Proyectos Erasmus+

Conoce todos nuestros proyectos Erasmus+, nuevos y antiguos.
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ART - Art and culture Recorded for e-Ternity

  • Programme: Erasmus+
  • Action: Cooperation for innovation and the exchange of best practices
  • Project reference: 2020-1-NL01-KA227-SCH-083006
  • Start date: 1/03/2021
  • Duration: 24 months

Art is a European project, funded by the Erasmus+ programme, which aims to make different museums and other cultural institutions more accessible to students aged 8-16 through the use of virtual reality. 

It has four outputs: a research study with expert staff in the field of educational innovation, a basic and progress questionnaire, an online platform with virtual reality material developed for museums and VR teaching materials, and a piloting phase.  

ART

In this way, the project aims to enable students to acquire cultural, artistic and historical knowledge. They will also learn to develop critical thinking skills and foster respect and tolerance in the classroom.

The results of the ART project

  • Research study: a discussion involving 2-5 experts from each partner country in the field of innovation in education via the EPALE platform.
  • Questionnaire: a basic and progress questionnaire on students' knowledge (and behaviour) about global citizenship and its importance in all kinds of fields.
  • Online platform: to present the teaching material, the baseline and progress questionnaire, the ART manual and other relevant project reports or documentation.
  • Piloting phase: teachers who have completed the training will carry out different tests of the VR learning materials in their own lessons and courses.

Partner organisations and countries

The ART project partnership consists of seven European partner countries. 

The Netherlands

Pro Work

Italy

Sinergia

Czech Republic

Euroface Consulting

Belgium

Artevelde

Spain

Fundación Siglo22

VRTeacher - Virtual Reality-based Training to improvE digitAl Competences of teacHERs

  • Programme: Erasmus+
  • Action: Cooperation for innovation and the exchange of good practices
  • Project reference: 2020-1-CY01-KA226-SCH-082707
  • Start date: 1/06/2021
  • Duration: 24 months

VRTeacher is a European project, funded by the Erasmus+ programme, which aims to address the need for modernisation and digital transformation of education and teacher training and to strengthen the digital skills and preparation of educators through a Virtual Reality (VR) training method and tool.  

The main outcomes of the VRTEACHER project are a VR-based competency framework for teacher education and a state-of-the-art Virtual Reality teacher education application that reflects real-life teacher education needs.   

VRTEACHER

The innovation of the project lies in addressing the challenges related to classroom management in crisis situations, such as a pandemic, with the vision of equipping teachers with key skills through immersive and experiential training experiences that mirror real-life scenarios and situations faced during a crisis.

The results of the VRTeacher project

  • Competente framework: based on Virtual Reality for teacher education. It consists of several competence areas and related descriptors, as well as a teacher competence assessment tool.
  • Online platform: it connects to the Virtual Reality tool. Through this platform the target group will have access to the tool during and after the project..
  • Impact assessment framework: it aims to develop a framework to assess, quantitatively and qualitatively, the impact through the use of the VR tool.
  • Good practice guide: a summary of the methodology and guidelines to promote the use of innovative VR-based approaches in teacher training.

Partner organisations and countries

The VRTeacher project partnership consists of seven European partner countries. 

Malta

3CL Foundation

Cyprus

CUT

Ireland

Future in Perspective

Spain

UC3M

Spain

Fundación Siglo22 

Greece

UAegean

Generation AI - Teaching kids about Artificial Intelligence

  • Programme: Erasmus+
  • Action: Cooperation for innovation and the exchange of good practices
  • Project reference: 2020-1-NL01-KA201-064712
  • Start date: 1/12/2020
  • Duration: 24 months

Generation AI is a European project, funded by the Erasmus+ programme, which aims to help young students understand basic principles of Artificial Intelligence, help teachers and students in primary education to become more critical consumers of technology applications throughout their lives.  

The main outcome of this project, launched in December 2020, is an e-learning platform. This platform will include resources that will help educators understand the uses of AI in everyday life, preparing them to teach their students about AI applications, strengths and weaknesses, in line with DigiComp and DigiEdu.   

GENERATION AI

Through this we aim, on the one hand, to support students and teachers in developing problem solving skills, computational thinking and design thinking of AI tools and methods. On the other hand, to support teachers and students in developing their digital skills and to develop a critical understanding of AI and its application to everyday life.     

The results of the Generation AI project

  • Toolkit: a set of tools to help educators develop, design and implement appropriate AI practices in their teaching and learning.
  • Professional development training for teachers on education at AI-STEM: for all students to be taught by effective, well-prepared and meaningfully supported teachers.
  • Generation AI school programme for primary school students: design, test and implement the interdisciplinary Generation AI programme for primary education that will teach young students about AI..
  • Plataforma de aprendizaje en línea: with multilingual OER (Open Educational Resources) on AI-STEM education, to acquire digital skills and key competences.

Partner organisations and countries

The GENERATION AI project partnership is composed of seven European partner countries: 

Cyprus

INNOVADE

Cyprus

CARDET 

Ireland

Rural Hub 

Greece

Doukas School

Spain

Fundación Siglo22 

The Netherlands

University of Groningen

STEAMitUP - Preparing teachers and students for a digital world 

  • Programme: Erasmus+
  • Action: Cooperation for innovation and the exchange of good practices
  • Project reference: 2019-1-UK01-KA201-061990
  • Start date: 1/11/2019
  • Duration: 24 months

STEAMitUP is a European project, funded by the Erasmus+ programme, which aims to create an educational programme to promote the learning of STEAM (Science, Technology, Engineering, Arts and Mathematics) through new technologies, from the first year of primary school to the last year of secondary school.  

