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Author: Nikolina Frangoullidou

EGIDEV: Educational Game in Digital Entrepreneurship for VET Students

Educational Game in Digital Entrepreneurship for VET Students – EGIDEV project wishes to improve education in entrepreneurship for VET students and to facilitate VET organisations and educators to become agents of the digital transformation in the EU.

EGIDEV aims to facilitate VET students and teachers in learning and teaching the principles of entrepreneurship by gamification in different business development stages. The objective is to develop, implement and provide the VET community with an educational game where learning by playing will allow for better understanding of digital entrepreneurship and challenges.

Based on EQF formal entrepreneurship education requirements and the model EntreComp, the EGIDEV board game will allow for experimental learning and at the same time address the key entrepreneurial competences. By creating new techniques and tools this project is expected to increase VET students’ motivation and engagement to become entrepreneurs, especially in priority areas of digital technologies, to learn about entrepreneurship, how they can start their own business based on digital technologies, test the viability of their own business ideas, as well as to enhance the skills and knowledge of VET educators in entrepreneurship education and the capacity of VET providers to be able to offer learning by playing.

Stay Up to Date with the TUA Project’s 3rd Newsletter

The TUA Project continues to take meaningful steps toward empowering young people with Autism Spectrum Disorder (ASD) and Down Syndrome (DS) through art and entrepreneurship education. The 3rd newsletter is now available, featuring the latest key milestones and updates!

Partners recently met in Cyprus for a productive meeting to advance the project’s goals. Discussions focused on upcoming progress points, with a significant highlight being the development of an e-learning platform and digital tools. These innovations aim to enhance how professionals support the target group, enabling young individuals to express themselves and engage with the world creatively.

Find out more in the newsletter below.

Creation of the European micro and family business service design hub platform for fostering a sustainable digitalized economy

An innovative approach to directly help family and micro-enterprises in creating greater value through service design methodology. SeDiHUB allows family and micro-enterprises to develop their strategic management perspective: design thinking methodology integrated into strategic and tactical planning of an organization’s growth and providing services in a more sustainable and environmentally friendly way.

Green Up Yourself

The GREEN UP YOURSELF project aims to promote entrepreneurship and employability of young people living in rural areas in Europe by focusing on green skills and entrepreneurial training. The project aligns with various EU priorities and initiatives, such as the European Green Pact, Sustainable Development Strategy, Europe 2020 Strategy, and the Strong Social Europe for Just Transitions action plan.

SDG NAVIGATOR – Empowering changemakers towards sustainability

The SDG NAVIGATOR project aims to create unique, learner-centered, and action-oriented learning resources that are openly accessible for VET training. This project will contribute to building individual capacity for action towards sustainability and social and eco-entrepreneurship in participating countries and Europe. The goal is to nurture a culture of sustainability entrepreneurship, reinforce the entrepreneurial mindset, and make it effective at local, national, and European levels through intentional actions that positively impact sustainable development and the SDGs.

2nd Transnational Partners’ Meeting in Nicosia

Although mental health campaigns are common in the European Union, young people with ASD/DS often lack the necessary skills and tools to participate fully in society after finishing school. This can be due to difficulties in learning, such as struggling with communication skills. For example, individuals with DS may have trouble understanding speech and staying focused during learning activities, while individuals with ASD may have difficulties in keeping a conversation and maintaining eye contact, which can be perceived as uninterested. As a result, they may find it challenging to express themselves and engage with others.


TUA is driven by the need to develop curricula that can assist young people with ASD or DS, by supporting the direct target groups working with them, such as teachers, caregivers, youth workers, and healthcare professionals. By addressing these challenges, we can work to reduce the overall marginalisation experienced by these individuals.


