All you need is code, also known as the European Coding Initiative, is a public-private partnership promoting coding and computational thinking at all levels of education.

Under the Connecting Europe Facility (CEF), European Schoolnet is developing and maintaining – on behalf of the European Commission a Better Internet for Kids (BIK) core service platform.

The CompuThink study was designed and funded by the Joint Research Centre – Institute for Prospective Technological Studies (JRC-IPTS) of the European Commission.

The DIS-CODE (Disconnected, discouraged, disenabled? Let's code!) project intends to deliver an innovative training system based on gamification and interactive tools.

The Digital Skills and Jobs Coalition brings together Member States, companies, social partners, non-profit organisations and education providers, who take action to tackle the lack of digital skills in Europe.

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.

EntreComp is the Entrepreneurship competence framework. It is a reference framework developed by the European Commission to describe entrepreneurship as a competence. EntreComp Videos illustrates this framework through a video series on how to apply it in educational settings.

The eSafety Label (eSL) is a Europe-wide accreditation and support service for schools, aiming to provide a secure, enriching environment with safe access to online technology as part of the teaching and learning experience.

The I-LINC project has been created with the aim of developing a sustainable and all-encompassing platform on the topic of ICT (for) learning and inclusion.

Over the years, Safer Internet Day (SID) has become a landmark event in the online safety calendar. Safer Internet Day (SID) is organised by Insafe in February of each year to promote safer and more responsible use of online technology and mobile phones, especially among children and young people across the world.

Projects