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Descriptive Mapping of AE in Environmental Awareness and Sustainable Development

We introduce the Descriptive Mapping of Adult Education in Environmental Awareness and Sustainable Development.

This report was developed within the project WE: Real-World Education to foster environmental awareness.

You can read it by downloading it here
EN_WEMappingReport.pdf (8 downloads)

Articulo ARCH
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Project ARCH: unifying Past, Present and Future

We are thrilled to introduce our innovative project “ARCH: Bringing Cultural Heritage to the digital Era; Unifying Past, Present and Future”, which aims to engage and educate Primary Education students aged 9 to 12 through an exciting combination of a mobile application and a cultural heritage game.

At our first transnational meeting in Patras (Greece), our consortium made significant progress in developing the project’s first and second outcomes: an interactive application and an engaging game centred on cultural heritage. These educational tools are being carefully designed to ignite children’s curiosity, foster appreciation for cultural heritage, and provide a fun learning experience.

Our cutting-edge application serves as a gateway to an immersive world of cultural heritage. Through captivating visuals, informative content, and interactive activities, children will embark on a journey of discovery. They will have the opportunity to explore various cultural sites and engage with the rich tapestry of human heritage. Our application is not just educational; it also ensures an entertaining experience that keeps children captivated and eager to learn more.

In addition to the application, we are working on our cultural heritage game. This dynamic and interactive game invites children to answer questions related to cultural heritage in a fun way. By navigating different locations and historical periods and deepen their understanding of the fascinating world of cultural heritage. Our game tries to merge entertainment with education, making learning an enjoyable and rewarding experience.

In this project our mission is to inspire children to explore and appreciate cultural heritage, and we firmly believe that ARCH will achieve this goal. By combining the power of technology, interactive experiences, and educational content, we aim to ignite a lifelong passion for cultural heritage in young minds. 

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New Online Game “Cohesion Island” Launched to Educate Youth and Public About the EU Cohesion Policy

As part of the “Cohesion Policy Stands by you!” information campaign, Aspon Consulting (CY), Alpha Cyprus (CY), Innovation Hive (GR), and GEInnova (ES) have launched a new scenario-based gamified learning experience called “Cohesion Island“. The game aims to educate youth and the public about the Cohesion Policy of the European Union and its role in improving the lives of all EU citizens.

In “Cohesion Island” players take on the role of governor  of Cohesion Island, one of the largest islands of Artea, an imaginary country in the European continent and a member of the EU. They face various challenges which require them to take decisions that will effectively solve the various problems and thus improve the level of well-being of their constituents. Players have access to the city budget for investments, and certain investments may be eligible for co-funding from Cohesion Policy funds. The game also includes a city library, which provides players with useful readings and real examples related to the Cohesion Policy to help them make informed decisions during the game, which are in line with Cohesion Policy’s objectives.

“We believe that ‘Cohesion Island’ is a unique and fun way to educate youth and the public about the Cohesion Policy,” said a spokesperson for the project. “By putting players in the role of a mayor/governor, we hope to provide an interactive learning experience that will familiarize players with the different Cohesion Policy funds and how they are utilized to achieve the policy objectives across the EU. We also want to show how Cohesion Policy funds have a real impact on people’s daily lives.

The objectives of the game are to provide an overview of EU Cohesion Policy, make participants aware of the different Cohesion Policy funds and how they are utilized to achieve the policy objectives across the EU, make participants acquire a deeper understanding of how Cohesion Policy funds have an impact on their daily life, and familiarize players with examples of real projects implemented through Cohesion Policy funds.

“Cohesion Island” is available to play now through this link: https://cohesionisland.eu/ 

For more information about the game and the “Cohesion Policy Stands by you!” project, please visit the project’s social media accounts on Facebook and Instagram and subscribe to our YouTube Channel

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GEINNOVA organised through the SCALE funded Erasmus+ project a piloting activity at the ‘Colegio San Vicente de Paúl’ on 15/03/2023. The activity plan was developed and implemented by Geinnova’s staff, consisting of Micol Petrone, Michela Orrù and Alessandro Marconi. The target group was a class of 20 students aged around 12, supported by their English teacher Carmen Pinilla.

The program of activities was developed by combining the principles of ACLs and the theme of climate change. Applied Creativity Labs (ACLs) equip children and young people with the creative behaviors and thinking skills needed in order to develop innovative solutions to real world challenges. Young people are presented with an overview of a real world ‘challenge’ (ie. Climate change) and then receive bespoke creativity training, which builds their creative capacity to generate solutions.

Creative skills are essential for life, learning and future work: they are highly valued by employers and international organizations such as the World Economic Forum, as they develop positive attitudes, flexibility and openness to new challenges. Additional employability skills are developed such as teamwork, communication, leadership, critical thinking and problem solving. These skills enable young people to be successful in their learning and future careers.

During the ACL implementation in SPAIN, Geinnova’s team worked with young students aged 12 starting with an icebreaker activity called “bish, bosh, what are you doing?”

