The aim of the project is to foster shared school leadership and effective networking through capacity building (self-assessment, training and sharing of best practices) within three key areas: STEM education, Innovative use of ICT in teaching and Digital citizenship.

BLOOM (Boosting European citizens knowLedge and awareness of biOeconOMy research and innovation) aims to establish open and informed dialogues, co-created by European citizens, the civil society, bioeconomy innovation networks, local research centers, business and industry stakeholders and various levels of government including the European Commission.

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.

With the STEM School Label, school representatives will be able to evaluate their school via an online self-assessment tool according to the criteria defining a STEM School. This self-assessment tool will identify required areas of development and provide training and resources for applicant schools to improve their STEM activities at the school level.

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.

The CO-LAB (Collaborative Education Lab) project gives practitioners and policy makers the opportunity to experiment and better understand what Collaborative Teaching and Learning (CTL) means in policy and practice.

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 intended 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, was a project that aimed to test and research whether and how the use of serious game can have an impact on positive behavioural changes.

Projects