Promoting inclusion
and a STEM curriculum in schools through the use of tangible programming concepts and activities

tangible programming; STEM; school inclusion

Mediterranean Inclusive Schools

Inclusive schools, multilingual framework, intercultural education, reception classrooms

Building Inclusion through New Learning Methodology

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Reinforcing Educator's Competences for Counselling and Motivation

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Effective Learning

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Understanding and Expression tools for you

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12 Habits for Success

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Career guidance game in a city full of occupations

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UP2B - Boosting Up School Education towards European Citizenship and Labour Market Inclusion

4 Creativities

Foster Reception for Inclusive Educational Needs: Development of Educational Support for Kids

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Bridging the gap between educational stakeholders through mediation


Games for Tolerance

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SCHOOLS ENGAGE: Service Learning as a vehicle for fostering active citizenship in secondary education across Europe

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Digital soft skills for blended learning

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T GAMES logoThe Methodology for developing educational games, developed as the first output of the project Games for Tolerance is a handbook that deals with several main topics: children bullying issues (described briefly), gamification and its use in education and creating own games for teachers as a part of bullying prevention activities. The topic of gamification and games in education is interestingly accompanied by a chapter about Rituals and Its Significance for Children in connection with bullying prevention. Gamified activities and games may actually become a part of regular rituals that contribute to the balance of children’s relations in a class and open communication in a children’s group. Following using a game in a group, we add a chapter called Game and Game Activities Facilitation as we consider it to be a significant part of bullying prevention methodology.

T GAMES logoIn parallel with the development of the first T-GAMES project output Methodology for elaboration of educational games, also started the implementation of IO2 - Guide and testing scenarios on game methodology for educators. The main aim of the product is to put focus on the practical aspects of using games and activities for bullying prevention, mitigation control and proposing activities for helping all stakeholders involved in ongoing bullying. The Guide also offers key concepts and actions around bullying, role playing mechanisms, game facilitation and advice, competences and recommendations on bullying prevention.

DROP IN logo CopyAfter 3 years of hard and fruitful work, we are happy to present you the final versions of the products created within the DROP-IN project! The DROP'IN project aims to prevent early school leaving by starting from the relationship between teachers and pupils and introducing non-formal education methods within the school context with the aim of motivating students and making them protagonists of their learning process. The project makes teachers the main participants in an exchange of experiences and skills that allows finding new solutions and strategies to address the phenomenon of early school leaving and combat it.

DROP IN logo CopyDropping out of school is a real social issue. For youngsters the situation has major social and economic consequences. The reasons for dropping out are multiple and their explanations are not always to be found within schools. Rather, these are related to social and economic reasons, educational and behavioral reasons, ethno-cultural reasons, and finally labor market fluctuations. It is well established that in 2017 an average of 10.6 % of young people (aged 18-24) in the EU-28 were early leavers from education and training.


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