Learning with IT - Current
Social Inclusion of People with Autism Spectrum Syndrome through Virtual Reality
Objective
The project ‘Social Inclusion of People with Autism Spectrum Syndrome through Virtual Reality’ (VRAA) aims to develop tools with the purpose of enhancing social inclusion of people with autism spectrum syndrome, using virtual reality. The tools will be developed by young people with autism.
Read more: Social Inclusion of People with Autism Spectrum Syndrome through Virtual Reality
VALITS 2.0
Objective
VALITS 2.0 (Validating Informal and Transversal Skills for Disadvantaged and Low Skilled Persons) seeks to develop a new method for the recognition of informal and transversal skills among disadvantaged and low skilled people.
Work-VR - Piloting Virtual Reality for Language Learning in the Context of Employability
Objective
The project will test Virtual Reality technology as a way to increase the language learning and digital skills of refugees and immigrants.
Read more: Work-VR - Piloting Virtual Reality for Language Learning in the Context of Employability
V-PAL
Objective
Video-Based Peer Practice among Language Teachers (V-PAL) will enable language teachers to use video recordings in their competency development and quality improvement of their teaching. The target group is teachers who teach adults in second or foreign languages.
IRENE
Objective
The objective of IRENE (Increase the Empowerment of Adults and Migrants with Specific Learning Disorders) is to structure and test a methodology that, through self-study, should facilitate learning of a foreign or second language in adults with learning disabilities, including immigrants.
QuaMMELOT
Objective
The purpose of QuaMMELOT (Qualification for Minor Migrants Education and Learning Open access – Online Teacher-training) is to gather knowledge and develop educational tools for the inclusion of newly arrived bilingual pupils in ordinary school classes.
Digital Media for Children
Objective
Digital Media for Children is a project that tests the viability of using digital media in the context of day-care centers, focusing on improving the skills of child care givers, testing ideas, developing templates for progress, sharing of knowledge and experiences, and networking.