Digital Upskilling Archives • All Digital Enhancing digital skills across Europe Mon, 28 Jul 2025 08:36:32 +0000 en-US hourly 1 https://wordpress.org/?v=6.5.6 https://all-digital.org/wp-content/uploads/2017/04/favicon-150x150.png Digital Upskilling Archives • All Digital 32 32 Women 5.0: Women Entrepreneurs in a Digital Future https://all-digital.org/projects/women-5-0-women-entrepreneurs-in-a-digital-future/?utm_source=rss&utm_medium=rss&utm_campaign=women-5-0-women-entrepreneurs-in-a-digital-future Tue, 06 May 2025 10:25:16 +0000 https://all-digital.org/?post_type=projects&p=26787 PROJECT DESCRIPTION AND OBJECTIVES:  Women 5.0: Women Entrepreneurs in a Digital Future is an Erasmus+ project dedicated to closing the...

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PROJECT DESCRIPTION AND OBJECTIVES: 

Women 5.0: Women Entrepreneurs in a Digital Future is an Erasmus+ project dedicated to closing the digital gender gap by empowering women entrepreneurs with the skills and confidence to thrive in the digital economy. Despite the increasing demand for digital competencies, women remain underrepresented in ICT, STEM fields, and entrepreneurship, facing barriers such as limited access to financing, lack of role models, and entrenched stereotypes. 

Women 5.0 responds to this challenge by providing targeted training, resources, and mentorship to enhance digital skills, foster entrepreneurship, and support trainers in guiding women through digital transformation. Women 5.0 aligns with EU priorities on digital inclusion and gender equality, contributing to a more diverse and innovative entrepreneurial landscape.  

 

RESULTS 

The main products that will be the result of the co-operation between the project partners are: 

  • Learning Path for women entrepreneurs’ digital skills at different levels available in English, Spanish, Portuguese and Macedonian. 
  • Digital Toolkit for entrepreneurship trainers, advisors and trainees with digital resources in order to engage female entrepreneurs in the use of new technologies at different levels in English, Spanish, Portuguese and Macedonian. 
  • Inspiring national and european Awareness Campaigns to promote women’s empowerment for equal access, use and exploitation of technology. 

 

 

PROJECT PARTNERS:

  • FUNDACION ACCION CONTRA EL HAMBRE, Spain – Coordinator 
  • Enterprise Evolution Education and Consultancy, Ireland 
  • MAO4Action, Portugal 
  • Association of business women Skopje, The republic of North Macedonian 
  • the female factor – Verein zur Förderung der Gleichberechtigung und beruflichen Gleichstellung von Frauen in der Arbeitswelt, Austria 
  • All Digital AISBL, Belgium 

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Entrepreneurship4All https://all-digital.org/projects/entrepreneurship4all/?utm_source=rss&utm_medium=rss&utm_campaign=entrepreneurship4all Fri, 21 Mar 2025 12:59:51 +0000 https://all-digital.org/?post_type=projects&p=26525 PROJECT DESCRIPTION AND OBJECTIVES:  Entrepreneurship4All is an innovative digital learning ecosystem designed to enhance the skills and capacities of current...

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PROJECT DESCRIPTION AND OBJECTIVES: 

Entrepreneurship4All is an innovative digital learning ecosystem designed to enhance the skills and capacities of current and aspiring entrepreneurs across Europe. The platform aims to support small and medium-sized enterprises (SMEs) by providing engaging, learner-centred experiences that tackle the real challenges faced by entrepreneurs. By focusing on the experiences of users, the ecosystem offers tools, resources, and community engagement opportunities that help individuals navigate the complexities of entrepreneurship in today’s dynamic landscape. 

This second stage of Entrepreneurship4All will build upon developments since 2021, offering innovative learning solutions that promote entrepreneurship and SME growth. With a strong emphasis on community engagement, the platform will deliver interactive learning modules that focus on the needs of both established and aspiring entrepreneurs. The project will work in synergy with existing initiatives to maximize its impact across Europe and beyond. 

Entrepreneurship4All will provide flexible, modular learning experiences that cater to the needs of entrepreneurs across various sectors. The content will focus on resilience, digitalisation, financial literacy, and sustainability, helping users build stronger and more adaptable business models. Through this approach, the platform will contribute to the green and digital transition while addressing challenges such as the ongoing energy crisis, inflation, and the aftermath of the Covid-19 pandemic. The platform will empower entrepreneurs to transform these challenges into opportunities for growth and success. 

 

EXPECTED RESULTS: 

  • Increased awareness and understanding of the skills and challenges faced by entrepreneurs across Europe
  • Improved entrepreneurial skills, including resilience, digitalisation, financial literacy, and sustainability
  • Enhanced capacity of SMEs to adapt to the green and digital transitions, fostering long-term sustainability
  • Strengthened networks for entrepreneurs, providing peer support and collaboration opportunities
  • Increased engagement among underrepresented groups in entrepreneurship, including youth, women, migrants, and visible ethnic minorities
  • Creation of a more inclusive and resilient entrepreneurial ecosystem across Europe, with tailored learning resources for diverse target audiences
  • Improved entrepreneurial mindset and skills, preparing individuals for venture creation, business growth, and leadership in challenging economic environments 

 

PROJECT PARTNERS:

  1. Bantani Education AISBL 
  2. ReadLab – Research Innovation and Development Lab 
  3. EIT Food 
  4. Materahub 
  5. EEEC – Enterprise Evolution Education Consultancy 
  6. PEEP 
  7. Old Continent 
  8. All Digital 

 

 

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MindGuard https://all-digital.org/projects/mindguard/?utm_source=rss&utm_medium=rss&utm_campaign=mindguard Wed, 26 Feb 2025 13:28:18 +0000 https://all-digital.org/?post_type=projects&p=26344 PROJECT DESCRIPTION AND OBJECTIVES: MindGuard with its participatory framework, VR platform and proposed training for mental health prevention and first...

