2010-2023 projects

Promotion of FINancial Literacy in primary and secondary EDUcation through gamification and DIGItal storytelling (DigiFinEdu)

Promotion of FINancial Literacy in primary and secondary EDUcation through gamification and DIGItal storytelling (DigiFinEdu)

Cross-country reports show that, on average, EU citizens have inadequate levels of Financial Literacy (FinLit). Across EU member states, FinLit competencies level vary from 71% to 13% (European Banking Federation, 2020). This translates in insufficient know..

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Prevention of stress by exploiting an innovative virtual environment (POSITIVE)

Prevention of stress by exploiting an innovative virtual environment (POSITIVE)

Recent works on the subject of stress related to student's of the secondary school shows  that excessive stress during this stage might increase prevalence of psychological problems like depression and nervousness, reduce ability to study and take exams, w..

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Improving the Pedagogical and ICT skills of Pre-School Teachers and Educators in the Digital Era (PreEdTech)

Improving the Pedagogical and ICT skills of Pre-School Teachers and Educators in the Digital Era (PreEdTech)

Since the beginning of the pandemic, teachers made an effort to maintain the interest of their pupils and relevance of their classes. While teachers of primary, secondary and high school found a functional approach relatively soon, pre-primary teachers were co..

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Micro and Project-based learning for Teaching ciRcular Economy and Ecological awareness in VET schools (TREE)

Micro and Project-based learning for Teaching ciRcular Economy and Ecological awareness in VET schools (TREE)

The linear economy model (take – make – waste) currently in use is showing all its limitations over time: waste, leaving and landfills have become unsustainable elements for our planet. For this reason, the EU is one of the main promoters of an alternative eco..

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VRSciT: VR Science Tour

VRSciT: VR Science Tour

The VRSciT project consists of conducting a virtual educational visit to locations of cultural, social and natural interest of each partner involved, from Portugal, Spain, Italy, and Lithuania, by using Virtual Reality (VR) immersion and interaction techniques..

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