The Student Talent Bank project aims to promote entrepreneurial education in secondary schools among teachers in order to prevent early school leaving, facilitate the transition from school to work and increase students' engagement.

Serious games have become a popular tool for knowledge transfer, behavioural, perceptual or cognitive change. Confidence in behaviour changes through serious games, referred by its acronym eConfidence, is a project that aims to test and research whether and how the use of serious game can have an impact on positive behavioural changes.

Projects