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PROJECT DESCRIPTION AND OBJECTIVES:

MindGuard with its participatory framework, VR platform and proposed training for mental health prevention and first aid in higher education aims to revolutionize the way university students, faculty and staff learn about and engage with mental health issues.
By leveraging digital and immersive technology, we can empower students to become effective allies in supporting their peers’ mental wellbeing, ultimately creating a more inclusive and supportive campus community.

The Consortium will develop a Guide for university staff and educators to help them implement effective mental health first aid programs in their institutions, implement targeted training for faculty, staff and students and offer a VR platform with the training material. Dissemination activities, such as awareness campaigns, local workshops and a final conference in The

Netherlands will enhance the project’s impact.

RESULTS

• Increased awareness and understanding of mental health issues among higher education students
• Enhanced student skills and confidence in providing mental health first aid
• Improved support systems within educational institutions, leading to early intervention and better mental health outcomes for students
• Establish a peer-to-peer support networks within the higher education institution, connecting trained students who can provide immediate assistance in times of mental health crises

 

PROJECT PARTNERS:

  1. RIJKSUNIVERSITE IT GRONINGEN (RUG), Netherlands – Coordinator
  2. UNIVERSITY COLLEGE DUBLIN, NATIONAL UNIVERSITY OF IRELAND, DUBLIN (UCD)
  3. University of Nicosia (UNIC) – Cyprus
  4. CARDET360 – Greece
  5. NEOPHYTOS CH CHARALAMBOUS (INSTITUTE OF DEVELOPMENT LTD) – Cyprus
  6. ALL DIGITAL AISBL – Belgium

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Code4Europe – empowering the new generation of Young Digital Europeans https://all-digital.org/projects/code4europe-empowering-the-new-generation-of-young-digital-europeans/?utm_source=rss&utm_medium=rss&utm_campaign=code4europe-empowering-the-new-generation-of-young-digital-europeans Fri, 14 Feb 2025 15:01:40 +0000 https://all-digital.org/?post_type=projects&p=26332 PROJECT DESCRIPTION: The “Code4Europe – empowering the new generation of Young Digital Europeans” project aims to bring together all of...

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PROJECT DESCRIPTION:

The “Code4Europe – empowering the new generation of Young Digital Europeans” project aims to bring together all of Europe’s digital skills stakeholders from Youth Education, Civil Society, Digital Industry and Government to implement innovative new approaches to the digital upskilling of young people.

With 2030 rapidly approaching and the digital decade target of 20 million ICT professionals in Europe still far out of reach, it is clear that the formal education system alone will not be capable of delivering the number of digitally skilled young people that will be needed by 2030, the pace of technological change is just too fast for educational curricula to adapt in time, and teachers with heavy workloads and limited digital expertise cannot be expected to deliver complex lessons in advanced digital skills or promote digital careers to their students without support from the wider digital skills community.

 

KEY OBJECTIVES:

The Code4Europe Consortium is committed to expanding and enhancing digital education, building on the successes of EU Code Week since 2013.

Its mission is to inspire and empower the next generation of digitally-savvy Europeans, ensuring that programming and tech skills are accessible to all.

Code4Europe aims to reimagine, revamp and relaunch EU Code Week, giving it a mandate to drive real change in digital education throughout Europe, a focus on vastly increasing the number of young people who choose digital careers, and an emphasis on engaging the entire digital skills ecosystem in a common mission to close the digital skills gap in Europe by tackling the problem at its source.

 

About EU Code Week

Through programming and technology, the EU Code Week is an international movement that celebrates creativity, problem-solving, and collaboration. Supported by the European Commission, EU Code Week encourages participation from everyone, especially schools. Its mission is to make coding more accessible and inspire people of all levels to develop digital and computational skills. Find more at codeweek.eu and join the growing movement to master coding and computational thinking.

 

PROJECT PARTNERS:

JUNIOR ACHIEVEMENT EUROPE

European Alliance to Save Energy A.S.B.L.

CityLab

DZHUNIAR ACHIYVMANT BALGARIYA

LATVIJAS INFORMACIJAS UN KOMUNIKACIJAS TEHNOLOGIJAS ASOCIACIJA

DIGITALEUROPE AISBL*

EUROPEAN PARENTS ASSOCIATION

FUNDACION JUNIOR ACHIVEMENT ESPANA

Junior Achievement Ukraine

FUNDACJA KOALICJI NA RZECZ POLSKICH INNOWACJI

ESKILLS MALTA FOUNDATION

MATRIX INTERNET APPLICATIONS LIMITED

UNIVERSITATEA NATIONALA DE STIINTA SI TEHNOLOGIE POLITEHNICA BUCURESTI

AVANADE BELGIUM SPRL

EURACTIV MEDIA NETWORK B.V.

Microsoft Ireland Research

WIDE ANDCO

ALL DIGITAL AISBL

CY.R.I.C CYPRUS RESEARCH AND INNOVATION CENTER LTD

EUROPEAN CENTRE FOR WOMEN AND TECHNOLOGY (ECWT) FORENING

PROFIL KLETT D.O.O.

