOPJE (ARNO) – North Macedonia

 

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Women 5.0: Women Entrepreneurs in a Digital Future https://all-digital.org/projects/women-5-0-women-entrepreneurs-in-a-digital-future/?utm_source=rss&utm_medium=rss&utm_campaign=women-5-0-women-entrepreneurs-in-a-digital-future Tue, 06 May 2025 10:25:16 +0000 https://all-digital.org/?post_type=projects&p=26787 PROJECT DESCRIPTION AND OBJECTIVES:  Women 5.0: Women Entrepreneurs in a Digital Future is an Erasmus+ project dedicated to closing the...

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PROJECT DESCRIPTION AND OBJECTIVES: 

Women 5.0: Women Entrepreneurs in a Digital Future is an Erasmus+ project dedicated to closing the digital gender gap by empowering women entrepreneurs with the skills and confidence to thrive in the digital economy. Despite the increasing demand for digital competencies, women remain underrepresented in ICT, STEM fields, and entrepreneurship, facing barriers such as limited access to financing, lack of role models, and entrenched stereotypes. 

Women 5.0 responds to this challenge by providing targeted training, resources, and mentorship to enhance digital skills, foster entrepreneurship, and support trainers in guiding women through digital transformation. Women 5.0 aligns with EU priorities on digital inclusion and gender equality, contributing to a more diverse and innovative entrepreneurial landscape.  

 

RESULTS 

The main products that will be the result of the co-operation between the project partners are: 

  • Learning Path for women entrepreneurs’ digital skills at different levels available in English, Spanish, Portuguese and Macedonian. 
  • Digital Toolkit for entrepreneurship trainers, advisors and trainees with digital resources in order to engage female entrepreneurs in the use of new technologies at different levels in English, Spanish, Portuguese and Macedonian. 
  • Inspiring national and european Awareness Campaigns to promote women’s empowerment for equal access, use and exploitation of technology. 

 

 

PROJECT PARTNERS:

  • FUNDACION ACCION CONTRA EL HAMBRE, Spain – Coordinator 
  • Enterprise Evolution Education and Consultancy, Ireland 
  • MAO4Action, Portugal 
  • Association of business women Skopje, The republic of North Macedonian 
  • the female factor – Verein zur Förderung der Gleichberechtigung und beruflichen Gleichstellung von Frauen in der Arbeitswelt, Austria 
  • All Digital AISBL, Belgium 

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PERMA-DIGITAL: A Whole School Approach to Digital Well-being https://all-digital.org/projects/perma-digital-a-whole-school-approach-to-digital-well-being/?utm_source=rss&utm_medium=rss&utm_campaign=perma-digital-a-whole-school-approach-to-digital-well-being Tue, 06 May 2025 10:13:40 +0000 https://all-digital.org/?post_type=projects&p=26785 PROJECT DESCRIPTION AND OBJECTIVES:  The PERMA-DIGITAL: A Whole School Approach to Digital Well-being project aims to develop and implement a...

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PROJECT DESCRIPTION AND OBJECTIVES: 

The PERMA-DIGITAL: A Whole School Approach to Digital Well-being project aims to develop and implement a whole-school program for well-being in digital education, assessing its potential to become mainstream and scaled up through mixed methods research.

A large body of evidence from the WHO, and OECD show a declining well-being among adolescents and teachers, coupled with worsening school performance and teacher shortages.

 

Deteriorated well-being has been linked to digital technology misuse. As digital education becomes integral, ensuring digital well-being is a key EU priority.

 

 

KEY OBJECTIVES:

The consortium comprises the importance of integrating digital education at school and well-being and has therefore the capacity to deliver the core outputs as well as to support systemic impact and to leverage the main outcomes. For this reason, it brings the necessary expertise into achieving this objective by undertaking the following activities:

 

  1. Develop the PERMA-Digital framework, informed by Positive Psychology PERMA model, DigComp, LifeComp, and the SELFIE tool. The framework will focus on the purposeful integration of digital technologies to create positive learning experiences and the development of teachers’ and students’ competencies for digital well-being.
  2. Develop and implement teacher training and family resources, with action plans tested via a quasi-experimental research design.
  3. Evidence-based policies targeting school levels, initial teacher education, continuous professional development, and educational technology providers, for sustainable cross-sectoral actions.
  4. Increasing competencies and awareness, informing policy decision-making and strategic practice for a systemic whole-school approach to well-being in digital education.

 

 

TARGET GROUPS:

The activities of the ETHLAE project aim to involve several main target groups, directly or indirectly. The primary target groups are the following:

 

  1. Teacher Trainers/educators
  2. Teachers of upper primary and lower secondary level (10-14 years old)
  3. Students of upper primary and lower secondary level (10-14 years old)
  4. Key education stakeholders (policy makers, employees of educational authorities, inspectors, ministry of education staff, researchers)
  5. Educational technology developers and providers
  6. Family members (parents, guardians, caregivers)

 

 

PROJECT PARTNERS:

 

 

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HER TECH https://all-digital.org/projects/her-tech/?utm_source=rss&utm_medium=rss&utm_campaign=her-tech Mon, 03 Mar 2025 09:08:38 +0000 https://all-digital.org/?post_type=projects&p=27610 Despite various initiatives, women remain significantly underrepresented in the ICT sector due to institutional, socio-economic, and cultural barriers. Our objective...

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Despite various initiatives, women remain significantly underrepresented in the ICT sector due to institutional, socio-economic, and cultural barriers. Our objective is to develop and implement a comprehensive teaching framework and policy interventions that create a gender-sensitive educational environment, encouraging and supporting girls and women in pursuing ICT studies and careers. This collaborative effort involves seven partner countries: Croatia, Finland,Sweden, Ireland, Italy, Belgium, and Germany. These countries provide a diverse cross-section of educational systems and cultural contexts, enhancing the robustness and transferability of our outcomes across the EU. The main deliverables of the project include a comprehensive literature review and mapping report identifying effective initiatives, a set of gender-sensitive engagement strategies and techniques, a detailed report on the motivations of women across different generations for pursuing ICT, and innovative online learning modules and teacher training materials.

 

Additionally, we will pilot the new learning content in selected schools and devise evidence-based policy recommendations and a new teaching framework. Effective communication and dissemination strategies will ensure broader adoption and impact. By fostering an inclusive and supportive educational environment, we aim to enhance the engagement and retention of female students in ICT. The project aspires to promote broader cultural and institutional changes towards gender equality, contributing significantly to the EU’s goals of fostering innovation, economic growth,and social equity through gender-balanced participation in the digital economy.