The main outcome of this project, launched in November 2019, is an e-learning platform. This platform will include a manual for teachers on STEAM teaching and the use of the platform, as well as resources and tools that will allow teachers to create their own educational material adapted to the needs of their teaching activity. Among the material available for use will be resources for thematic days, workshops or proposals for theoretical-practical lessons.    

STEAMitUP

The aim is to train teachers in STEAM didactics and to motivate students to get involved in these subjects. This project will also have an impact on other skills of both students and teaching staff: digital skills, creativity, problem solving, collaboration and teamwork.     

The results of the STEAMitUP project

  • Toolkit: a kit with STEAM educational resources and guidelines for their use. This kit will be produced by all partners based on an analysis of the STEAM situation in each country.
  • E-Learning platform: development of a virtual learning platform including all the resources and tools in the toolkit, as well as the user guides and the different educational materials.
  • Impact evaluation: san evaluation and analysis of the impact of the project will be developed, as well as practical recommendations.
  • Policy Report: a report with recommendations on policy and use of the project results will be developed.

Partner organisations and countries

The STEAMitUP project partnership consists of six European partner countries. 

United Kingdom

LMC

Cyprus

CARDET 

Ireland

Future in Perspective Limited  

Greece

Doukas School

Spain

Fundación Siglo22 

The Netherlands

University of Groningen

TENDER - Web-APP TENDER Tool that creates the match between the demand for labor and the supply of people with an occupational disability or who have a large distance from the labor market. 

  • Programme: Erasmus+
  • Action: Cooperation for innovation and the exchange of best practices
  • Project reference: 2019-1-NL01-KA204-060272
  • Start date: 1/09/2019
  • Duration: 36 months

The TENDER project, funded by the Erasmus+ programme, aims to create more opportunities for people with a disability who want to be in the labour market. It started in September 2019 and its main outcome is a tool that facilitates and supports intermediary organisations to find a match between people with disabilities looking for a job and organisations looking for employees. 

The first thing that has been done is to agree on the parts of which the application will be composed. Each partner country has made an analysis of the context of people with disabilities in the labour market in their country and agreed on the needs they require, as well as which filters should be put in the application according to these needs.  

Web-App TENDER

The Web-APP TENDER tool creates a match between the demand for labour and the supply of people with functional diversity or difficulties to enter the labour market (see e.g. older people). This application will be freely accessible and the profiles found in it will be easily matched to the vacancies of the organisations looking for workers.

The results of the TENDER project

  • TENDER Web App: a web application to make the target group visible with a personal profile. It is public and accessible free of charge for IOS and Android platforms. Matching is generated by applying the algorithms developed in the App.
  • TENDER methodology and manual: the TENDER methodology helps intermediaries to draw a vacancy profile that matches the possible needs of the target group. In addition, a manual will be developed with the methodology and the explanation of the use of the App, accompanied by an instructional video. This manual is developed on the basis of research already started in the preparation of the project, conducted by interviews with experts in the field of employability of people with disabilities.
  • Feasibility Study: development of a positive feasibility study and a business plan. The application will be tested by the project leader and another partner organisation to carry out the study. In addition, a study of finances and future funding and sponsorship will be included.

Partner organisations and countries

The TENDER project partnership consists of seven European partner countries. 

The Netherlands

Pro Work

Czech Republic

Euroface Consulting 

Spain

Fundación Siglo22  

Italy

Consorzio social Lab 

Belgium

JKVG 

S4F - Science For Fun

  • Programme: Erasmus+
  • Action: Cooperation for innovation and the exchange of good practices
  • Project reference: 2018-1-NL01-KA201-038951
  • Start date: 1/09/2018
  • Duration: 36 months

The Science4Fun project, funded by the Erasmus+ programme, was launched in September 2018 with the aim of motivating the study of science in schools, especially by girls and young women. Despite the greater presence of women in higher education, there is a low percentage of women in degrees such as biology, chemistry or physics.  

Through this project, resources will be developed to show students, but especially girls, that science is not boring and that there are great women in these areas. The results of the project include an online platform with tests for students and feedback on their progress throughout the different educational stages, as well as resources available for their use: videos, activities, games, diagrams, workshops...    

S4F

The aim is to change the science teaching methodology and, in this way, make children more aware of their knowledge in the area of science, orient this discipline towards curiosity and discovery, and put an end to the preconceived idea that science is "boys' stuff".  

The results of the S4F project

  • Science4Fun Big Data: a model for collecting and analysing data in the different educational areas related to STEAM. The development of questionnaires to evaluate the evolution of science in education and a report with the results of these questionnaires.
  • S4F environment: implementation of a technical environment where the online participation of students will be carried out. Implementation of the statistics and administration system, as well as a plugin to implement the questionnaires in the environment..
  • Science resources: development of own resources for each area and educational level related to STEAM, as well as external resources accessible on the Internet that cover the objectives of the project.
  • S4F training: training programmes for teachers to use the Sciencei4Fun platform and environment.
  • Testing S4F: implementation of pilot courses to test the virtual learning environment developed in the project.
  • Manual and Guide: development of a theoretical manual and a guide to use the resources and environment of the Science4Fun project.

Partner organisations and countries

The S4F project partnership consists of seven European partner countries. 

The Netherlands

Pro Work 

Spain

UAM 

Poland

AHE 

Spain

Fundación Siglo22 

Belgium

JKVG 

Portugal

SPI 

Bulgaria 

NTC

Eslovenia

LUV

Czech Republic

Euroface Consulting  

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