UNI SYSTEMS SYSTIMATA PLIROFORIKIS MONOPROSOPI ANONYMI EMPORIKI ETAIRIA

ATHINA-EREVNITIKO KENTRO KAINOTOMIAS STIS TECHNOLOGIES TIS PLIROFORIAS, TON EPIKOINONION KAI TIS GNOSIS

SCHUMAN ASSOCIATES SCRL

Charlie Miller Group

Officina futuro fondazione MAW

FONDAZIONE LINKS – LEADING INNOVATION & KNOWLEDGE FOR SOCIETY

INTEL TECHNOLOGY POLAND SPOLKA Z OGRANICZONA ODPOWIEDZIALNOSCIA

INDIRE ISTITUTO NAZIONALE DI DOCUMENTAZIONE PER L’INNOVAZIONE E LA RICERCA EDUCATIVA

Science on Stage Deutschland e.V.

  1. osnovna skola Cakovec

NATIONAL COLLEGE OF IRELAND

NARODNA KOALICIA PRE DIGITALNE ZRUCNOSTI A POVOLANIA SLOVENSKEJ REPUBLIKY

CISCO SYSTEMS BELGIUM SPRL

MINISTERSTVO NA INOVATSIITE I RASTEZHA (MIR)

ACCENTURE SA

CoderDojo Belgium

Digitale Wolven vzw

TERAWE TECHNOLOGIES LIMITED

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ENNE+ – ENHANCING VET NATIONAL NETWORKS THROUGH ECO-INNOVATION https://all-digital.org/projects/enne-enhancing-vet-national-networks-through-eco-innovation/?utm_source=rss&utm_medium=rss&utm_campaign=enne-enhancing-vet-national-networks-through-eco-innovation Fri, 14 Jun 2024 08:07:57 +0000 https://all-digital.org/?post_type=projects&p=25597 The main objective of the ENNE+ project is to enhance the capacity of VET providers to contribute to the transformative...

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The main objective of the ENNE+ project is to enhance the capacity of VET providers to contribute to the transformative and sustainable change of their local communities through networking, capacity building and challenged-based activities in the field of Eco-innovation.

 

To do so, the project will support the enhancement of existing VET national networks and the creation of new ones in four piloting countries (Italy, Portugal, Spain and Austria), with the potential to further expand in the EU thanks to the involvement of two European-wide networks.

 

The project activities will promote the quality and attractiveness of VET, with a specific focus on the field of Eco and Green Innovation by:

  • Involving existing VET National Networks in the integration and scaling-up of innovative solutions and approaches for enhancing the attractiveness of VET, by adapting the Social Hackademy Methodology in the field of VET and organising Hackathons
  • Setting VET driven Eco-innovative communities and engaging them in the co-design, incubation and sustainable exploitation of Greentech solutions
  • Facilitating multi-stakeholder knowledge sharing and partnership establishment to ensure long-term impact at local, national and international levels

 

TARGET GROUPS

The main target audience groups of the project are:

  • VET providers
  • Teachers/trainers and learners involved in Initial and Continuous Vocational Education and Training
  • CSOs and the wider local communities connected to the VET providers involved in the project activities
  • Relevant stakeholders in the field of Vocational Education and Training, including public authorities, companies, School Directorates, etc.

 

PARTNERS

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Teachers 4.0 Digital Age: Tackling Disinformation and Promoting Digital Literacy through Education and Training in European Classrooms https://all-digital.org/projects/teachers-4-0-digital-age-tackling-disinformation-and-promoting-digital-literacy-through-education-and-training-in-european-classrooms/?utm_source=rss&utm_medium=rss&utm_campaign=teachers-4-0-digital-age-tackling-disinformation-and-promoting-digital-literacy-through-education-and-training-in-european-classrooms Fri, 26 Apr 2024 14:44:33 +0000 https://all-digital.org/?post_type=projects&p=25822 Digital literacy and tackling disinformation are among the top three digital skills needed for the 21st century. Teachers need to...

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 Funded by the European Union. Views and opinions expressed are however those of the author(s) only and do not necessarily reflect those of the European Union or the European Education and Culture Executive Agency (EACEA). Neither the European Union nor EACEA can be held responsible for them. Project number: 101132893.

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DIGITAL FIRST: Digital Tech as the First Language: Informatics for Digital Natives https://all-digital.org/projects/digital-first-digital-tech-as-the-first-language-informatics-for-digital-natives/?utm_source=rss&utm_medium=rss&utm_campaign=digital-first-digital-tech-as-the-first-language-informatics-for-digital-natives Thu, 25 Apr 2024 09:29:42 +0000 https://all-digital.org/?post_type=projects&p=25815 BACKGROUND  Educating students in informatics at school is essential to equip every citizen with the necessary knowledge to participate, influence,...

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BACKGROUND 

Educating students in informatics at school is essential to equip every citizen with the necessary knowledge to participate, influence, and contribute to the development of the digital world. And there is a need for upskilling of teachers and new approaches towards today’s students, the digital natives, born in a digital world and arriving at school education already with a certain level of digital skills. 

 

PROJECT DESCRIPTION 

The DIGITAL FIRST project is a groundbreaking initiative aimed at shaping the future of informatics education in primary and secondary schools across Europe to match the needs of today’s children. The project calls for a move from a traditional approach in informatics education to an innovative pedagogical approach focusing on computational thinking to help students learn how to address real-life challenges. This shift in education will encourage the young generation to be “active creators” of the digital world, rather than “passive consumers”. 

 

OBJECTIVES 

During two years, our project will encompass a diverse range of activities aimed at fundamentally transforming informatics education across Europe: 

  • Research and analysis of the current landscape of informatics education 
  • Development and piloting of innovative teaching methods 
  • Defining the competencies for informatics teachers 
  • Leveraging insights from learning analytics 
  • Setting up an informatics teachers support network 
  • Involving stakeholders through dialogue clubs 

 

TARGET AUDIENCE 

  • Teachers: Primary school/secondary school/HEI teachers, school administrators 
  • Education providers and researchers: Higher education institutions (HEIs) and other tertiary education providers for informatics teachers, pedagogical research organisations 
  • Parents 
  • Public bodies and policymakers: Ministries, governmental agencies, policymakers at national and EU level  
  • Indirect target groups: Students, All-sized enterprises and entrepreneurs, Technology providers, Press and media, Wider community  

 

IMPACT 

DIGITAL FIRST will strengthen the knowledge and competences of informatics teachers in integrating informatics into primary and secondary education to promote the active and safe use of digital technology among their students. 

