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22 European Projects Found

Searched on 125080 European Projects

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BEACONING sets a forefront in multifaceted education technologies through large-scale piloting of a digital learning platform that blend physical and digital spaces. As innovation action strategies, pilots combine opportunities for new ICTs in multiple ways that merge learning acquired in formal, non-formal and informal means, developing the skills for today’s abled and disabled learners and workf ...
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 15

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The PISA results (2012) show that 22.1% of European students were low achievers in maths. Which means that more than one out of five youngsters in Europe is not equipped with that basic skill necessary for numerous valuable job in our current economy. The Commission has the objective to lower this number to 15% in 2020 but, so far, in many countries the progression is weak when the level is not si ...
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 5

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INLIFE will provide an innovative gamification framework targeting both typical as well as special education and social inclusion activities based on Serious Games. INLIFE’s core concept leverages on the potential of the Internet-of-Things (IoT) paradigm to directly link actions, decisions and events happening in real-life with in-game educational progress and modern gaming technologies. This brid ...
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 7

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Obesity and other lifestyle-related illness are among the top healthcare challenges in Europe. Obesity alone accounts for up to 7% of healthcare costs in the EU, as well as wider economy costs associated with lower productivity, lost output and premature death. Obesity in younger age is an alarming predictor for obesity in adulthood, but also entails short term health complications in juvenile age ...
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 23

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Description The DOREMI project focuses on three main health aspects related to frailty in older people: unhealthy nutrition, sedentariness and cognitive decline. These aspects are the main items at the basis of the DOREMI environment: a context-aware and smart system able to learn and reason about older people, their intentions, preferences ...
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 11

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TRAINING TO FARMERS THROUGH SERIOUS GAMES

Start date: Sep 1, 2014, End date: Aug 31, 2016,

The increasing worldwide demand for agricultural products - which is attributable to population growth - has a twofold impact, affecting on the one hand the value of the aforementioned commodities and securing on the other the real agricultural income per labour unit according to Eurostat. Agricultural trade data confirm the specific trends as they showed a net trade of €14.3 Bn for the year 2012. ...
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 7

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...ishment, professional - educational trips and cultural events.The suggested programς will be implemented in the year 2016. The first stream will be held in Italy, in the company imaginary srl which since 2004 has focused its activities on the development of educational tools and serious games based on interactive digital technologies and was a partner in the project Leonardo da Vinci DE / 11 / ...
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 3

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Creativity REsearch Adaptive roadmap (CRe-AM)

Start date: Oct 1, 2013, End date: Feb 29, 2016,

This project aims to bridge communities of creators with communities of technology providers and innovators, in a collective, strategic intelligence/roadmapping effort to streamline, coordinate and amplify collaborative work towards developing, enhancing, and mainstreaming new ICT technologies and tools by addressing the needs of different sectors of the creative industries (e.g. art, culture, pub ...
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 17

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The proposed REHAB4LIFE project is intended as an advanced activity – with the involvement of highly qualified medical and technical partners, as well as real patients - aimed at an extensive investigation of the issues related to long-term physical/cognitive rehabilitation processes and the identification of suitable technical solutions to efficiently support them. REHAB4LIFE will enable elderly ...
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 9

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The SUPERHUB project aims at realizing a new services mobility framework supporting an integrated and eco-efficient use of multi-modal mobility systems in an urban setting.SUPERHUB provides a user-centric, integrated approach to multi-modal smart urban mobility systems, through an open platform able to consider in real time various mobility offers and provide a set of mobility services able to add ...
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 22

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MIRROR - Reflective Learning at Work (MIRROR)

Start date: Jul 1, 2010, End date: Jun 30, 2014,

Description MIRROR will develop technologies that are integrated in the daily work environment of employees to support learning-on-the-job and experience sharing through reflection.Due to the dynamics in business environments and the large number of changes in job roles and tasks for employees, a time-consuming development of formal learn ...
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 15

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Immersive Reflective Experience-based Adaptive Learning (ImREAL)

Start date: Oct 1, 2010, End date: Sep 30, 2013,

Description Immersive simulated environments for experiential learning are growing in popularity and will play a key role in tomorrow’s technologies for adult training. The major challenge is to effectively align the learning experience in the virtual environment with the ‘real-world’ context and ‘day-to-day’ job practice.ImREAL provides a n ...
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 7

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The project aims to create an Ecotourism knowledge network to bring together a variety of stakeholders -education & training institutions, ecotourism businesses, associations & NGOs related to ecotourism/sustainable tourism, certification agencies, ICT experts & research institutes- and develop innovative evaluation tools and learning products for sharing knowledge among the network and facilitati ...
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 12

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ASPIS is a follow up to the LdV PICT project, that produced training material to help citizens and planners to engage in dialog, using IT for the representation of plans with an interactive component allowing citizens to understand urban design better and make comments. ASPIS will create learning products for public participation in planning in two further ways: first by introducing sustainabili ...
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 9

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The Process of Bologna calls for an urgent reform the higher education system so that universities may become motors of change and innovation. One strategic action is the curricula reform to tailor them with the requests coming from the labour market (cfr. Comm. "New skills for new jobs").Nevertheless, relevant weaknesses are still detectable. The programmes of most EU universities are still root ...
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 15

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The e-Learning for Senior Citizens Academy project focused on the need for the active inclusion of senior citizens, with this group still very much under-represented when it comes to the competent and self-directed use of ICT. Activities centred round the development and introduction of a European e-Learning academy for Seniors (eLSe Academy) able to provide a flexible and accessible introduction ...
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 8

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The project transfered aspects from 2 projects featuring games based learning and activities to include disadvantaged learners into a new initiative that seeks to improve the employment opportunities of learners with Autism and Aspergers. Specifically the project transferred methods and practices in gaming technologies and learning from Italy to the UK, Bulgaria and Germany, and also transferred m ...
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 5

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While the apprentices and job- starters, with or without special needs, live with digital media, they are rarely used in education, which forgoes a big chance for more efficient teaching. The increasing skills- shortage in all countries of the EU requires extra efforts to offer qualified training to all young persons. In order to improve training, TNS transfers established training- modules to pa ...
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 7

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Future development of skills needs and supply is at the top of the EU policy agenda. Though Continuous Medical Education (CME) is a priority for innovation, inclusive growth and jobs (EU action in health 2014-2020), it is often unregulated: qualifications are mainly recognized through case-by-case assessment by national authorities. eHealth - reducing market fragmentation through benchmarking, sta ...
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 6

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The project proposal E-Vita (European life experiences) is centred on game-based andintergenerational learning. Individual experiences, biographies, customs, knowledge andcross-border European experiences from various European countries will bedocumented and shared in a motivating, engaging serious-games (SGs) webenvironment. This will be achieved by developing a set of European cultural gamesbase ...
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 7

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This project focuses on the need for inclusion of senior citizens in Europe, the latter stillbeing very much under-represented when it comes to competent and self-directed useof ICT. The digital divide still concerns, to a major extent, the older population. Theprimary goal of the project is to develop and establish a European eLearning academyfor seniors - the eLSe-Academy - in five European coun ...
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 9

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The project aims to study and interpret the cultural heritage of pastoral life, with emphasis on the sheep and the shepherd, from a social, economic, ecological and artistic perspective. Shepherding and pastoral life have been connected with a rich cultural tradition, which includes a variety of cultural objects, material and non-material; it is also worth noting that sheep keeping plays a key rol ...
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