CodeIT
CodeIT: Enhancing Teachers’ professional development through algorithmic and programming Project number: 2017-1-1PL01-KA201-038494 Implementation period: 01.10.2017-30.09.2019 Project description Around 90% of jobs nowadays require at least basic ICT skills, and by 2020, according to many research, Europe will see a shortage of 800,000 professionals with IT skills. 15 EU countries have already integrated computer programming into […]
FUN@SCIENCE
FUN@SCIENCE: Exploiting 3D printing for science education and scientific careers Project number: 2017-1-PT01-KA201-035929 Implementation period: 01.10.2017-30.09.2019 Project description 3DP printing technology has already made its way into big industry, business, medicine, consumer and many other sectors. It is also more widely used in schools all over the word. The reason is that this technology has […]
eduDrone
eduDrone: Drone technology training to boost EU entrepreneurship and Industry 4.0 Project number: 2017-1-RO01-KA202-037083 Implementation period: 01-09-2017 – 31-08-2019 Project description Industry 4.0 has a potential to revolutionize EU economy by stimulating its growth and boosting competitive strength. One of the elements of this concept is the use of unmanned aerial vehicles (UAV), popularly known […]
EuroSTART
EuroSTART: Strategic partnership project on sustainable entrepreneurship competence for managing Start Ups Project number: 2017‐1‐IE01‐KA202‐025678 Implementation period: 01.11.2017 – 31.12.2019 Project description Entrepreneurship skills are one of the main objectives of the ET 2020 strategy. The EuroSTART project has been created to develop these skills. It will be supporting start-ups and entrepreneurs – the main […]
CRAFTS 3.0
Crafts 3.0: Supporting the transition of handicraft teachers and trainers to the Digital Age Project number: 2017-1-ES01-KA202-038435 Implementation period: 01.09.2017 – 31.08.2020 Project description The link between craft sectors and ICT technologies is disappearing. This project’s objective is to support the professional development of handicraft teachers and trainers in Europe in their transition to the […]
HEALTHNIC
Healthnic: Healthy and ethnic diet for inclusion Project number: 2017-1-EL01-KA204-036253 Implementation period: 01.09.2017 – 31.08.2019 Project description The Healthnic’s objective is to improve and extend the awareness of eating habits among immigrants and the unemployed. The main aim is to foster healthy eating habits concentrating on the elimination of a poor diet and adding nutritional […]
BOOST4Shoes
BOOST4Shoes: Boosting Online crOss-border sales of Shoes Through e-Commerce coaching for SMEs from the shoe industry Project number: 2017-1-UK01-KA202-036733 Implementation period: 01.09.2017 – 31.08.2019 Project description The footwear sector makes a significant contribution to EU economy, with large production, with many footwear enterprises, providing many job opportunities, but with little export outside of the Union. […]
ENGAGE
ENGAGE – ENhancinG Adults key competences to promote and encouraGe effective cooperation between Education and labor market Project number: 2017-1-RO01-KA204-037236 Implementation period: 01.10.2017 – 30.09.2019 Project description The Project ENGAGE focuses on adult education and employment In Europe. Main target group: low-skilled Young adults up to 29 years of age, especially those looping for a […]
M&M – Math and Motivation
M&M – Math and Motivation Project number: 2017-1-BG01-KA201-036220 Implementation period: 01.09.2017 – 31.08.2019 Project description The aim of the M&M project is to improve basic skills of secondary school students and reduce dropout rate in basic skills of different degrees of complexity.Those skills are becoming increasingly important to enable full participation in all aspects of […]
TRUSTvGLP
I Trust My Competency in Accounting and Finance via Gamified Learning Platform (TRUSTvGLP) Project number: 2016-1-TR01-KA202-034980 Implementation period: 15.12.2016 – 14.12.2018 Project description The subject area of the project concerns accounting and finance education conducting through using gamification. The main aim of the project is to increase the level of competencies of accounting and finance […]