The project outcomes and collected data will also contribute to the improvement of national policies and EU-level guidelines to shape the future of digital education. 

 

STAY IN TOUCH 

Interested in staying in touch with the DIGITAL FIRST project for future news, activities and focus groups for teachers, educators, parents, NGO representatives, local authorities, and students? You can subscribe to our newsletter here and follow us on LinkedIn, Facebook, Instagram!

 

PROJECT PARTNERS 

The project consortium consists of 15 organisations including universities, teacher training centers, primary and secondary schools, NGOs, and a public body from Bulgaria, Croatia, Cyprus, Finland, Greece, Italy, Lithuania, Portugal, Slovenia, and Spain. 

Copy of Teachers 4.0 desktop banner (1440 x 504 px)-2

 

 

 

Funded by the European Union. Views and opinions expressed are however those of the author(s) only and do not necessarily reflect those of the European Union or the European Education and Culture Executive Agency (EACEA). Neither the European Union nor EACEA can be held responsible for them. Project number: 101132761

 

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CONVERT – Conversion programme to acquire the digital skills needed by forward-looking careers https://all-digital.org/projects/convert-conversion-programme-to-acquire-the-digital-skills-needed-by-forward-looking-careers/?utm_source=rss&utm_medium=rss&utm_campaign=convert-conversion-programme-to-acquire-the-digital-skills-needed-by-forward-looking-careers Tue, 02 Apr 2024 12:53:31 +0000 https://all-digital.org/?post_type=projects&p=25759 The twin green and digital transitions are reshaping the way we work and the deployment of advanced technologies, such as...

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The twin green and digital transitions are reshaping the way we work and the deployment of advanced technologies, such as artificial intelligence and robotics are expected to create new jobs. Already, the acceleration of the digital transition due to the COVID-19 pandemic has accentuated the digital skills shortage.

 

To achieve the digital transformation of the labour market, education and training providers will need to develop upskilling and reskilling programmes that are both flexible and certified and incorporate the latest developments in key ICT areas.

 

CONVERT aims to design and deliver a reskilling programme in the form of short-term training modules enhancing the digital skills needed by today’s digital economy, to reskill recent non-ICT graduates and upskill junior employees (up to 2 years of working experience) towards emerging jobs or new tasks in their jobs.

 

The reskilling programme will be both flexible and certified using micro-credentials and it will be focusing on the digital competences needed by employers to achieve the digital transition of the labour market, including data analytics and visualisation, programming languages, AI, IoT, web development and design, cybersecurity, and data privacy. The training programme will be delivered in a blended format by certified trainers with hands-on experience.

 

The consortium comprises higher education institutions, vocational training providers, industry experts, NGOs and industry representative organisations, which bring the necessary expertise into achieving this objective by undertaking the following activities:

  • map the digital skills demanded by employers in key ICT sectors to meet the changes steered by the digital transition;
  • design, develop and pilot test an industry-oriented programme reflecting the latest developments in key ICT areas targeting graduateS and/or junior employees to equip them with the digital skills needed by employers in key ICT sectors;
  • validate and certify the acquired skills through the application of micro-credentials.

 

Target group:

 

CONVERT has the following primary target groups:

 

  1. recent non-ICT university graduates, who are interested in reskilling and acquiring specialised ICT skills to look for emerging jobs
  2. job seekers from all industrial sectors of the labour market, who are interested in upskilling and reskilling in key capacity areas in terms of specialised ICT skills.
  3. Junior employees (up to 2 years of working experience) Interested in upskilling, so they can undertake new tasks in their current jobs and/or pursue higher salary-paying positions within the same or different company.

 

Project partners:

GrantXpert Consulting Limited, Cyprus

European University – Cyprus Ltd, Cyprus 

Nicosia Chamber of Commerce and Industry, Cyprus 

Institute of Entrepreneurship Development (iED), Greece 

Kyriakatis – E. Vafeiadis O.E., Greece 

Association Of Thessalian Enterprises, Greece

CESIE, Italy  

PRIVANOVA SAS, France 

Infinitivity Design Labs,  France  

ALL DIGITAL AISBL, Belgium

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Digital4All – Building the capacity of universities to develop digital strategies to serve all learners https://all-digital.org/projects/digital4all-building-the-capacity-of-universities-to-develop-digital-strategies-to-serve-all-learners/?utm_source=rss&utm_medium=rss&utm_campaign=digital4all-building-the-capacity-of-universities-to-develop-digital-strategies-to-serve-all-learners Wed, 14 Feb 2024 15:26:13 +0000 https://all-digital.org/?post_type=projects&p=25630 Europe is home to close to 5000, higher education institutions, 17.5 million tertiary, education students, 1.35 million people teaching in...

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Europe is home to close to 5000, higher education institutions, 17.5 million tertiary, education students, 1.35 million people teaching in tertiary education and 1.17 million researchers (Eurostat, 2022). Universities play a critical role in achieving the European Education Area. Diversity, inclusiveness, and gender equality in the higher education sector have become more important than ever. A recent report by Eurydice (2022) “Towards equity and inclusion in higher education in Europe” highlights the need for universities to train their staff in more inclusive practices and using digital tools to support learners across Europe. During the COVID-19 pandemic, educational institutions across Europe had to switch to distance education; half of the students’ world population was forced to learn via a partially or fully virtual mode (UNESCO, 2021). Existing inequities among learners within education systems intensified and were doubled. Vulnerable and minority students with diverse backgrounds in terms of gender, ethnicity, financial status, abilities, and educational needs, are still suffering from digital exclusion, having limited support to deal with the additional obstacle of remote learning (OECD, 2020).

