Erasmus+ projects

ACTIVE projects

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Tutor chatbots to learn English at levels A2 and B1.

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The use of pedagogical Escape Rooms in class in order to stimulate STEAM subjects' learning.

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Create a methodology to use comics as a pedagogical tool for inclusive English language learning.

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Foster student’s memory anchoring and inclusive learning by creating learning paths adapted to their profile and needs, with interactive contents and use of flashcards.

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Using Virtual Reality technology (VR) to improve learning of mathematics.

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Promoting social entrepreneurship through escape room methodology.

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Adapted ebooks to support
disadvantaged learners's literacy

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Identifying ways in which STEM-oriented knowledge can be utilised along the path of enhancing agriculture and environmental engineering.

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The discovery and exploration of STEM (Science, Technology, Engineering and Mathematics) throught Permaculture

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Promoting the values of gender equality in the field of innovative and social entrepreneurship through game-based activities

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Support students with ADHD in their academic achievement and performance.

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Promoting oracy and european cultural heritage throught the practice of storytelling and Tales

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First European training on the practices and tools in 6 main technologies involved in enhanced contents publishing and dissemination.

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Tools for math teachers to add art works and hands-on exercises in their lessons.

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Guidance and gamification tools towards a more accessible tourism sector in Europe.

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Creating a Tutor Chatbot to support the students in their learning process and the trainers in their training.

PAST projects

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Open online course about learning disorders.

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Inclusive training material for youth workers.

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Inclusive platform to support young learners with disabilities.

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First European bank of free educational resources for dyspraxic children,
from 6 to 15 years old.