 

RESULTS

  • Development of a comprehensive, gender-sensitive teaching framework for engaging girls in ICT studies across various educational contexts
  • Creation of policy recommendations informed by cutting-edge research and real-world data to address systemic barriers and propose structural changes in education and industry
  • Production of teacher training materials incorporating unconscious bias, inclusive teaching methods, and the use of digital tools to create engaging ICT learning experiences for female students
  • Scalability and replicability of frameworks and tools, allowing institutions both within and outside partner countries to adopt and implement solutions
  • Establishment of an epistemic community of educators, policymakers, researchers, and industry stakeholders committed to gender equality in ICT
  • Integration of state-of-the-art methods and techniques to address the gender imbalance in ICT studies and professions, creating lasting change and promoting a more inclusive and diverse ICT sector

 

PARTNERS

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MindGuard https://all-digital.org/projects/mindguard/?utm_source=rss&utm_medium=rss&utm_campaign=mindguard Wed, 26 Feb 2025 13:28:18 +0000 https://all-digital.org/?post_type=projects&p=26344 PROJECT DESCRIPTION AND OBJECTIVES: MindGuard with its participatory framework, VR platform and proposed training for mental health prevention and first...

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PROJECT DESCRIPTION AND OBJECTIVES:

MindGuard with its participatory framework, VR platform and proposed training for mental health prevention and first aid in higher education aims to revolutionize the way university students, faculty and staff learn about and engage with mental health issues.
By leveraging digital and immersive technology, we can empower students to become effective allies in supporting their peers’ mental wellbeing, ultimately creating a more inclusive and supportive campus community.

The Consortium will develop a Guide for university staff and educators to help them implement effective mental health first aid programs in their institutions, implement targeted training for faculty, staff and students and offer a VR platform with the training material. Dissemination activities, such as awareness campaigns, local workshops and a final conference in The

Netherlands will enhance the project’s impact.

RESULTS

• Increased awareness and understanding of mental health issues among higher education students
• Enhanced student skills and confidence in providing mental health first aid
• Improved support systems within educational institutions, leading to early intervention and better mental health outcomes for students
• Establish a peer-to-peer support networks within the higher education institution, connecting trained students who can provide immediate assistance in times of mental health crises

 

PROJECT PARTNERS:

  1. RIJKSUNIVERSITE IT GRONINGEN (RUG), Netherlands – Coordinator
  2. UNIVERSITY COLLEGE DUBLIN, NATIONAL UNIVERSITY OF IRELAND, DUBLIN (UCD)
  3. University of Nicosia (UNIC) – Cyprus
  4. CARDET360 – Greece
  5. NEOPHYTOS CH CHARALAMBOUS (INSTITUTE OF DEVELOPMENT LTD) – Cyprus
  6. ALL DIGITAL AISBL – Belgium

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Code4Europe – empowering the new generation of Young Digital Europeans https://all-digital.org/projects/code4europe-empowering-the-new-generation-of-young-digital-europeans/?utm_source=rss&utm_medium=rss&utm_campaign=code4europe-empowering-the-new-generation-of-young-digital-europeans Fri, 14 Feb 2025 15:01:40 +0000 https://all-digital.org/?post_type=projects&p=26332 Project description:   Code4Europe is an EU-funded project that aims to expand and enhance digital education, building on the successes of...

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Project description:

 

Code4Europe is an EU-funded project that aims to expand and enhance digital education, building on the successes of EU Code Week since its inception in 2013. Code4Europe’s mission is to inspire and empower the next generation of digitally-savvy Europeans by promoting digital literacy and coding skills, with the aim of increasing their entry into the digital workforce.

Code4Europe supports EU Code Week, with the aim of increasing its impact and significantly increasing the number of young people aged 6 to 25, particularly girls and women, to pursue careers in digital fields, including coding and the wider area of Science, Technology, Engineering, and Mathematics (STEM).

By driving meaningful change in digital education across Europe, Code4Europe and EU Code Week seek to ensure that programming and tech skills are accessible to all. They equip young Europeans with essential digital skills, preparing them for future opportunities, and support educators and volunteers, helping them expand their activities and impact, while fostering collaboration and innovation in digital education.

Launched in July 2024, Code4Europe is a €6 million project led by a consortium of 41 partners and 4 associated partners from over 20 EU countries, uniting over 40 educational institutions and digital industry leaders committed to expanding and enhancing digital education across Europe.

 

Key objectives:

 

The Code4Europe Consortium is committed to expanding and enhancing digital education, building on the successes of EU Code Week since 2013.

Its mission is to inspire and empower the next generation of digitally-savvy Europeans, ensuring that programming and tech skills are accessible to all.

Code4Europe aims to reimagine, revamp and relaunch EU Code Week, giving it a mandate to drive real change in digital education throughout Europe, a focus on vastly increasing the number of young people who choose digital careers, and an emphasis on engaging the entire digital skills ecosystem in a common mission to close the digital skills gap in Europe by tackling the problem at its source.

 

Take part in EU Code Week

EU Code Week is an international grassroots movement celebrating creativity, problem-solving, and collaboration through programming and tech activities. Supported by the European Commission, EU Code Week encourages participation from everyone, especially schools. It aims to demystify coding and motivate people of all abilities to learn. Explore digital creativity and coding at CodeWeek.eu and join the growing movement to master coding and computational thinking.

 

 

PROJECT PARTNERS:

 

JUNIOR ACHIEVEMENT EUROPE

European Alliance to Save Energy A.S.B.L.

CityLab

DZHUNIAR ACHIYVMANT BALGARIYA

LATVIJAS INFORMACIJAS UN KOMUNIKACIJAS TEHNOLOGIJAS ASOCIACIJA

DIGITALEUROPE AISBL*

EUROPEAN PARENTS ASSOCIATION

FUNDACION JUNIOR ACHIVEMENT ESPANA

Junior Achievement Ukraine

FUNDACJA KOALICJI NA RZECZ POLSKICH INNOWACJI

ESKILLS MALTA FOUNDATION

MATRIX INTERNET APPLICATIONS LIMITED

UNIVERSITATEA NATIONALA DE STIINTA SI TEHNOLOGIE POLITEHNICA BUCURESTI

AVANADE BELGIUM SPRL

EURACTIV MEDIA NETWORK B.V.

