The EggBot is a numerically controlled machine which is able to transfer digital designs to spherical objects, such as ping pong balls or eggs.
The Street Caravan is a socio-educational street animation tool, carried by young people, in process of re-affiliation. The aim is to support the resilience of young people through their involvement in strengthening the social bond (social cohesion).
The educational board game for children and adolescents, Mostly sunny (the tool), is emotion-themed and was created by students and expert associates as part of the eponymous public health project that is being implemented in the Split for 8 years.
Digital Storytelling (DS) at its most basic core is the practice of using computer-based tools to tell stories. DS is an innovative pedagogical approach that can engage students in deep and meaningful learning.
The Lifelong Learning Program Youth in Contemporary Society is a pilot program for youth studies.
Youth are making music instruments from waste materials. Further, they make music in different ways, depending on their needs and the informal learning goals set. Musicioning activities are followed by guided reflection and group analysis.
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.