To date, though, there is a lack of strategic plans through holistic systemic approaches and practices (EC, 2022; Rumbley, 2020; UNICEF, 2021) for developing digital HE systems that are resilient and cater to the needs and well-being of disadvantaged groups. Upon the aftermath of the pandemic, the digital mode of teaching remains, in the format of blended, online, and distance learning. The European University Association’s vision for 2030 directs towards universities “designed in a holistic way to accommodate the different needs of a diverse university community and allow for flexible and blended approaches” (EUA, 2021, pp. 5-6).

 

To respond to the emerging needs, Digital4ALL project aims at strengthening universities’ readiness, faculty and staff’s skills in supporting all learners to equally participate in digital learning experiences.

 

The project will support higher education institutions in offering digital learning experiences that are inclusive and equitable for all, through appropriate strategies and practices.

 

Digital4All aims to:

    • Build the competences of academics, learning designers, and teaching staff in designing inclusive elearning courses.
    • Develop a Toolkit, a training course, and an online OERs repository on designing digital inclusive curricula in higher education
    • To raise awareness on the need to be inclusive in the new digital era
    • Improve the supply of quality digital higher education opportunities for all

 

The project supports a digital transition where participation of all students is established, especially those at risk of marginalisation due to diverse needs, with resilient educators in terms of the digital and pedagogic competences needed to provide student-centred experiences.

 

Main results:

  • Toolkit with 25 best practices, a practical guide and self-assessment checklist
  • Training course with pilot implementations with more than 100 HE staff and academics
  • E-learning platform with online course and more than 50 OERs
  • General awareness raising throughout EU about how to use Universal design to tackle digital exclusion in HE
  • Improved competences of HE faculty and staff to follow inclusive practices during digital teaching and learning

 

Project partners:

Abo Akademi University (Finland)

University of Nicosia (Cyprus)

University College Dublin  (Ireland)

International Hellenic University (Greee)

Innovade Li Ltd  (Cyprus) 

ALL DIGITAL (Belgium) 

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EAGLE – New educational methodology for adult educators https://all-digital.org/projects/eagle-new-educational-methodology-for-adult-educators/?utm_source=rss&utm_medium=rss&utm_campaign=eagle-new-educational-methodology-for-adult-educators Tue, 30 Jan 2024 09:16:34 +0000 https://all-digital.org/?post_type=projects&p=26004 The main objective of the EAGLE project is to create a new educational methodology for adult educators. The educators will...

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The main objective of the EAGLE project is to create a new educational methodology for adult educators. The educators will be trained to create learner-centered educational content, based on game-based simulation, to support and encourage their adult learners to engage in their learning process and achieve their learning goals.

 

Namely, adult educators will be trained to incorporate the principles of andragogy in their teaching methods, focusing on the following topics:

  • Green skills and sustainability,
  • Employees’ rights in teleworking in the post-covid era
  • Specific digital skills for adult educators.

 

The training material will be further structured as a scenario-based serious-game in which the trained educators will practice the gained knowledge and skills in a 3D virtual environment, ensuring an immersive and realistic experience.

 

The specific objectives of the project are:

  • To improve the qualifications of adult educators in providing learner-centered educational content.
  • to equip adult educators with up-to-date material about current topics such as employees’ rights; green skills and digital skills enriched with the principles of andragogy.
  • To foster the digital skills of adult educators through the provision of an innovative 3D virtual world learning environment in which they can perform gamified activities.

 

EAGLE’s main target groups are:

  • Adult educators of all categories (provide formal and no-formal adult learning)- who will enhance their teaching skills and gain a deeper understanding of the significance of andragogy in comprehending educational content through interactive and engaging learning experiences in a 3D Virtual World environment resulting to become familiar with these types of learning and acquire the necessary skills to teach them to their students.
  • Actors and educators related to adult learners (Career guidance experts, Tutors, Professors, Mentors, HRs, etc.) – who will reinforce their training methods toward promoting human-centered interactions and play for learning.

 

Main Activities:

  • Creating learner-center educational content by incorporating the principals of Andragogy
  • Creation of the gamified activities
  • Development of the gamified learning environment
  • Disseminate, Pilot Testing and evaluate the produced training method

 

Results:

  • 3 Training Modules – written following the principle of Andragogy – focusing on digital skills, green skills and sustainability, and employee rights
  • 6 Game-based Learning educational scenarios based on the training modules
  • 1 3D Virtual Word Gamified Platform hosting the training modules and GBL Scenarios
  • 1 pilot test with 120 testers
  • National dissemination events

 

Project Partners:

 

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Twin4Resilience https://all-digital.org/projects/twin4resilience/?utm_source=rss&utm_medium=rss&utm_campaign=twin4resilience Mon, 22 Jan 2024 11:21:20 +0000 https://all-digital.org/?post_type=projects&p=25544 The T4R project aims to increase resilience and innovation capacity of public authorities, higher education and research organizations, SMEs, and...

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The T4R project aims to increase resilience and innovation capacity of public authorities, higher education and research organizations, SMEs, and NGOs, by jointly developing and implementing a Strategy and Action Plan for wise, affordable, sustainable development and use of Local Digital Twins (LDTs) – 2D/3D representations of a territory (e.g. city), created with modelling and simulation technology from (realtime) datasets of different stakeholders – in support of more inclusive and democratic territorial planning.

