Breaking Educational Barriers with Contextualised, Pervasive and Gameful Learning (BEACONING)

BEACONING sets a forefront in multifaceted education technologies through large-scale piloting of a digital learning platform that blend physical and digital spaces.

Europeana Space: Best practice network: spaces of possibility for the creative reuse of digital cultural content (ESpace): Open and Hybrid Publishing Pilot

Photomediations was an open source pilot project that sought to harness the image archive (with a particular focus on photography) contained in the Europeana portal in ways that put open and hybrid publishing into practice.

STARTIN Developing inclusive and innovative entrepreneurship education in Europe

The aim of START IN project is to stimulate the “social entrepreneurial mindset”, developing capacities and abilities from early ages, laying the foundations for young social entrepreneurs to transform ideas into action in different social, cultural or economic contexts.

TubeCrush Connected Intimacies

The TubeCrush as Connected Intimacies project aimed to explore the website TubeCrush, which allows people to take and share unsolicited images of attractive men on the London Underground. From this website, the project sought to study how such a practice is shaped by desire, digital culture, masculinity, and the urban space of the major financial city of London.


The CreativeCulture project aims to expand the GameChangers programme to address educational challenges within the context of inclusive learning for learners from the rural parts of Malaysia Borneo.


The CROWD4ROADS project combines trip sharing and crowd sensing initiatives to harness collective intelligence to contribute to the solution of the sustainability issues of road passenger transport, by increasing the car occupancy rate and by engaging drivers and passengers in road monitoring.

Games and Learning Alliance (GALA)

The Games and Learning Alliance (GALA) Network of Excellence was a multidisciplinary consortium of 30 partners from all over the EU. The network investigated serious games from the research, application, development, and commercial perspectives.