Microsoft Ireland Research

WIDE ANDCO

ALL DIGITAL AISBL

CY.R.I.C CYPRUS RESEARCH AND INNOVATION CENTER LTD

EUROPEAN CENTRE FOR WOMEN AND TECHNOLOGY (ECWT) FORENING

PROFIL KLETT D.O.O.

UNI SYSTEMS SYSTIMATA PLIROFORIKIS MONOPROSOPI ANONYMI EMPORIKI ETAIRIA

ATHINA-EREVNITIKO KENTRO KAINOTOMIAS STIS TECHNOLOGIES TIS PLIROFORIAS, TON EPIKOINONION KAI TIS GNOSIS

SCHUMAN ASSOCIATES SCRL

Charlie Miller Group

Officina futuro fondazione MAW

FONDAZIONE LINKS – LEADING INNOVATION & KNOWLEDGE FOR SOCIETY

INTEL TECHNOLOGY POLAND SPOLKA Z OGRANICZONA ODPOWIEDZIALNOSCIA

INDIRE ISTITUTO NAZIONALE DI DOCUMENTAZIONE PER L’INNOVAZIONE E LA RICERCA EDUCATIVA

Science on Stage Deutschland e.V.

  1. osnovna skola Cakovec

NATIONAL COLLEGE OF IRELAND

NARODNA KOALICIA PRE DIGITALNE ZRUCNOSTI A POVOLANIA SLOVENSKEJ REPUBLIKY

CISCO SYSTEMS BELGIUM SPRL

MINISTERSTVO NA INOVATSIITE I RASTEZHA (MIR)

ACCENTURE SA

CoderDojo Belgium

Digitale Wolven vzw

TERAWE TECHNOLOGIES LIMITED

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ETHLAE – Emerging Technologies for Holistic Literacy in Adult Education https://all-digital.org/projects/ethlae-emerging-technologies-for-holistic-literacy-in-adult-education/?utm_source=rss&utm_medium=rss&utm_campaign=ethlae-emerging-technologies-for-holistic-literacy-in-adult-education Tue, 11 Feb 2025 16:10:20 +0000 https://all-digital.org/?post_type=projects&p=26325 The “Emerging Technologies for Holistic Literacy in Adult Education (ETHLAE)” project aims to address the challenge of effectively integrating emerging...

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The “Emerging Technologies for Holistic Literacy in Adult Education (ETHLAE)” project aims to address the challenge of effectively integrating emerging technologies into adult learning and education contexts.

The ETHLAE project builds strongly upon existing work while it aims at filling the gap about innovative pedagogies with emerging technologies, specifically for holistic literacy programs for adults in vulnerable situations. This is because despite extensive exploration of these technologies, a gap in pedagogical approaches remains. For this reason, the project wants to ensure their meaningful incorporation, particularly in inclusive literacy and life skills programs for adults.

Building on the findings from extensive research at a European level, ETHLAE aligns with EU policies like the Digital Education Action Plan to foster digital proficiency and understanding among learners.

 

 

Key objectives:

  1. Analyzing, Adapting, and Testing Methods to embed emerging technologies in the Adult Learning and Education (ALE) sector and in holistic literacy programs.
  2. Supporting ALE Educators in designing and delivering holistic literacy education programs for adults in vulnerable situations, embedding emerging technologies when beneficial, and considering social, contextual, economical, and personal needs of educators and learners.
  3. Addressing Inclusion and Diversity in ALE by improving the delivery of holistic literacy programs for adults in diverse states of exclusion.
  4. Building Capacity of ALE educators in integrating emerging technologies into adult education, addressing digital transformation by providing resources, training, and support.
  5. Enhancing Educator Competences, particularly in teaching methods, digital skills development, and teaching for sustainability, by employing peer learning methods and fruitful exchange between adult educators and ALE staff.
  6. Promoting Local Learning Centers and Innovative Learning Spaces by piloting holistic literacy programs embedding emerging technologies in local ALE organizations.

 

 

Target groups:

The activities of the ETHLAE project aim to involve several main target groups, directly or indirectly. The primary target groups are the following:

  1. Adult Learning and Education (ALE) educators
  2. Adult learners
  3. Local authorities
  4. Civil society organizations
  5. Stakeholders in technology-driven education initiatives

 

 

Project partners:

EUROPEAN ASSOCIATION FOR THE EDUCATION OF ADULTS, Belgium

Algebra University, Croatia

KANSANVALISTUSSEURA, Finland

CENTRUL PENTRU PROMOVAREA INVATARII PERMANENTE TIMISOARA ASOCIATIA, Romania

Verband Österreichischer Volkshochschulen, Austria

National Learning and Work Institute, UK

 

 

 

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ENNE+ – ENHANCING VET NATIONAL NETWORKS THROUGH ECO-INNOVATION https://all-digital.org/projects/enne-enhancing-vet-national-networks-through-eco-innovation/?utm_source=rss&utm_medium=rss&utm_campaign=enne-enhancing-vet-national-networks-through-eco-innovation Fri, 14 Jun 2024 08:07:57 +0000 https://all-digital.org/?post_type=projects&p=25597 The main objective of the ENNE+ project is to enhance the capacity of VET providers to contribute to the transformative...

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The main objective of the ENNE+ project is to enhance the capacity of VET providers to contribute to the transformative and sustainable change of their local communities through networking, capacity building and challenged-based activities in the field of Eco-innovation.

 

To do so, the project will support the enhancement of existing VET national networks and the creation of new ones in four piloting countries (Italy, Portugal, Spain and Austria), with the potential to further expand in the EU thanks to the involvement of two European-wide networks.

 

The project activities will promote the quality and attractiveness of VET, with a specific focus on the field of Eco and Green Innovation by:

  • Involving existing VET National Networks in the integration and scaling-up of innovative solutions and approaches for enhancing the attractiveness of VET, by adapting the Social Hackademy Methodology in the field of VET and organising Hackathons
  • Setting VET driven Eco-innovative communities and engaging them in the co-design, incubation and sustainable exploitation of Greentech solutions
  • Facilitating multi-stakeholder knowledge sharing and partnership establishment to ensure long-term impact at local, national and international levels

 

TARGET GROUPS

The main target audience groups of the project are:

  • VET providers
  • Teachers/trainers and learners involved in Initial and Continuous Vocational Education and Training
  • CSOs and the wider local communities connected to the VET providers involved in the project activities
  • Relevant stakeholders in the field of Vocational Education and Training, including public authorities, companies, School Directorates, etc.