 

Specific objectives:

  • Develop a Joint Strategy for wider uptake of Local Digital Twins (LDTs) as data-driven decision support tools in territorial planning, based on 4 jointly developed Frameworks (Technical design, Governance, Ethics/inclusion/democratization, Training) each with communication and evaluation plan, involving all partners (frontrunners and followers), local stakeholders groups, and stakeholders outside the T4R consortium, to feed into WP2 (Pilot Actions) and WP3 (Training implementation).
  • Improved democratic and inclusive decision making by 8 local and regional authorities (CITYUTR, AMS, DCC, RM, BXLCITY, ICL, SCHUTT, VMM) developing and testing 8 Local Digital Twins as decision support tools (Solutions) in territorial planning in 8 jointly developed and implemented Pilot Actions, supported by 6 innovation support partners. Joint development and implementation takes place in 4 Transnational Framework Groups (WP1) and in 4 Transnational territorial planning Thematic Clusters.
  • Capacity built by joint development and implementation of a Training Scheme empowering local /regional authorities and other local stakeholders to use LDT as a decision support tool for territorial planning.

 

The partnership:

  • City of Utrecht
  • City of Amsterdam
  • Dublin City Council
  • Rennes Métropole
  • Stad Brussel
  • Intercommunale Leiedal
  • City of Schuttrange
  • Flemish Environment Agency
  • Luxembourg Institute Science and Tech
  • K8 
  • Digital Flanders
  • DKSR
  • All Digital

 

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Social Economy Transition Skills https://all-digital.org/projects/social-economy-transition-skills/?utm_source=rss&utm_medium=rss&utm_campaign=social-economy-transition-skills Mon, 22 Jan 2024 11:16:18 +0000 https://all-digital.org/?post_type=projects&p=25543 Social Economy Transition Skills project aims at developing, testing and disseminating suitable skills development programmes and training modules, to foster...

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Social Economy Transition Skills project aims at developing, testing and disseminating suitable skills development programmes and training modules, to foster the Green and Digital transition of Social Economy Organisations (SEOs). The project activities will also prepare, through a specific ICT driven impact assessment & management methodology, future scale-up of the project outcomes through other funds (Cohesion Funds, EIT, Interprofessional funds) and leverage its potential among private and public stakeholders.

 

The consortium combines:

  • DIESIS
  • ALL DIGITAL
  • TIRESIA
  • OPEN IMPACT
  • SOGA
  • PRIZMA

 

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NuGamers – Creative activities for gender inclusive gaming education https://all-digital.org/projects/nugamers-creative-activities-for-gender-inclusive-gaming-education/?utm_source=rss&utm_medium=rss&utm_campaign=nugamers-creative-activities-for-gender-inclusive-gaming-education Mon, 22 Jan 2024 11:11:25 +0000 https://all-digital.org/?post_type=projects&p=25542 This Erasmus+ project aims at innovating the way VET providers in the gaming sector organise and implement their orientation activities...

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This Erasmus+ project aims at innovating the way VET providers in the gaming sector organise and implement their orientation activities and their curricula so that they are more gender-inclusive and effective in engaging women. Its specific objectives are; to increase the knowledge and awareness on gender biases in gaming education; to enhance the capacity of VET staff to think and act in a more gender inclusive way;  and to equip VET staff with gender-inclusive tools to be used in orientation activities.

 

The project will produce:

  • a factsheet on gender biases in gaming education and how to prevent and overcome them, drawing on a bottom-up analysis with female students and developers;
  • a handbook on how to design more gender-inclusive curricula and orientation activities in gaming education, co-designed and validated with end-users and female students;
  • a toolkit with a set of creative and interactive educational tools (role play, cards, videos) to be used during orientation and training activities.

 

The partners:

  • Changemaker Educations AB (CEM)
  • All Digital
  • KAAKKOISSUOMEN AMMATTIKORKEA KOULU O (XAMK)
  • SINEGLOSSA
  • VISOKO UCILISTE ALGEBRA (UAC)

 

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Accessible Digital EDUcation – ADEDU https://all-digital.org/projects/accessible-digital-education-adedu/?utm_source=rss&utm_medium=rss&utm_campaign=accessible-digital-education-adedu Tue, 16 Jan 2024 15:36:55 +0000 https://all-digital.org/?post_type=projects&p=25537 The ADEDU project aims at supporting educators, trainers and learning centres in upskilling and innovating their offers by including people...

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The ADEDU project aims at supporting educators, trainers and learning centres in upskilling and innovating their offers by including people affected by learning disabilities and facilitating digital transition and overall inclusion of excluded target audiences.

Educators and trainers will benefit from tailored outputs:

  • Training course
  • Capacity building activities to share, learn from peers, take inspiration and network
  • Guidelines on inclusive communication and digital learning environments to facilitate innovation and inclusion at any stage of the learning process at all levels

Throughout the duration of the project, partners expect at least 600 educators from at least 10 European countries registered in the training and at least 100 organisations, and learning centres, to join the capacity building activities benefitting from the good practices, experts and organisations involved.

Additionally, project partners will organise at least 10 webinars to expand the learning effectiveness and raise awareness campaigns on learning disabilities and their impact on education are planned to reach at least 8.000 engagements among educators, learning centres, staff members of educational organisations and the general public for a more inclusive society.

The consortium expects 200 organisations to receive the Guidelines on inclusive communication and 100 on inclusive digital learning environments to drive change across Europe.

The expected results from the 12 deliverables planned (guidelines, content based and digital tools and reports), rely on trainers’ and educators’ skill-up, increasing their educational offers to people affected by learning disabilities, especially on digital competences, and skills relevant to other fields and sectors; on innovating education, networking, supporting, exchanging of processes, formats, solutions and needs to include Europeans with learning disabilities in society, forward looking innovation in social inclusion, education, and digital transformation diversifying education considering disabilities needs.

