Category

Design
At the heart of the SafeOnline project is a strong commitment to student empowerment. Rather than simply warning young people about online risks, the project encourages them to actively reflect, engage, and practice safe behaviours in digital environments. Through interactive activities and scenario-based learning, students learn how to recognise cyberbullying, respond appropriately, and seek help...
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Project Start Date: 01/04/2024  Project End Date: 31/04/2026 Project total Duration: 24 months Project Number: 2023-2-PL01-KA220-YOU-000171409 The aim of MOBIUS is to stimulate the activity of young people in the field of social innovation on a local, national, and European scale by promoting the role and development of competencies, providing relevant tools, and sharing experiences...
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REMIND takes an innovative approach to learning by combining cultural heritage with modern educational methods. Rather than treating Traditional Sports and Games as purely recreational activities, the project frames them as valuable learning tools. This approach recognizes that traditional games often contain rich social and cultural knowledge. They teach cooperation, respect, teamwork, and community participation...
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Teachers and school staff play a crucial role in preventing and addressing cyberbullying, yet many feel underprepared to deal with online incidents. SafeOnline responds to this need by offering structured training programmes and practical teaching tools tailored to real classroom challenges. The project provides educators with lesson plans, guidelines, and digital resources that can be...
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Artificial intelligence (AI) is increasingly capable of complex tasks, there’s a growing risk of losing sight of the human element. it becomes increasingly crucial to ensure that technological advancements are aligned with human needs and values. Participatory design emerges as a powerful tool for fostering human-centered innovation in this context.This collaborative approach to design involves...
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REMIND is fundamentally a collaborative project that brings together partners from across Europe to work toward a shared goal: the preservation and promotion of Traditional Sports and Games. This cooperation goes beyond simple partnership. It involves continuous dialogue, joint decision-making, and mutual learning. Each partner brings unique cultural perspectives and experiences, enriching the collective understanding...
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Grassroots organizations play a central role in preserving and promoting Traditional Sports and Games, yet they often face challenges such as limited resources, visibility, and formal training. REMIND was developed with these realities in mind, offering practical support to those working directly with communities. One of the ways REMIND supports grassroots actors is through the...
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The REMIND project was designed with a clear purpose: to recognize Traditional Sports and Games as valuable cultural, social, and educational resources. Rather than viewing them as outdated customs, REMIND positions these practices as dynamic tools that can contribute to modern society. At its core, the project seeks to bridge the gap between cultural heritage...
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In today’s digital world, engagement is the currency of success. Whether it’s through apps, websites, or online platforms, businesses strive to captivate attention, inspire loyalty, and encourage active participation. Two of the most powerful tools in achieving these goals are Artificial Intelligence (AI) and gamification. Together, they are reshaping how businesses interact with their users...
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Cyberbullying has become one of the most significant challenges facing schools today. Unlike traditional bullying, cyberbullying can occur anytime and anywhere, often leaving victims feeling powerless and isolated. Messages, images, or videos shared online can spread rapidly and have long-lasting emotional effects. Research highlighted by the SafeOnline project shows that cyberbullying negatively affects students’ mental...
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