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SPACE4US - A model of blended-experiential learning for the empowerment of young women

SPACE4US is a European project that aims at developing and testing an innovative and integrated model for the individual and collective empowerment of young women, based on blended-experiential learning activities, to foster the social inclusion of girls at risk of marginalisation.

The concrete Objectives are as follows:

  1. To provide a framework as up to date as possible of the different contexts that generate inequality and marginalisation of girls: patriarchal families, culturally deprived families, schools unable to cope with bullying, social media, etc.; and specific to different territories across Europe.

  2. To design and experiment new support strategies to help these girls reach their full potential, through activities, digital tools and spaces tailored to their individual and shared needs.

  3. To improve the personal and professional skills of the youth workers involved in the project, who often lack proper pedagogical knowledge and methodologies to deal with the most pressing youth issues and more specifically with “girl issues”.

  4. It wants to be a means to increase motivation and satisfaction in their daily work and to boost their opportunities for professional development through the exchange of good practices and training, also by establishing working relationships with other youth workers from different European countries.

  5. To bridge the digital divide that generally affects young people from disadvantaged backgrounds, who tend to have less access to technologies than their peers and who, especially during COVID-19, found themselves in a situation of further marginalisation.

The partnership is composed of Italy, Croatia, Portugal, Spain, Cyprus, Lithuania, Poland.

Gardens 4 All - Connecting Community Gardening with Social Inclusion of Migrants and Refugees

The GARDENS4ALL project aims to promote the social inclusion of migrants and refugees in their host communities through community gardening. The main target-groups of the project are: -Migrants and refugees -Adult educators, community educators and social workers. With this project, we intend to determine that CG are extremely important for the mental and physical regeneration of migrants and refugees, and that the implementation of these gardens can achieve an efficient reduction of health and security costs in urban communities and neighbourhoods.

Humans thrive on frequent contact and interaction between one another, and it is inconceivable to live without community contact and personal support. One main purpose of communities and neighbourhoods is to integrate families and foster dimensions of support and connectedness. The same is true for refugee communities despite the cultural differences.

Therefore, this project will support the development and implementation of a tailor-made educational proposal that will engage migrants, refugees, local communities and professionals from the social work and adult education field in theawareness raising of healthier behaviours, on the protection of the environmental and in intercultural exchange. 

It's important to note that despite community gardening has become a trend in therapeutical programmes with hard-to-reach communities in the USA and United Kingdom, and there is already awareness and some attempts to measure the impact of community gardening programmes, there is still a long way to grasp and communicate the impact of these projects and models of social and therapeutic intervention through community gardening. The effort to quantify the social effects

obtained in such programmes are essential to ensure continuity or new initiatives. Therefore, the GARDENS4ALL project consortium will provide a systematic evaluation of the project results throughout the project lifecycle - and we will involve the main target-groups in such evaluation. 

Furthermore, the GARDENS4ALL project aims to achieve a considerable impact on the primary and eventual target-groups, but also to the partner organisations and further stakeholders.

Skills4Integration (S4I)

Skills4Integration wants to address the needs of low-skilled adult migrants and refugees, the acquisition of literacy, numeracy and digital skills can facilitate their integration by providing access to valuable information and resources. These abilities allow migrants and refugees to access education, health care and other services, understand political and administrative processes, and find support systems and organisations. These skills can also support learning the host-country language, job-seeking, or the qualifications recognition procedure.  The Skills4Integration project aims to develop a WebApp to teach and engage users in various ways, including simple texts, videos and animations with voice-overs and subtitles, audio files and computer screen recordings. The training manual will be provided in 6 languages: English, Dutch, French, Greek, Portuguese and Finish.  The WebApp will interface with the dissemination site and offer the multilingual framework to host the course materials developed in the project's scope. It will offer an easily navigable system with instructional videos throughout better to support the engagement of newcomers to the digital world. The WebApp will present interactive pages offering literacy and numeracy support in an entertaining and gamified fashion for the beginner in literacy and numeracy development. The reasoning behind the Web App is to teach by doing. Projects will be available for selection for a hands-on practical methodology. They will be easily guided with videos, audio files and digital imagery, leading the user to better developmental understanding and a positive experience.

YE- COVID - Youth Escape COVID

The vision of the project "Youth Escape COVID" is to develop a highly innovative non-formal educational method and tool-using culture as a foundation for this endeavor, while the scope of the project is to combat the negative effects of the COVID-19 pandemic on European youth in a creative and innovative manner.

We contribute to the development of youth work tools that can address a wide range of issues through our project proposal (i.e., employment, active participation, foster creativity, sustainable development, social inclusion through the arts, enhance digital skills, foster entrepreneurship, boost creative domains). There have been some positive initiatives in providing digital youth work and increasing the use of digital tools in working with young people, but these have had limitations due to: IT tool availability, practitioner knowledge in youth work. However, the majority of young people's problems, including those of disadvantaged young people, have worsened, leaving many to deal with issues such as social exclusion, discrimination, and a redefinition of social and safety nets. According to the EU-Council of Europe, there are also questions about changing relationships and behavior, changing perspectives on connection to friends and community, impact on well-being and mental health, employment, participation, activism, youth organizations, and many other aspects of young people's lives.

The Green Step - Green skills in adult education: A curriculum for the future

The Green Step project acknowledges the fact that non-formal adult education can effectively intervene and become one of the most powerful and proven vehicles for sustainability both by enhancing the competences of adult educators with low sustainability skills and by empowering adult learners to transform themselves and the society they live in.


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.


The Covid-19 crisis had a significant impact on vocational education and training. The hotel and restaurant industry is one of the hardest hit. Because of all of these closures, thousands of young trainees were unable to complete their professional internships. This raises real issues, to which this project hopes to contribute a concrete solution through e-learning and virtual reality.

The primary goal of the VET VR ACADEMY is to promote the use of digital tools in vocational education and training, to facilitate the digital transition, and to strengthen the capacity of VET organizations in the field of digital training.

The project outcomes aim to improve the attractiveness of VET trainings and to develop new ecological approaches through e-learning activities, addressing the needs of emerging learners in response to the impact of the Covid-19 pandemic.