Project Partners:

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GREEN AT YOU – Social Innovations for Inclusive Green and Digital Jobs https://all-digital.org/projects/green-at-you-social-innovations-for-inclusive-green-and-digital-jobs/?utm_source=rss&utm_medium=rss&utm_campaign=green-at-you-social-innovations-for-inclusive-green-and-digital-jobs Wed, 08 Nov 2023 15:01:48 +0000 https://all-digital.org/?post_type=projects&p=25487 GREEN AT YOU – Social Innovations for Inclusive Green and Digital Jobs is an innovative project that offers a comprehensive...

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GREEN AT YOU – Social Innovations for Inclusive Green and Digital Jobs is an innovative project that offers a comprehensive methodology based on social innovation, a network of valuable partnerships, and a set of transformative training pathways aimed at fostering high levels of employment and creating a resilient workforce primed for the future of work.

 

This initiative focuses on addressing the challenges and opportunities associated with the green and digital transition in Europe, aiming to make green job opportunities more inclusive and accessible to people in vulnerable situations. The project addresses the pressing needs of the European Commission’s agenda for a cleaner environment, green economy, and digitalization, aligning with initiatives like the European Green Deal and the EU Digital Strategy. The project recognizes the urgency of supporting affected social segments, adapting labour policies, promoting mobility, and developing educational frameworks to bridge occupational shortages and skill gaps, as outlined in the New Skills Agenda and the Green Employment Initiative.

 

GREEN AT YOU focuses on empowering women, people with migrant backgrounds, young NEETs (Not in Education, Employment, or Training), and long-term unemployed individuals by equipping them with the essential skills needed to seize the opportunities emerging from the shift towards green and digital economies. The project is centred around five key sub-sectors within the green economy: renewable energies, sustainable construction and building rehabilitation, agriculture and food production, circular economy, and forestry.

 

The project will develop and pilot a series of micro-credential certified training modules based on key transversal competences across the EU Competence Frameworks: EntreComp, GreenComp and DigComp.

 

Partners:

Fundación Acción contra el Hambre (ACH)

Universidad Politécnica de Madrid (UPM)

Fundación Ecología y Desarrollo (ECODES)

European Grants International Academy (EGInA)

ALL DIGITAL (AD)

Next Nuova Economia per Tutti (NeXt)

ORGANOSI GI (ORGEARTH)

 

Additionally, GREEN AT YOU  collaborates with a network of 12 associated partners, further expanding the reach and impact of the project.

 

In this spirit, the project gives special attention to close collaborations with a wide range of stakeholders, including, policymakers, green jobs alliances, national and European-level organizations, relevant employers, companies in strategic sub-sectors, as well as trainers and vocational education and training (VET) providers. This collective effort is crucial to ensuring the success and sustainability of the initiative and aims to foster an inclusive economy that supports a fairer transition by actively engaging all relevant stakeholders. Stakeholders are invited to join the strategic alliance by filling in this form.

 

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MEGASKILLS – MEthodology of Psycho-pedagogical, Big Data and Commercial Video GAmes procedures for the European SKILLS Agenda Implementation https://all-digital.org/projects/megaskills-methodology-of-psycho-pedagogical-big-data-and-commercial-video-games-procedures-for-the-european-skills-agenda-implementation/?utm_source=rss&utm_medium=rss&utm_campaign=megaskills-methodology-of-psycho-pedagogical-big-data-and-commercial-video-games-procedures-for-the-european-skills-agenda-implementation Fri, 03 Feb 2023 12:18:03 +0000 https://all-digital.org/?post_type=projects&p=23743 The European Skills Agenda recognises the importance of soft skills. There are still at least two important gaps between soft skills and both...

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The European Skills Agenda recognises the importance of soft skills. There are still at least two important gaps between soft skills and both the education and the labour market: High atomization and the absence of rigorous and affordable training and assessment methods. MEGASKILLS main is to help bridge the gap between education and the labor market through the research and design of an innovative and affordable methodology for training and evaluating soft skills.

Objectives:

  • Design a key soft skill model for the entrepreneurship and improvement of employability in various profiles and sectors, especially the technological-digital and STEM;
  • Propose an innovative methodology for training and development soft skills using commercial video games data from players’ interaction;
  • Demonstrate the developed soft skills’ model, video games methodology and intelligent software platform in target groups and assess their usefulness;
  • Ensure both stakeholders and policymakers draw lessons for the decision making.

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EPISODE – Enhancing Palestinian Social and Digital Entrepreneurship https://all-digital.org/projects/episode-enhancing-palestinian-social-and-digital-entrepreneurship/?utm_source=rss&utm_medium=rss&utm_campaign=episode-enhancing-palestinian-social-and-digital-entrepreneurship Fri, 03 Feb 2023 12:06:02 +0000 https://all-digital.org/?post_type=projects&p=23741 EPISODE aims to empower vocational education and training providers to enhance the resilience, digital readiness, and growth of social entrepreneurship,...

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EPISODE aims to empower vocational education and training providers to enhance the resilience, digital readiness, and growth of social entrepreneurship, micro-businesses, MSMEs, and earlystage start-ups in Palestine.

The partners will work together to design, develop and implement a multi-level learning journey that aims at enhancing CVET capacities in supporting digital and social entrepreneurial skills targeting youth who aspire to become entrepreneurs, young entrepreneurs and early startups. By empowering them to use digital transformation tools and models in order to either expand and improve their operations, or to initiate a social enterprise.