 

PARTNERS

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Teachers 4.0 Digital Age: Tackling Disinformation and Promoting Digital Literacy through Education and Training in European Classrooms https://all-digital.org/projects/teachers-4-0-digital-age-tackling-disinformation-and-promoting-digital-literacy-through-education-and-training-in-european-classrooms/?utm_source=rss&utm_medium=rss&utm_campaign=teachers-4-0-digital-age-tackling-disinformation-and-promoting-digital-literacy-through-education-and-training-in-european-classrooms Fri, 26 Apr 2024 14:44:33 +0000 https://all-digital.org/?post_type=projects&p=25822 Digital literacy and tackling disinformation are among the top three digital skills needed for the 21st century. Teachers need to...

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 Funded by the European Union. Views and opinions expressed are however those of the author(s) only and do not necessarily reflect those of the European Union or the European Education and Culture Executive Agency (EACEA). Neither the European Union nor EACEA can be held responsible for them. Project number: 101132893.

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DIGITAL FIRST: Digital Tech as the First Language: Informatics for Digital Natives https://all-digital.org/projects/digital-first-digital-tech-as-the-first-language-informatics-for-digital-natives/?utm_source=rss&utm_medium=rss&utm_campaign=digital-first-digital-tech-as-the-first-language-informatics-for-digital-natives Thu, 25 Apr 2024 09:29:42 +0000 https://all-digital.org/?post_type=projects&p=25815 BACKGROUND  Educating students in informatics at school is essential to equip every citizen with the necessary knowledge to participate, influence,...

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BACKGROUND 

Educating students in informatics at school is essential to equip every citizen with the necessary knowledge to participate, influence, and contribute to the development of the digital world. And there is a need for upskilling of teachers and new approaches towards today’s students, the digital natives, born in a digital world and arriving at school education already with a certain level of digital skills. 

 

PROJECT DESCRIPTION 

The DIGITAL FIRST project is a groundbreaking initiative aimed at shaping the future of informatics education in primary and secondary schools across Europe to match the needs of today’s children. The project calls for a move from a traditional approach in informatics education to an innovative pedagogical approach focusing on computational thinking to help students learn how to address real-life challenges. This shift in education will encourage the young generation to be “active creators” of the digital world, rather than “passive consumers”. 

 

OBJECTIVES 

During two years, our project will encompass a diverse range of activities aimed at fundamentally transforming informatics education across Europe: 

  • Research and analysis of the current landscape of informatics education 
  • Development and piloting of innovative teaching methods 
  • Defining the competencies for informatics teachers 
  • Leveraging insights from learning analytics 
  • Setting up an informatics teachers support network 
  • Involving stakeholders through dialogue clubs 

 

TARGET AUDIENCE 

  • Teachers: Primary school/secondary school/HEI teachers, school administrators 
  • Education providers and researchers: Higher education institutions (HEIs) and other tertiary education providers for informatics teachers, pedagogical research organisations 
  • Parents 
  • Public bodies and policymakers: Ministries, governmental agencies, policymakers at national and EU level  
  • Indirect target groups: Students, All-sized enterprises and entrepreneurs, Technology providers, Press and media, Wider community  

 

IMPACT 

DIGITAL FIRST will strengthen the knowledge and competences of informatics teachers in integrating informatics into primary and secondary education to promote the active and safe use of digital technology among their students. 

The project outcomes and collected data will also contribute to the improvement of national policies and EU-level guidelines to shape the future of digital education. 

 

STAY IN TOUCH 

Interested in staying in touch with the DIGITAL FIRST project for future news, activities and focus groups for teachers, educators, parents, NGO representatives, local authorities, and students? You can subscribe to our newsletter here and follow us on LinkedIn, Facebook, Instagram!

 

PROJECT PARTNERS 

The project consortium consists of 15 organisations including universities, teacher training centers, primary and secondary schools, NGOs, and a public body from Bulgaria, Croatia, Cyprus, Finland, Greece, Italy, Lithuania, Portugal, Slovenia, and Spain. 

Copy of Teachers 4.0 desktop banner (1440 x 504 px)-2

 

 

 

Funded by the European Union. Views and opinions expressed are however those of the author(s) only and do not necessarily reflect those of the European Union or the European Education and Culture Executive Agency (EACEA). Neither the European Union nor EACEA can be held responsible for them. Project number: 101132761

 

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INFINITE – artificial intelligence For professional and pedagogical practices in Higher Education https://all-digital.org/projects/25807/?utm_source=rss&utm_medium=rss&utm_campaign=25807 Mon, 22 Apr 2024 11:35:50 +0000 https://all-digital.org/?post_type=projects&p=25807 The INFINITE project aims to make the best use of AI for teaching, learning and assessment in Higher Education (HE)....

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The INFINITE project aims to make the best use of AI for teaching, learning and assessment in Higher Education (HE).

 

The project aims to prepare:

  • academics to use AI for innovative teaching and assessment, promoting students’ understanding of the interdisciplinary nature and implications this emerging technology has in various fields.
  • students to leverage AI for their learning, through a complementary blended course designed for them.

In an interconnected way, this results in reducing the skills mismatch, improving learners’ forwarding skills which are put at the forefront by today and the future workforce and society.

 

OBJECTIVES

The project is based on four specific objectives:
  • Raising awareness about the affordances and challenges of AI for stimulating innovative professional and pedagogical practices in HE
  • Developing hands-on resources for HE academics to recognize and leverage AI for their professional and pedagogical practice, considering the ethical implications
  • Building HE academics’ and students’ digital competences, readiness and resilience to effectively use AI with ethical responsibility and integrity, for teaching, learning and assessment
  • Promoting higher education institutions’ digital transformation through capacity-building and preparedness of the HE community, to leverage AI for professional and pedagogical practices

 

RESULTS

The project partners work together to achieve the following results:

  • Desk and field research mapping the landscape of AI in higher education
  • AI Literacy Toolkit with a collection of 35 best case studies, readiness checklist and visualized framework for HE academics to get familiar with and select AI tools for professional and pedagogical practices
  • AI Digital Hub – an interactive platform to assist HE academics with wide range of free AI-driven tools and examples for professional, teaching, learning and assessment purposes
  • Faculty and student capacity-building courses on how to critically and wisely use AI for teaching, learning and assessment
  • Action Plan for HEIs

 

IMPACT

Building academics’ skills to use AI for their professional (i.e., communication, collaboration, lifelong learning) and pedagogical practices (i.e., teaching, learning, assessment) with focus on ethical responsibility, will work as a domino effect for the digital transformation of the HE sector and increase the employability of HE graduates related to digital resilience and capacity.