Then, GEINNOVA staff showed a presentation on climate change, its effects and consequences; supplemented by an overview of ACLs methodologies. The games supplied as ACLs activity combined to the climate change topic were:

– Quiz about climate change

– If climate change was an animal

– If climate change’s solution was an animal

– I don’t like your idea

– Recycling

The recycling activity consisted of using empty plastic bottles in order to create plant pots. To stimulate students’ creativity, they were also provided with materials to decorate the pots. The plants chosen to be grown were lentils, grown in cotton balls. The choice is justified by the fact that these seedlings will need daily care, so as to empower the students.

The main objective of ACLs is the creative problem-solving process, following some steps: 

– Clarify the task

– Think divergently

– Choose an idea

– Think convergently

– Do it in practice

– Refine and improve

– Present

– Review the process

Students embraced the project and activities with enthusiasm, actively participating and practicing the methodologies administered. The result was a good 3-hour lesson on climate change, which allowed the class to think actively and critically about the topic.

KOM game-educate
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Teachers sign up Game Educate project to improve their education job

Focused on the education sector, Gameducatewas born with the intention of supporting teachers in schools and institutes to develop social and pedagogical skills that help them to perform a better educational work. It also offers multimedia programs to train teachers in the digital world and provide them with tools to further assist them in their work in schools. The Kick-off meeting that marks the start of the “Gameducate” project took place on 1st December.

The following objectives were presented:

• To understand the current needs of the most innovative teaching methods and the role of technology in the partner countries.

• To improve the professional development of all teachers by providing them with new techniques in methodological and pedagogical development.

• Create a curriculum network based on a local curriculum.

• Provide a program of tools that will include digital aids and other multimedia help files.

The project implementation process will be carried out through three main activities:

  1.  A curriculum on gamification and innovative pedagogical approaches, as well as digital technology tools in education.
  2. The online development and implementation of the multimedia tools program, which aims to educate about the digital world.
  3. Training workshops (online or face-to-face), with teachers or directors of educational institutions and other related teachers.

This proposal is intended to improve the training of teachers, not only at school level, but, thanks to the ease of adaptation of its activities, can be implemented even to professionals related to Erasmus+ programs.

The partnership includes organizations from France, Spain, Greece, Italy, Austria, Slovenia and Cyprus.

                                             So, let’s get to it!

DIGITUP project
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Digit Up project kicks off

The DigitUp project had its first transnational meeting on 2nd December with partners from Greece, Spain, Cyprus, Norway, Italy and Bulgaria.

DigitUp wants to achieve the transformation of small and medium-sized enterprises with the development of digital readiness. It wants to do this with measures such as:

  1. Supporting and encouraging the creation of a business environment that supports digital capabilities.
  2. Ensuring access to and use of innovative learning practices in team projects.
  3. Increasing public debate about the digital skills and knowledge of small and medium-sized enterprises and micro-enterprises
  4. Contributing to the capacity building of EU countries and stakeholders with the implementation of new digital training methodologies.

With this type of measures it is intended to cover three fields of relevance; digital competences and skills, digital practices, technologies and content and the development of multimedia education courses.

For the creation of the teacher training and education course for the further work of training the heads and managers of the mentioned companies, it is necessary to identify the needs of the sector, such as:

– The types of competencies required in this type of organisation

– The technological developments with which managers should familiarise themselves.

– The evaluation criteria for measuring digital skills.

In the process of developing this project, synergies between the partners of the scheme in the fields of education and youth will be improved by valorising good practices (through templates) and local, regional or European strategies to increase the visibility of the selected companies’ websites and, therefore, their results.

In addition, the countries involved will be able to share their knowledge and experience with the different groups and connect with other relevant fields in order to develop innovative tools and methods to promote the results of the participating companies.

It’s time to get down to work and bet on DigitUp!

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Erasmus+ 2021 call: Don’t miss the 2nd round


The second round of the Erasmus+ 2021 call for proposals is now available.

It has become common practice for the Erasmus+ call for proposals to be available in two waves. If the first Erasmus+ application deadline for 2021 was set for 11 May, leaving many applications behind, you can now have access to more opportunities for Erasmus+ proposals and access to EU funding as the second round is available, with a deadline of 3 November 2021.

For 2021, the first round was long-awaited by all organisations involved in EU funding after unexpected delays for its publication.

At the moment, round 2 of the Erasmus+ 2021 call for proposals is open for the following KA2 projects, until 3 November 2021 (12h CET).

  1. Small-scale partnerships in adult education (KA210-ADU)
  2. Small-scale partnerships in school education (KA210-SCH)
  3. Small-scale partnerships in vocational education and training (KA210-VET)
  4. Small-scale youth partnerships (KA210-YOU)
  5. Youth Cooperation Partnerships (KA220-YOU)

Any public or private organisation established in a programme country can apply for an Erasmus+ call. In fact, these are open to any type of organization active in any field of education, training, youth, sport or other socio-economic sectors, as well as to organizations that carry out transversal activities in the different fields.

If you are interested in Erasmus+ 2021, you can contact us or consult your National Agency (NA).

If you want to take a look at the Erasmus+ Programme Guide, you can find it here.

For any questions, do not hesitate to contact our team!