This will be achieved by:

  • Defining the future skills needs for social entrepreneurs in the digital era, aligned with the local unique Palestinian context.
  • Upskill teachers/trainers and mentors on innovative tools, online teaching techniques and pedagogies, cutting-edge technologies and trends in digital social entrepreneurship.
  • Promote the co-creation of a blended course on Digital Social Entrepreneurship. To be piloted with aspiring youth entrepreneurs and early startups. Empowering them to use digital transformation tools and models in order to either expand and improve their operations, or to initiate a social enterprise.

In addition to the website, the project also has a LinkedIn page.

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D-PAIDEIA – PEDAGOGICAL DIGITAL COMPETENCES AS A KEY ELEMENT FOR THE DIGITAL TRANSFORMATION https://all-digital.org/projects/d-paideia-pedagogical-digital-competences-as-a-key-element-for-the-digital-transformation/?utm_source=rss&utm_medium=rss&utm_campaign=d-paideia-pedagogical-digital-competences-as-a-key-element-for-the-digital-transformation Fri, 03 Feb 2023 10:30:00 +0000 https://all-digital.org/?post_type=projects&p=23737 Most educational institutions were obliged to use digital environments for teaching due to the Covid19 pandemic. Pushing for digital transformation in...

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Most educational institutions were obliged to use digital environments for teaching due to the Covid19 pandemic. Pushing for digital transformation in the education field. This situation raised challenges for most teachers. Now, they had to use digital tools in a pedagogically effective way and be aware of the social, emotional and affective aspects of digital technology-based education.

To address this skills gap, the D-PAIDEIA project set out the following objectives:

Firstly, improve the digital skills and competencies of the teachers cross-sectorally. The project aims to achieve this objective by updating the DigCompEdu framework. It provides a general reference frame to support the development of educator-specific digital competences, at all levels of education.

Secondly, support the development of Pedagogical Digital Strategies at the school level, focusing also on the aspects that emerged from the pandemic.

 

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Cyanotypes – Strategic Skills for Creative Futures https://all-digital.org/projects/cyanotypes/?utm_source=rss&utm_medium=rss&utm_campaign=cyanotypes Thu, 18 Aug 2022 15:29:22 +0000 https://all-digital.org/?post_type=projects&p=22929   CYANOTYPES project brings together a wide variety of organisations, stakeholders, and European networks to address the needs and skills...

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CYANOTYPES project brings together a wide variety of organisations, stakeholders, and European networks to address the needs and skills gaps in the Cultural & Creative Industries. Based on innovative multidisciplinary approaches, CYANOTYPES tackles the sector’s potential for innovation and competitiveness which deals as well with challenges presented by, among others, COVID-19, the digital transition, and the green shift.

The project title references the iron-based photographic process that lead to the term “blueprint” we know today. Inspired by this key moment of innovation, CYANOTYPES sees in this very practice an exemplary episode from the pre-digital archive of arts-and-technology experimentation that inspires creators to this day. Invoking a pre-digital technology, CYANOTYPE cautions that “the digital” is itself in a moment of transition, offering us new possibilities and perspectives. Anticipating growing roles for AI, Big Data, and synthetic content generated by data-driven systems in the immediate future, we also see the need to imagine multiple futures on which innovation in CCI education depends. Earlier projects indicated that advancing vocational education programs should follow the guiding principle that the “Community is the Curriculum”, moving on from the idea of a wholly centralised, institutional approach to learning.

CYANOTYPES builds anticipation into its methodological framework to empower creators to imagine multiple futures and to make their processes more environmental-friendly, sustainable, resilient, and dynamic. Organised by a triple loop learning framework focused on how we “learn how to learn”, CYANOTYPES’ integrates specific and transversal skill sets organized by key thematic areas to serve as context-specific points for different stakeholder groups. CYANOTYPES provides short- and longer-term strategic interventions and concrete skills development solutions that can be adopted across the European CCI ecosystem.

OBJECTIVES

It is our intention to have three core outcomes in the first year:

  • the Skills Intelligence Gathering;
  • the Strategy for the CCI;
  • Addressing the urgent skills identified by the call relating to post-COVID, Green Transition and the Digital Shift.

This will culminate in the outcomes being presented to a Pre-Pilot Hackathon at the end of Year One.

The second year will focus on creating content for the Cyanotype Training Programme and considering related delivery mechanisms.
In addition, new delivery methods and a Train the Trainer approach will be incorporated into the materials. At the end of Year 2 an extensive Validation Event will be held with invited stakeholders and experts identified and contacted through the Cyanotype outreach activities.

Thereafter in the third year, the focus will shift to an iterative prototyping cycle, where we will establish three 6-month pilot phases. Under the lead of WIFI-WKO, the first phase will establish 5 initial pilots each run by a partner, the second phase will have 5 cross-sectoral pilots and 5 sectoral pilots (film, games, design, architecture, performing arts), also run by partners. Having analyzed the feedback from these iterative loops, the modules and delivery mechanisms and the Train the Trainer package will be revised and presented at the Cyanotype Fair, designed to attract the widest interest and also where interested organisations and takeholders will be invited to join an Open Call for at least 10 further pilots to be supported by Cyanotype during the first 6 months

Cyanotype is committed to maximising the outreach and communication activities of the project and will do so with a clear strategic approach to the CCI sector and by harnessing the considerable power and reach of the networks directly involved in the
project and lead by ELIA. Cyanotype will have a presence at a significant number of related events during the project lifetime and with a major Cyanotype event every year presenting the project outcomes. This will include a final Showcase Event in Year 4.

The project seeks to have a long-term plan that both integrates the project outcomes as widely as possiblewithin existing contexts but also maintains the impulse of the Cyanotype initiative across the CCI sector.

OUTCOMES

During the 48 months, Cyanotypes project will develop:

      1. Communities of Practice;
      2. The EntreComp Champions Series;
      3. EntreComp Guide;
      4. Events.

     

PARTNERS

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