WEB (IN)DIPENDENTE is an interactive trip going through installation and participation activities, aimed at 12 to 18 years old young people, about the conscious use of technology, in order to know about risks and potentiality of the digital world.
Team quiz on anecdotes and fun facts about European Union history, to discover values of european identity and stimulate a personal and group reflection that could lead to raise more awareness and activation as European citizens.
The suitcase is the metaphor of the cultural and experiential baggage that each of us carries around and that influences our lives. This instrument is easily adaptable to different contexts and allows the participants to be the real protagonists.
Matrix helps to reflect and work on the topics of identity and multiculture
Matrix stimulate a creativity work starting from the characteristics of the people working in the group.
It has been done with more then 30 people groups
A digital Kit aimed at teachers and youthworkers, with 12 teaching units and more tha 30 activities , to bring the themes of the climatic change to school, of the environmental justice and of the environmental migration.
Ignite Your Skills is a series of 8 video tutorials that explain and initiate a further discussion and reflection on the 8 key competences that are acquired by participating in Erasmus projects and reflective thinking is promoted by filling out a diary.
Social card game that promotes and celebrates the work and contributions of women to society. It empowers its players to break down prejudices about women's abilities, interests and achievements, and inspires new generations of fierce women!
The ability to self-motivate and motivate others is a central element in any area of life. The main objective is to make participants reflect on their motivational style and how to cope with situations of lack of motivation or decrease of motivation.
Speaker's Corner is a socio-pedagogical exercise that was developed by partners in KA2 project. The main goal is to encourage active listening, social inclusion, democratic participation, and critical thinking.
Educational concept: Capoeira - tool for change is a concept for group wourk with children and youth where capoeira is used as a learning tool and social inclusion.
Sexual health/Spolno zdravlje is a free, interactive mobile application designed to contribute to responsible sexual behavior. There are numerous tools within the application such as risk calculator, health service search engine, informative ar
Frendovska klupa (Buddy Bench Hrvatska) is an international and humanitarian project invented for a purpose of preventing and oppressing peer bullying, encouraging inclusion, making new friendships between children of kindergarten and elementary school.
The letter exchange is a technique useful for different contexts: it can be used in a multilingual way, with a technological support, involving local and foreign children, youngsters, adults.
A live action role-playing game. Humans and androids on the verge of conflict. How to resolve it? The game deals with the impact of technology on human society but also relates to issues of prejudice influenced thinking and social inclusion.
Computational thinking is one of the key competencies as defined by PISA. Here we propose a set of fun activities that aims to introduce children from 7 years of age to computational thinking and computer programming, with or without computers.
The SumoRobot is a tool which allows two robots to compete on a SumoField, in a similar fashion to the sport of sumo. It enables kids and teenagers to learn the basics of programming, electronics and robotics in a fun and interactive way.
The main aim of the activity is to increase critical thinking of young people and to help them to recognize manipulative techniques often used in media.
Theatre as means of communication and empathy
Time-Out is an educational tool played in mother tongue or in a foreign language. Being an interactive activity, it fosters body language, active listening, intercultural communication and imagination.
Arthiefact is a tabletop card game developed during the 2017 edition of the EduGaming project. Its aim is to give players some basic practical knowledge about art and its language, and to "train the eye" at proactively analyzing paintings.