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CONVERT – Conversion programme to acquire the digital skills needed by forward-looking careers https://all-digital.org/projects/convert-conversion-programme-to-acquire-the-digital-skills-needed-by-forward-looking-careers/?utm_source=rss&utm_medium=rss&utm_campaign=convert-conversion-programme-to-acquire-the-digital-skills-needed-by-forward-looking-careers Tue, 02 Apr 2024 12:53:31 +0000 https://all-digital.org/?post_type=projects&p=25759 The twin green and digital transitions are reshaping the way we work and the deployment of advanced technologies, such as...

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The twin green and digital transitions are reshaping the way we work and the deployment of advanced technologies, such as artificial intelligence and robotics are expected to create new jobs. Already, the acceleration of the digital transition due to the COVID-19 pandemic has accentuated the digital skills shortage.

 

To achieve the digital transformation of the labour market, education and training providers will need to develop upskilling and reskilling programmes that are both flexible and certified and incorporate the latest developments in key ICT areas.

 

CONVERT aims to design and deliver a reskilling programme in the form of short-term training modules enhancing the digital skills needed by today’s digital economy, to reskill recent non-ICT graduates and upskill junior employees (up to 2 years of working experience) towards emerging jobs or new tasks in their jobs.

 

The reskilling programme will be both flexible and certified using micro-credentials and it will be focusing on the digital competences needed by employers to achieve the digital transition of the labour market, including data analytics and visualisation, programming languages, AI, IoT, web development and design, cybersecurity, and data privacy. The training programme will be delivered in a blended format by certified trainers with hands-on experience.

 

The consortium comprises higher education institutions, vocational training providers, industry experts, NGOs and industry representative organisations, which bring the necessary expertise into achieving this objective by undertaking the following activities:

  • map the digital skills demanded by employers in key ICT sectors to meet the changes steered by the digital transition;
  • design, develop and pilot test an industry-oriented programme reflecting the latest developments in key ICT areas targeting graduateS and/or junior employees to equip them with the digital skills needed by employers in key ICT sectors;
  • validate and certify the acquired skills through the application of micro-credentials.

 

Target group:

 

CONVERT has the following primary target groups:

 

  1. recent non-ICT university graduates, who are interested in reskilling and acquiring specialised ICT skills to look for emerging jobs
  2. job seekers from all industrial sectors of the labour market, who are interested in upskilling and reskilling in key capacity areas in terms of specialised ICT skills.
  3. Junior employees (up to 2 years of working experience) Interested in upskilling, so they can undertake new tasks in their current jobs and/or pursue higher salary-paying positions within the same or different company.

 

Project partners:

GrantXpert Consulting Limited, Cyprus

European University – Cyprus Ltd, Cyprus 

Nicosia Chamber of Commerce and Industry, Cyprus 

Institute of Entrepreneurship Development (iED), Greece 

Kyriakatis – E. Vafeiadis O.E., Greece 

Association Of Thessalian Enterprises, Greece

CESIE, Italy  

PRIVANOVA SAS, France 

Infinitivity Design Labs,  France  

ALL DIGITAL AISBL, Belgium

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Twin4Resilience https://all-digital.org/projects/twin4resilience/?utm_source=rss&utm_medium=rss&utm_campaign=twin4resilience Mon, 22 Jan 2024 11:21:20 +0000 https://all-digital.org/?post_type=projects&p=25544 The T4R project aims to increase resilience and innovation capacity of public authorities, higher education and research organizations, SMEs, and...

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The T4R project aims to increase resilience and innovation capacity of public authorities, higher education and research organizations, SMEs, and NGOs, by jointly developing and implementing a Strategy and Action Plan for wise, affordable, sustainable development and use of Local Digital Twins (LDTs) – 2D/3D representations of a territory (e.g. city), created with modelling and simulation technology from (realtime) datasets of different stakeholders – in support of more inclusive and democratic territorial planning.

 

Specific objectives:

  • Develop a Joint Strategy for wider uptake of Local Digital Twins (LDTs) as data-driven decision support tools in territorial planning, based on 4 jointly developed Frameworks (Technical design, Governance, Ethics/inclusion/democratization, Training) each with communication and evaluation plan, involving all partners (frontrunners and followers), local stakeholders groups, and stakeholders outside the T4R consortium, to feed into WP2 (Pilot Actions) and WP3 (Training implementation).
  • Improved democratic and inclusive decision making by 8 local and regional authorities (CITYUTR, AMS, DCC, RM, BXLCITY, ICL, SCHUTT, VMM) developing and testing 8 Local Digital Twins as decision support tools (Solutions) in territorial planning in 8 jointly developed and implemented Pilot Actions, supported by 6 innovation support partners. Joint development and implementation takes place in 4 Transnational Framework Groups (WP1) and in 4 Transnational territorial planning Thematic Clusters.
  • Capacity built by joint development and implementation of a Training Scheme empowering local /regional authorities and other local stakeholders to use LDT as a decision support tool for territorial planning.

 

The partnership:

  • City of Utrecht
  • City of Amsterdam
  • Dublin City Council
  • Rennes Métropole
  • Stad Brussel
  • Intercommunale Leiedal
  • City of Schuttrange
  • Flemish Environment Agency
  • Luxembourg Institute Science and Tech
  • K8 
  • Digital Flanders
  • DKSR
  • All Digital

 

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NuGamers – Creative activities for gender inclusive gaming education https://all-digital.org/projects/nugamers-creative-activities-for-gender-inclusive-gaming-education/?utm_source=rss&utm_medium=rss&utm_campaign=nugamers-creative-activities-for-gender-inclusive-gaming-education Mon, 22 Jan 2024 11:11:25 +0000 https://all-digital.org/?post_type=projects&p=25542 This Erasmus+ project aims at innovating the way VET providers in the gaming sector organise and implement their orientation activities...

