Projects: Good Practices

Numeric[All]; Gamified museum methodologies towards the acquisition of numeracy, literacy and transversal skills for illiterate adults
Cultural and Humanitarian Affairs
Good Practices
STEM Education and Research
Community-driven Digital Action: A catalyst for social change in the COVID-19 crisis (HEIDI)
Good Practices
Social Innovation and Green Technologies
VM-STEM: “The Virtual Museum of STEM-Creation of the first European virtual museum for STEM education at secondary level”
Good Practices
STEM Education and Research
The GLAMers: Enhancing GLAMs through youth engagement during the COVID-19 crisis
Cultural and Humanitarian Affairs
Good Practices
Gaming for Skills: Promoting video games as pedagogical tools
Good Practices
Social Innovation and Green Technologies
RecreaMATHS: Shifting the teaching of mathematics to kindergarten with game-based pedagogies
Good Practices
STEM Education and Research
Green STEAM Incubator: “Investigate the common boarders of STEAM and entrepreneurship under the context of Youth-oriented activities”
Entrepreneurship
Good Practices
STEM Education and Research
BIBLIODOS second language acquisition (A1, A2), by combining the promotion of European literature and heritage
Cultural and Humanitarian Affairs
Good Practices
FLYie- Female Legends Youth innovation and entrepreneurship
Entrepreneurship
Good Practices
Escape Rooms for Social Entrepreneurship
Entrepreneurship
Good Practices