Our Projects

Since its beginning in 2005 E.N.T.E.R. has been involved in a large number of European cooperation projects as a reliable and innovative dissemination and content partner. Browse our current and recent European project activity below.


DEI4SME

DEI4SME unites six partner organisations for the mission to enable DEI (Diversity, Equity, and Inclusion) in businesses and business education. The project sets out to create an effective digital tool and a learning ecosystem around it to enable social responsibility planning, execution, and governance.

STEAM4LIFE

STEAM4LIFE focuses on empowering Higher Education students (with a focus on women) to actively engage in the STEAM field, while promoting higher educational institutes in building their capacity to implement innovative STEAM activities and approaches, helping to encourage women in the STEAM field.

SPGs

SPGs - Sustainable Participation Goals - is directed at young people in the EU who will be first-time voters in the European elections in 2024. With the help of the project, they will become protagonists in their journey of discovery of the European Union, its values, its policies and the possibilities of democratic contribution.

HERoic Tracks

An ambitious European project funded under the Erasmus+ Cooperation Partnership in Adult Education, dedicated to transforming the integration landscape for female refugees by addressing their unique challenges and creating inclusive pathways for personal and professional growth.


Cred in Green

CREDinGREEN is a European partnership of tourism expertise from industry and education, collaborating on a training programme that enables company managers and staff to embrace the significant longterm challenges facing the tourism sector posed by climate action and the aftermath of the Corona pandemic.

#me#us#now

The project #me#us#now engages young people between 15 and 30 years of age who are in Vocational Education and Training (VET) as well as VET professionals in countries across Europe. The projects raises awareness and self-efficacy of young people concerning climate change and sustainability.

VRinHE

The project aims to build the capacities of Higher Education (HE) institutions to integrate VR and AR in teaching and learning. It promotes a sustainable, digital transformation through new methods, approaches and guidelines to increase participation rates, improve HE quality and foster learners’ 21st century skills.

VoW

This project prepares European citizens to deal with aspects of the global environmental crisis. The project addresses the sensitive area of volunteering, shares necessary knowledge and skills, and improves the ability to be a co-protagonist of actions contributing to spreading positive values, choices and behaviors.


DYVO

DYVO contributes to facilitating and innovating the recognition and validation of competences gained through non-formal/informal learning in the field of youth volunteering. It wants to enhance young people’s employability, their social participation and the quality of work done by youth/voluntary organisations.

CHELLIS

The CHELLIS project aims at providing challenge-based environmental language learning through inspiring stories for adult learners. The project wants to raise awareness for current environmental challenges and eco-friendly topics while at the same time creating language learning opportunities.

XR4Ped

European educational institutions join forces in this project to help foster digitisation and digital learning opportunities in higher education and to promote XR-based immersive learning. XR comprises Virtual Reality, Augmented Reality and their combination and further extension of both to Extended Reality.

Beyond NEET(D)s

The project is aimed at subgroups of unavailable or disengaged persons who are not in employment, education, or training or even below this status. It provides open, empowering and low-threshold opportunities that are centered on the individual person, their needs and socioeconomic situation.


VAM-Realities

How can you find the VAM solutions most useful and target-oriented for you? In this project, 11 higher education institutions, companies (with a special focus on SMEs) and business representatives from all over Europe join forces to provide answers to questions about VR, AR, and MR.

Play Your Skills

The Project is directed at NEETs to help them gain access to the labour market, and counselling and training centres supporting NEETs on their way into the labour market. A mobile gaming app identifying and documenting skills and competences for disadvantaged young learners is developed.

IEUME

IEUME empowers immigrants' EU social and civic participation through innovative media for education. The project develops a unique gamified online training course which facilitates integration and mutual understanding among immigrants and locals in EU host countries. The project results will be available in several languages.

DITOGA

The DITOGA project tackles the challenge to keep VET trainings up-to-date with recent job market needs by engaging VET graduates in an ongoing feedback loop that provides meaningful data for VET providers. The goal is to improve the quality and sustainability of vocational education and training (VET) throughout Europe.


LEA

LEA accelerates knowledge transfer, dialog and awareness raising of innovative procurement in the learntech sector by creating a European procurers’ network. LEA prepared the first cross-border European PPI in education in 2018, a new PCP in 2019 and showcases opportunities for procurement of innovation in learntech.

EU Voice

EU-VOICE supports the integration of Third Country Nationals and promotes relationships between them and host-country nationals by organizing volunteering experiences in the cultural sector in 4 EU countries (Italy, Greece, Ireland, United Kingdom). Attention is given to gender balance and social inclusion.

Be Part Feel Your Part

Political participation approaches on a local level for young people at the risk of social exclusion. The project develops an approach for the local democratic participation of young people, considering their social environment and the resources available to them. In addition to the main target group, youth workers are also addressed.

ELI

The Environmental Learning Illustrated project (also Illustrated Climate) raises awareness about climate change and environmental learning across Europe. The project's online training course - (4 modules: energy, food, lifestyle, and transport) and a graphic novel support people in learning about climate change.


NGEurope

Social inclusion will be achieved as NGEurope seeks to train new NGO leaders by providing equal learning opportunities for all, despite their backgrounds. The project particularly encourages NGOs that tackle environmental issues while fostering social integration by creating jobs for socially segregated or low-skilled persons.

PROMOVET

The PROMOVET project researches and implements ways for using modern social media tools and instruments in VET didactics especially for programmes for young low qualified learners in VET. Using different social media based instruments in modern VET didactics is the main aim of the project.

Job to Stay

Job to Stay looks at the integration process of female refugees into the tourism sector. The project identifies assessment procedures for informally gained competences, knowledge and skills of refugees and asylum seekers. A work placement is one of the best ways to start integration – in the labour market and in society in general.

SMeART

One of the biggest challenges of micro, small and medium sized enterprises is to keep up with smart industry developments. For the engineering and production sectors, the SMeART project will research relevant frameworks, demands and approaches to support SMEs in their economic development.


NCNA

NCNA (New challenges - New Answers: ECVET based competence validation and labour market inclusion model for migrants and refugees) developed an innovative and target group oriented model for the assessment, validation and recognition of prior experiences and informal learning of refugees and asylum seekers.

ROTENA

ROTENA used the motivational effects of robotics (including Artificial Intelligence) and 3D printing to excite students about science. A training programme, including a combination of robotics competition activities and a curriculum was developed to enable students to engage in the "New Age Technology” revolution.

BRAMIR

BRAMIR proposed the development and implementation of a multi-layered andragogic framework. The project aimed at a mutually beneficial arrangement offering the senior target group an opportunity to remain active contributors to society while addressing the growing migrant integration problem.

IMPRINT+

IMPRINT+ empowers young European citizens and communities to participate in the protection of their environment. Each individual can lower their environmental footprint by implementing small changes in their day to day lives and contribute to the restoration of ecological, social and economic balance.