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This Erasmus+ project aims at innovating the way VET providers in the gaming sector organise and implement their orientation activities and their curricula so that they are more gender-inclusive and effective in engaging women. Its specific objectives are; to increase the knowledge and awareness on gender biases in gaming education; to enhance the capacity of VET staff to think and act in a more gender inclusive way;  and to equip VET staff with gender-inclusive tools to be used in orientation activities.

 

The project will produce:

  • a factsheet on gender biases in gaming education and how to prevent and overcome them, drawing on a bottom-up analysis with female students and developers;
  • a handbook on how to design more gender-inclusive curricula and orientation activities in gaming education, co-designed and validated with end-users and female students;
  • a toolkit with a set of creative and interactive educational tools (role play, cards, videos) to be used during orientation and training activities.

 

The partners:

  • FutureGames
  • All Digital
  • KAAKKOISSUOMEN AMMATTIKORKEA KOULU O (XAMK)
  • SINEGLOSSA
  • VISOKO UCILISTE ALGEBRA (UAC)

 

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Accessible Digital EDUcation – ADEDU https://all-digital.org/projects/accessible-digital-education-adedu/?utm_source=rss&utm_medium=rss&utm_campaign=accessible-digital-education-adedu Tue, 16 Jan 2024 15:36:55 +0000 https://all-digital.org/?post_type=projects&p=25537 The ADEDU project aims at supporting educators, trainers and learning centres in upskilling and innovating their offers by including people...

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The ADEDU project aims at supporting educators, trainers and learning centres in upskilling and innovating their offers by including people affected by learning disabilities and facilitating digital transition and overall inclusion of excluded target audiences.

Educators and trainers will benefit from tailored outputs:

  • Training course
  • Capacity building activities to share, learn from peers, take inspiration and network
  • Guidelines on inclusive communication and digital learning environments to facilitate innovation and inclusion at any stage of the learning process at all levels

Throughout the duration of the project, partners expect at least 600 educators from at least 10 European countries registered in the training and at least 100 organisations, and learning centres, to join the capacity building activities benefitting from the good practices, experts and organisations involved.

Additionally, project partners will organise at least 10 webinars to expand the learning effectiveness and raise awareness campaigns on learning disabilities and their impact on education are planned to reach at least 8.000 engagements among educators, learning centres, staff members of educational organisations and the general public for a more inclusive society.

The consortium expects 200 organisations to receive the Guidelines on inclusive communication and 100 on inclusive digital learning environments to drive change across Europe.

The expected results from the 12 deliverables planned (guidelines, content based and digital tools and reports), rely on trainers’ and educators’ skill-up, increasing their educational offers to people affected by learning disabilities, especially on digital competences, and skills relevant to other fields and sectors; on innovating education, networking, supporting, exchanging of processes, formats, solutions and needs to include Europeans with learning disabilities in society, forward looking innovation in social inclusion, education, and digital transformation diversifying education considering disabilities needs.

Project Partners:

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SMARTageCARE – Toolkit for Caring and Empowering European Older Adults: Ecosystem, Handbook and Digital Platform in Digital Transition, e-Health and Citizenship https://all-digital.org/projects/smartagecare/?utm_source=rss&utm_medium=rss&utm_campaign=smartagecare Tue, 14 Nov 2023 15:12:25 +0000 https://all-digital.org/?post_type=projects&p=25495 The project SMARTageCARE intends to build the pillars of a new paradigm of healthy and active ageing in Europe, the...

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The project SMARTageCARE intends to build the pillars of a new paradigm of healthy and active ageing in Europe, the Smart Ageing, promoting the European Union as world reference in terms of digital economy and society for the older population, where the digital transition is at the service of the older citizens, the open, democratic and sustainable society, and the empowerment of the older adults and the ageing in terms of quality of life, wellbeing, and fullness.

 

These goals will be developed through three key actions:

  1. The Smart Ageing Ecosystem composed by:
    • Ambassadors’ Network
    • Training Program
    • Advisory Board
    • Strategic Plan
  2. The Smart Ageing Toolkit composed by:
    • Educational Handbook/Box
    • Digital Platform
  3. The Smart Ageing Pilot Campaign composed by:
    • Study of Usability,
    • Study of Impact,
    • Policy Recommendations

 

The project is developed by a consortium of 9 partners across 8 European countries, that was established based on a multidisciplinary backgrounds (i.e., education, design, gerontology, entrepreneurship) and a solid previous experience in the areas of health&care, digital transition and citizenship.

 

Partners:

University of Porto (Portugal)

FORHUMANZ (Portugal)

ALL DIGITAL AISBL (Belgium)

Edukacyjne Centrum Integracji Miedzypokoleniowej HIPOKAMP (Poland)

Izobrazevalni center Geoss d.o.o. (Slovenia)

CONNECT Latvija (Latvia)

IMS Research & Development Center (Cyprus)

Centro Provinciale Istruzione Adulti (Italy)

Volkshochschule Schrobenhausen e.V. (Germany)

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CHAMELEON – Career paths framework for High schools Aimed at Modelling innovative approaches using E-Learning in Early Orientation for Neet prevention https://all-digital.org/projects/chameleon/?utm_source=rss&utm_medium=rss&utm_campaign=chameleon Tue, 14 Nov 2023 15:12:01 +0000 https://all-digital.org/?post_type=projects&p=25493 CHAMELEON – Career paths framework for High schools Aimed at Modelling innovative approaches using E-Learning in Early Orientation for Neet...

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CHAMELEON – Career paths framework for High schools Aimed at Modelling innovative approaches using E-Learning in Early Orientation for Neet prevention fosters synergies between school education and innovation, supporting career guidance in high school students and promoting new technologies as drivers of improvements of skills in career transition programs to be implemented in schools’ practices. The rationale is to provide tools based on three pillars: Digital transformation; Green and sustainability vision; and Entrepreneurship approach.

 

Specifically, CHAMELEON aims to:

  • Implement and validate a training model for young people providing a career guidance roadmap
  • Develop and implement a MOOC based on the CHAMELEON framework to propose learning tools to support young career guidance in school practice.
  • Develop a Serious Game, a game-based approach fostering new skills for young people to build proactive, digital and sustainable career plans, performing its practical and on-stage activity
  • Provide a user-centred approach, actively involving school actors (students, teachers) as co-creator of the game
  • Provide guidelines to support career paths for digital and sustainable societies in other countries, proposing recognition of the training program at the EU level.
  • Bring the school education sector with the companies and universities, associations, fostering the knowledge triangle between education and innovation and research.