2nd Meeting of Partners in Nicosia, Cyprus
During the 2nd TPM of the TUA project, held in Nicosia, Cyprus, on February 1st, 2024, partners engaged in fruitful discussions regarding the progress of the project’s pilot implementations of the Curriculum outlined in WP2. Each partner presented the current state of their respective pilot implementations. Following this, it was agreed that upon finalisation, partners would develop national reports. These reports will serve as the foundation for a comprehensive transnational report that will encapsulate the findings and the finalised version of the Curriculum. Additionally, attention was dedicated to the development of an interactive e-learning platform, encompassing two integral components: a repository of learning materials tailored for professionals assisting young people with DS/ASD and an innovative ‘Express Yourself’ digital platform designed for youth with mental health disabilities. This platform aims to foster communication, idea sharing, and the virtual exhibition of artworks to raise awareness and instigate positive change within their communities. The meeting also addressed strategies for effective dissemination and promotion of the project’s objectives, underlining the importance of qualitative evaluation to ensure maximum benefit for the project’s beneficiaries. Overall, the meeting concluded on a positive note, showcasing strong collaboration and progress towards the project’s goals.

To learn more about our activities and the next steps of the project, visit our website.

DISCOVER: building the DIgital tranSformation Capacities Of Vet ProvidERs

Although half of the jobs in Tunisia require an adequate digital literacy level, it is observed that the workforce in Tunisia is lacking digital skills that would enable them to respond to the labour market’s needs. In addition to that, it is also observed that VET trainers do not exploit ICT and innovative methods for teaching and cultivating learners’ potential.

The DISCOVER project is a Capacity Building in the field of Vocational Education and Training (VET) that aims to build the capacity of Tunisian VET centres to develop and implement a strategy for digital learning through a multistakeholder approach and to support the digital learning transformation of VET institutions in Tunisia, in order to increase their responsiveness to labour market needs and skills development. To reach its goals, the project will work with VET providers and VET trainers and it will develop a Toolkit with ecosystem mapping for digital learning strategies in VET, based on Tunisian needs and national priorities, and training curricula for VET providers and VET trainers, and it will also implement study visits and mobilities, in order to increase the capacity of the participating VET providers and trainers to achieve effective transition to digital learning, to develop the skills of Tunisian VET providers and trainers, and to increase the cooperation among the target groups.

Innovation Management Standard for Quality and Business Acceleration

Welcome to INNOVATE, where we’re set to shake up the world of vocational education and training, and beyond. Our mission is simple: identify, develop, test, and promote an innovative approach, inspired by ISO56000 standards. Why? Because we’re facing some serious challenges:

1. The world is changing fast, and our systems are struggling to keep up. We’re at risk of falling behind, which could hurt our competitiveness and how well we actually get things done.

2. Our current ways of doing things just aren’t cutting it anymore. They’re inefficient, outdated, and not up to industry standards. We need to step up our game to stay ahead.

3. Customers expect more from us every day, and the market isn’t slowing down either. Our old strategies aren’t cutting it anymore, and that’s putting our market share and customer trust at risk.

INNOVATE project is our answer to these challenges. It’s about bringing fresh ideas, cutting-edge technology, and smarter strategies to the table. Join us as we embark on this journey to transform education and beyond. It’s time to innovate, adapt, and thrive in a rapidly changing world. Let’s make it happen together.

INCLUDE-CE: Digital Inclusion through Circular Economy

The INCLUDE-CE project bridges the digital divide by enhancing the technological skills, readiness, and resilience of migrants, refugees, asylum seekers, and ethnic minorities. This initiative aims to facilitate social and labour inclusion by adopting circular economy principles, specifically by repurposing second-hand digital devices for educational purposes. The project targets these vulnerable groups, focusing on improving their digital literacy and employability. Among its key outputs are the development of an e-learning platform and a series of training resources tailored to the needs of these communities. This endeavour is crucial for promoting equal opportunities and access to the digital world, thereby contributing to the reduction of social and economic disparities. By fostering digital literacy and employability, the project aims for the integration of marginalized communities and for the advancement of sustainable practices through the circular economy, making a significant impact on societal well-being and environmental sustainability.