SOCIAL ENTREPRENEURSHIP & INNOVATION

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Game4CoSkills

Adults with intellectual disabilities frequently exhibit a number of characteristics that impede their development. They have a lower-than-average IQ, speech difficulties, poor memorization, attention, perception, and thinking skills. They frequently struggle with social adjustment, which leads to low self-esteem and emotional instability. All of these characteristics contribute to their cognitive stagnation.


Assistive technology systems, such as mobile games, have the potential to assist adults with intellectual disabilities in learning, communicating, playing, and becoming more independent. As a result, more attention is being paid to the design and development of accessible mobile games for people with cognitive impairments.


The "Game4CoSkills Project" aims to create a mobile game for cognitive skill development and concept teaching for adults with intellectual disabilities that can be used individually or in a group setting. The mobile game covers a variety of cognitive skill development and concept teaching strategies, becoming more difficult as performance improves in color, memory, math, accuracy, logic, dexterity, multitasking, and attention to detail. Adults with intellectual disabilities will be able to experience mobile games by participating in enjoyable group activities in this manner.

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MEDIA4ALL - Developing Basic Skills with Participatory Media Production

Media literacy is directly co-related with the democratisation of education and culture. There is no full democracy without cultural empowerment, that is, a widespread, creative and critical, structuring literacy. This would require an enormous cultural and educational effort, a transformation of mindsets that might seem whelmingly vast and yet, it is utterly necessary. Since media literacy is a matter of inclusion and citizenship in the contemporary information society, the MEDIA4LL project aims to promote the development of digital and media literacy skills in an embedded learning perspective, while supporting adult and community educators, and professionals from the arts and culture sectors in the development of media literacy skills of low-skilled adults and marginalised communities through media-based methodologies in a participatory community approach.

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HANGOUT - Digital Native NEETs - Pathways to Skills Development

Through the HANGOUT project, partners will engage with NEETs in the categories of: long-term unemployed, family responsibilities, illness and disability and discouraged. The HANGOUT approach to re-engaging NEETs and marginalised young adults in education, to provide pathways to progression in economic and educational sectors, is a flexible approach that is not based in the classroom, and so fits perfectly within the sphere of non-formal adult and community education. Through our planned Continuous Professional Development (CPD) programme for educators, what we hope to achieve is to build their digital competence so that they can engage NEETs remotely, overcoming some barriers to participation for NEETs in the Illness, Disability and Family Responsibilities sub-groups.

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Pla(i)n VET - Inclusion of young learners with special needs into VET through the use of Plain Language

Pla(i)n VET aims to support young learners with special needs in the transition period between school and labour market entry. To obtain a successful bridging of this gap, the learners are empowered and given a voice within VET to decide their own path for allowing professional self-realization. By creating adequate and comprehensive material in Plain Language, a contribution to a more inclusive VET system is made. In the long term, the disadvantaged target group will be considered on the primary labour market, rendering the latter more inclusive. One key objective of Pla(i)n VET is the use and application of Plain Language for the integration and inclusion of learners with special needs. The concept of the project relies on the fact that accessibility includes overcoming language barriers and should therefore be part of an inclusive strategy in VET. Plain Language follows a certain structure, design, and expression and needs to be evaluated - these rules are firm, also on a European wide level. In our project, Plain Language is used to make content easier and faster to understand for the target group. This leads to a better involvement of the target group in decisionmaking processes about their professional future and simultaneously brings about a broader understanding of the use of Plain Language in VET.

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TRAIN-SUSTAIN - Professionalizing Trainers of Disadvantaged Citizens in Creating Sustainable Jobs

The TRAIN SUSTAIN project aims to enhance the competencies of VET-trainers and volunteers who teach recycling/upcycling, and equip disadvantaged groups with the knowledge, skills, and competencies to thrive in an evolving labor market with emerging green business opportunities. The disadvantaged groups will not just receive training but also improve their employability and gain better access to the job market. The project has two target groups: the primary target group: teachers and volunteers (seniors, retired teachers, professional craftsmen) that teach practical craft skills used for repairing, renovating, and restoring secondhand items to citizens; secondary target group: disadvantaged groups - people with learning disabilities and mentally vulnerable, unemployed people on the periphery of the labor market. By developing a curriculum and a training program (PR1), TRAIN-SUSTAIN addresses the need for professionalizing trainers of disadvantaged VET-students in the field of recycling/upcycling furniture, appliances, clothes, etc. The training program will focus on qualifying the social and technical competencies of teachers and volunteers. In addition, the project will produce a handbook for future VET-trainers and a compendium of good practices on socioeconomic business models to serve as inspiration to the partnership and eventually to organisations across Europe.

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bye, Polarity - Thinking beyond Polarity for Europe united in diversity

The Erasmus+ project "bye, Polarity" focuses on school education in order to counteract the increasing polarisation in politics and society and therefore enable young people to act as ambassadors for a united Europe. Today's young people are shaping the future and the Europe of tomorrow. They spend a large part of their time at school, where they learn important skills for their future lives in the community with others. Polarising opinions - often on the net or via social media - are especially widespread among schoolchildren and are becoming increasingly socially acceptable. It is therefore particularly important to accompany pupils between the ages of 12 and 16 in this developmental phase and to teach them key skills so that they can stand up for a united Europe and against polarisation both online and offline. The "bye,Polarity" project aims to sensitise pupils to increasing polarisation in politics and society, train them in dealing with polarisation, and win them over as ambassadors for a united Europe.

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DECODE: Decoding European trends and needs in upskilling and reskilling rural cultural tourism operators

The DECODE project aims to train cultural tourism operators on how to use modern means of communication and digital tools for promoting cultural tourism in the rural and/or deprived areas. Accordingly, the project will foster flexible and adapting upskilling pathways for operators in the field of cultural tourism in rural and/or deprived areas. It will identify skills needed in the field and provide the target group with a training programme with the support of a digital learning environment. The objectives of DECODE are: 

  • To address the needs of local communities, municipal and community staff, service providers, professionals interested in the promotion of cultural tourism in rural and/or deprived areas, tourism students etc.

  • To enrich the skills of the target group in rural and/or deprived areas.

  • To advance learning attitudes and the adaptation of high-quality learning opportunities.

  • To develop and utilise digital tools for the development and sustainability of cultural tourism in rural and/or deprived areas.

  • To develop recommendations for cultural tourism stakeholders that will improve the practices of cultural tourism across the EU. 

  • The project will promote upskilling pathways for tourism operators, aiming to lower the skills and competences gap, and will provide the learners with innovative training based on digital technology.