 

Target

School students, neets (school staff will be working with consortium), innovative career ambassadors

 

Results

CHAMELEON expects to enhance the skills needed to respond to the challenges of a continuously changing environment.

The main intangible outcome is the contribution to the student’s skills and competence to face the labour market with a proactive approach, with a high ability to adapt and contribute to the 2030 Agenda for Sustainable Development.

The main tangible outputs of the projects are:

 

  1. Roadmap career guidance: CHAMELEON will propose a training model to engage high school students with digital, sustainability and entrepreneurial skills contributing to achieving sustainable, proactive and innovative careers.
  2. MOOC: CHAMELEON will release a MOOC for high school students for learning and transferring needed skills based on three pillars. The MOOC aims to guide students in possible career paths (and to create new ones) using these skills to deal with the complex interactions among economic policies and work in an international and cosmopolitan context.
  3. Serious Game: CHAMELEON will release a serious game that stands both as an autonomous tool and a highly connected game to the MOOC and integrated into it. Furthermore, the game represents practical activities of the course as a virtual lab.
  4. Guidelines for School Education: this result will report the experience of this pedagogical approach in e-learning, providing an easy manual for the stakeholders that intend to implement this roadmap in their curricula and the school program. Furthermore, this output will focus on delivering policy recommendations and providing validation and certification of the training program at the EU level for high school students. This will be possible both in EU countries that require students to obtain certifications on school-to-work transition courses and in other countries that have not implemented these activities in school curricula yet.

 

Partners:

SMARTED srl, Italy – Coordinator

Magyar Digitális Oktatásért Egyesület (MDOE), Hungary

IASIS, Greece

ALL DIGITAL AISBL, Belgium

CreaTIC Academy S.L., Spain

Università degli Studi di Napoli Federico II (UNINA), Italy

Istituto Statale di Istruzione Superiore Vittorio Emanuele II, Italy

 

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D-PAIDEIA – PEDAGOGICAL DIGITAL COMPETENCES AS A KEY ELEMENT FOR THE DIGITAL TRANSFORMATION https://all-digital.org/projects/d-paideia-pedagogical-digital-competences-as-a-key-element-for-the-digital-transformation/?utm_source=rss&utm_medium=rss&utm_campaign=d-paideia-pedagogical-digital-competences-as-a-key-element-for-the-digital-transformation Fri, 03 Feb 2023 10:30:00 +0000 https://all-digital.org/?post_type=projects&p=23737 Most educational institutions were obliged to use digital environments for teaching due to the Covid19 pandemic. Pushing for digital transformation in...

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Most educational institutions were obliged to use digital environments for teaching due to the Covid19 pandemic. Pushing for digital transformation in the education field. This situation raised challenges for most teachers. Now, they had to use digital tools in a pedagogically effective way and be aware of the social, emotional and affective aspects of digital technology-based education.

To address this skills gap, the D-PAIDEIA project set out the following objectives:

Firstly, improve the digital skills and competencies of the teachers cross-sectorally. The project aims to achieve this objective by updating the DigCompEdu framework. It provides a general reference frame to support the development of educator-specific digital competences, at all levels of education.

Secondly, support the development of Pedagogical Digital Strategies at the school level, focusing also on the aspects that emerged from the pandemic.

 

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OUR DIGITAL VILLAGE – CO-DESIGNED DIGITAL EDUCATION IN RURAL AREAS https://all-digital.org/projects/our-digital-village-co-designed-digital-education-in-rural-areas/?utm_source=rss&utm_medium=rss&utm_campaign=our-digital-village-co-designed-digital-education-in-rural-areas Thu, 02 Feb 2023 16:02:42 +0000 https://all-digital.org/?post_type=projects&p=23732   Rapid digital transformation has influenced education, work and life and the Covid-19 pandemic has highlighted more the digital divide...

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Rapid digital transformation has influenced education, work and life and the Covid-19 pandemic has highlighted more the digital divide in some territories, especially between urban and rural areas, and the need for innovation in education to respond to these challenges.

For this reason, Our Digital Village aims to intervene in rural areas by promoting the acquisition of digital and transversal skills, preparing people to face the challenges of the future. It will do so by co-creating high-quality educational content that responds to the needs of the local context, while simultaneously ensuring the long-term transformation towards digitalization through active awareness raising on all levels of society.

Through self-analysis workshops, the intrinsic motivation to change will be explored, and the needs of each local context will be identified. These will be taken in mind while co-designing the educational materials, followed by a training for teachers and trainers to ensure their capacity to implement the co-designed activities with their learners. In the testing phase of the educational materials, ICT courses will enhance the competences of young and adult learners, while consolidating the newly acquired skills of teachers and trainers.

TARGET GROUPS

  • Educational institutions including formal and non-formal educational providers (schools, universities, youth centres, NGOs), and public institutions (municipalities)
  • Teachers/trainers of educational institutions and community organisations’ educational staff
  • School and adult learners
  • Policy makers and stakeholders

 

OBJECTIVE

To foster the development of digital and transversal skills of people in rural areas thus preparing them for the challenges of the future, by testing, evaluating and promoting a bottom-up, holistic and innovative approach to the creation of educational materials and awareness-raising

PARTNERS

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Cyanotypes – Strategic Skills for Creative Futures https://all-digital.org/projects/cyanotypes/?utm_source=rss&utm_medium=rss&utm_campaign=cyanotypes Thu, 18 Aug 2022 15:29:22 +0000 https://all-digital.org/?post_type=projects&p=22929   CYANOTYPES project brings together a wide variety of organisations, stakeholders, and European networks to address the needs and skills...

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CYANOTYPES project brings together a wide variety of organisations, stakeholders, and European networks to address the needs and skills gaps in the Cultural & Creative Industries. Based on innovative multidisciplinary approaches, CYANOTYPES tackles the sector’s potential for innovation and competitiveness which deals as well with challenges presented by, among others, COVID-19, the digital transition, and the green shift.

The project title references the iron-based photographic process that lead to the term “blueprint” we know today. Inspired by this key moment of innovation, CYANOTYPES sees in this very practice an exemplary episode from the pre-digital archive of arts-and-technology experimentation that inspires creators to this day. Invoking a pre-digital technology, CYANOTYPE cautions that “the digital” is itself in a moment of transition, offering us new possibilities and perspectives. Anticipating growing roles for AI, Big Data, and synthetic content generated by data-driven systems in the immediate future, we also see the need to imagine multiple futures on which innovation in CCI education depends. Earlier projects indicated that advancing vocational education programs should follow the guiding principle that the “Community is the Curriculum”, moving on from the idea of a wholly centralised, institutional approach to learning.

