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.
Video çalıştayının amaçları video yapmak aracılığıyla yaratıcılığı ve kendini ifade etme yetisini geliştirmektir. Katılımcılar, fikir aşamasından sonuca kadar bu yaratıcı sürecin her adımını deneyimleyecekler.
The Video Workshops' aims are to improve creativity and self expression through video making. Participants will experiment every steps of this creative process, from the idea to the achievement.
This activity is used in training for mainstreaming diversity and inclusion. Main objective is to educate, advocate, and celebrate diversity including making recommendations to create a more inclusive environment.
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.
Hediyeleşme Deneyimi, katılımcıların Tasarımcı düşünmenin ihtiyaç ve sorunlara nasıl yenilikçi çözümler bulmakta kullanılabileceğini tecrübe etmelerini sağlayan pratik bir araçtır.
"Online democracy for youth" is a digital and mobile application for e-participation. With the development of technology, the decision-makers should adapt to the needs of the young people in order to involve them more in the democratic processes.