Our Erasmus+ projects

We are currently involved in

9 European projects

15 projects in 5 years

We have collaborated with partners from

20 different countries

over all our projects

Learn new languages

Digital: English as a second language

Project progress 50%
This project will lead to the creation of low-tech video games for inclusive English teaching, as well as the publication of creative resources for language teachers to create their own games.


Project progress 75%

The word “Intercambio” means “exchange” in English, and that’s what this project is all about! As part of this project, we will be developing an application to help exchange students discover the vocabulary associated with their field of expertise.

Talk Retail

Project progress 75%

This project aims to develop English mini-courses focusing on essential skills to meet the needs of small traders who wish to talk to foreign companies.

SpeakER: Escape Room for Languages

This project, which we coordinated and contributed to, aimed to create tools for secondary school teachers to make and use escape rooms for language learning.

The project was awarded the “Good Practice” label in the final evaluation.


We have launched this partnership to create a methodology for making the most of comics as a pedagogical tool. We have developed this method to promote a more inclusive learning of English, and provide teachers and students with the tools to create their own comic book pages for innovative pedagogy.

Mr Winston, the true English bot

We were partners in the “Mr Winston, the True English Bot” project, in which we developed an English tutoring chatbot for vocational training learners.

Practice key competences


Project progress 25%

The EUtopia project aims to stimulate the democratic participation of young people. It seeks to bring about a more egalitarian, inclusive, coherent and tolerant vision of the future, and to identify the problems that hinder the creation of utopias or ideal visions.


This project aims to develop tools and a methodology to enable secondary school teachers to use the microlearning content available on social networks.

Gaming for Skills

We have coordinated and contributed to the development of practical guidance for teachers on the use of video games in the classroom in several subjects, and encouraged students to create their own games as part of learning-by-doing projects.

This project was awarded the “Good Practice” label in the project’s final evaluation.

Discover the STEM world

My box of STEAM

Project progress 25%

In order to answer the inequalities regarding STEAM teaching in primary schools, the “My Box of STEAM” project aims to offer ideas for fun experiments for less than €2. What’s more, we offer several ways of adapting these experiments to suit the level of your pupils.

Visit Math

Project progress 25%

As part of the VisitMath project, schools and gamification specialists are teaming up to create 18 mathematical city tours across Europe.


We are partners in this project which aims to develop drone training for young journalists and media professionals.

The virtual museum of STEM

In this project we created a free virtual museum presenting elements of the secondary school curriculum in science, technology, engineering and mathematics (STEM), to make these subjects more concrete and accessible.

The project was awarded the “Good Practice” label in the final project evaluation.

Become an entrepreneur

Virtual assistant's MOOC

The VAMOOC partners are developing a MOOC and resources to train new entrepreneurs in the digital professions. The resources are aimed at the vocational education and training sector.


Agri-Charisma aims to provide tools for young people who want to become entrepreneurs in agriculture and for the educators who support them in their projects.

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