CYANOTYPES builds anticipation into its methodological framework to empower creators to imagine multiple futures and to make their processes more environmental-friendly, sustainable, resilient, and dynamic. Organised by a triple loop learning framework focused on how we “learn how to learn”, CYANOTYPES’ integrates specific and transversal skill sets organized by key thematic areas to serve as context-specific points for different stakeholder groups. CYANOTYPES provides short- and longer-term strategic interventions and concrete skills development solutions that can be adopted across the European CCI ecosystem.

OBJECTIVES

It is our intention to have three core outcomes in the first year:

  • the Skills Intelligence Gathering;
  • the Strategy for the CCI;
  • Addressing the urgent skills identified by the call relating to post-COVID, Green Transition and the Digital Shift.

This will culminate in the outcomes being presented to a Pre-Pilot Hackathon at the end of Year One.

The second year will focus on creating content for the Cyanotype Training Programme and considering related delivery mechanisms.
In addition, new delivery methods and a Train the Trainer approach will be incorporated into the materials. At the end of Year 2 an extensive Validation Event will be held with invited stakeholders and experts identified and contacted through the Cyanotype outreach activities.

Thereafter in the third year, the focus will shift to an iterative prototyping cycle, where we will establish three 6-month pilot phases. Under the lead of WIFI-WKO, the first phase will establish 5 initial pilots each run by a partner, the second phase will have 5 cross-sectoral pilots and 5 sectoral pilots (film, games, design, architecture, performing arts), also run by partners. Having analyzed the feedback from these iterative loops, the modules and delivery mechanisms and the Train the Trainer package will be revised and presented at the Cyanotype Fair, designed to attract the widest interest and also where interested organisations and takeholders will be invited to join an Open Call for at least 10 further pilots to be supported by Cyanotype during the first 6 months

Cyanotype is committed to maximising the outreach and communication activities of the project and will do so with a clear strategic approach to the CCI sector and by harnessing the considerable power and reach of the networks directly involved in the
project and lead by ELIA. Cyanotype will have a presence at a significant number of related events during the project lifetime and with a major Cyanotype event every year presenting the project outcomes. This will include a final Showcase Event in Year 4.

The project seeks to have a long-term plan that both integrates the project outcomes as widely as possiblewithin existing contexts but also maintains the impulse of the Cyanotype initiative across the CCI sector.

OUTCOMES

During the 48 months, Cyanotypes project will develop:

      1. Communities of Practice;
      2. The EntreComp Champions Series;
      3. EntreComp Guide;
      4. Events.

     

PARTNERS

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IDEAHL – Improving Digital Empowerment for Active Healthy Living https://all-digital.org/projects/ideahl/?utm_source=rss&utm_medium=rss&utm_campaign=ideahl Wed, 06 Jul 2022 12:45:34 +0000 https://all-digital.org/?post_type=projects&p=22460 The Improving Digital Empowerment for Active Healthy Living project (IDEAHL) aims at developing and testing new models and approaches of...

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The Improving Digital Empowerment for Active Healthy Living project (IDEAHL) aims at developing and testing new models and approaches of (digital) health literacy (acronym (d)HL) intervention development and application through the co-creation of a comprehensive and inclusive EU (d)HL Strategy.

The IDEAHL consortium is composed of 14 multi-disciplinary partners from 10 EU Member States, which work hand in hand with patients, citizens, and the broad socio-economic sector at local level.

ACTIVITIES

The project will first conduct an extensive mapping of health literacy (HL) and (d)HL research, initiatives, and projects in the EU and beyond. It will define best practices and champions in these fields to foster knowledge exchange and uptake of selected practices. Building on these foundations, IDEAHL will launch a large co-creation process to design and plan its EU (d)HL Strategy. The project will involve over 1,300 different stakeholders, from citizens and patients to healthcare and social services, policy makers, non-health sectors, academia, etc.

The collected feedbacks will allow to develop an inclusive Strategy to improve (d)HL for the benefit of all citizens focusing on health promotion, disease prevention, treatment and (self)-care as well as on monitoring its impact on the wellbeing, productivity and the economy. The Strategy will pay special attention to social innovation, inclusion, gender, and ethics & privacy dimensions.

Actions of the Strategy will be piloted in the 10 project countries. From the testing and evaluation of the pilots, IDEAHL will be able to put forward a common EU monitoring model and indicators for (d)HL levels.

The ultimate purpose of the project will be to empower EU citizens in using digital tools to have a more active role in the management of their own health and well-being, as well as supporting social innovations for person-centred care models.

PARTNERS

  1. CONSEJERIA DE SALUD Y SERVICIOS SANITARIOS – Principado de Asturias – Spain, Coordinator
  2. SERVICIO DE SALUD DEL PRINCIPADO DE ASTURIAS – Spain
  3. FUNDACION PARA EL FOMENTO EN ASTURIAS DE LA INVESTIGACION CIENTIFICA APLICADA Y TECNOLOGIA – Spain
  4. CONSULTA EUROPA PROJECTS AND INNOVATION SL – Spain
  5. ISTITUTO PER SERVIZI DI RICOVERO E ASSISTENZA AGLI ANZIANI – Italia
  6. ROYAL MELBOURNE INSTITUTE OF TECHNOLOGY SPAIN SL – Spain
  7. E-SENIORS: INITIATION DES SENIORS AUX NTIC ASSOCIATION – Spain
  8. EUROPEAN INSTITUTE OF WOMEN’S HEALTH COMPANY LIMITED BY GUARANTEE – Ireland
  9. INCE INIZIATIVA CENTRO EUROPEA – SEGRETARIATO ESECUTIVO – Italy
  10. BEHOERDE FUER ARBEIT, GESUNDHEIT, SOZIALES, FAMILIE UND INTEGRATION HAMBURG – Germany
  11. PROFESSIONSHOJSKOLEN UNIVERSITY COLLEGE NORDJYLLAND – Denmark
  12. Malardalen University – Sweden
  13. SEINAJOEN AMMATTIKORKEAKOULU OY – Finland
  14. ADI & SALU SERSOC SL – Spain
  15. ALL DIGITAL AISBL – Belgium
  16. CARITAS DIOCESANA DE COIMBRA – Portugal

 

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