2022-2-PT02-KA220-YOU-000098632

2022-1-ES01-KA220-ADU-000086623

2022-1-PT02-KA220-YOU-000087351

2022-1-PT02-KA220-YOU-000086096

2022-1-DE02-KA220-VET-000085146

2022-1-ES01-KA220-ADU-000086651

2022-1-ES01-KA220-ADU-000085069

2022-1-PL01-KA220-SCH-000089006

2022-1-PL01-KA220-SCH-000087644

2022-1-NO01-KA220-ADU-000088627

2022-1-NO01-KA220-ADU-000088438

2021-1-ES01-KA220-SCH-000027726

2021-1-LV01-KA220-SCH-000032485

2021-1-RO01-KA220-SCH-000032516

2021-1-CZ01-KA220-SCH-000024190

2021-1-DE02-KA220-ADU-000033610

2021-1-DE02-KA220-ADU-000033524

2021-1-TR01-KA220-ADU-000033446

2021-1-PL01-KA220-SCH-000034346

2021-1-DE02-KA220-VET-000025542

2021-1-EL01-KA210-SCH-000034311

2021-1-IT02-KA210-ADU-000034921

2021-1-CZ01-KA210-ADU-000035011

2020-1-UK01-KA226-SCH-094466

2020-1-PL01-KA202-081518

2020-1-IT02-KA201-079054

2020-1-PL01-KA201-081630

GamiRigth

2020-1-ES01-KA201-082223

2020-1-TR01-KA204-093120

2020-1-SI01-KA204-075997

2020-1-EL01-KA201-078940

2020-1‐NO01‐KA204‐076450

2020-1-EL01-KA204-078944

2020-1-CY02-KA205-001782

2019-3-IT03-KA205-017261

2019-1-EL01-KA204-062517

2019-1-SK01-KA204-060805

2019-1-UK01-KA202-062109

2019-1-IT02-KA204-062413

2019-1-EL01-KA204-062923

2019-1-EL02-KA205-004798

SwafS-01-2018-2019

2018-1-EL01-KA204-047819

 2021-1-EL01-KA122-ADU-000018137

Developing Adult Trainers’ skills to manage heterogeneous groups

 2021-1-LT01-KA121-SCH-000011128

Innovative Teaching Methods

2020-1-EL01-KA104-077587

Developing skills for the labor market through Game based learning

2020-1-PL01-KA101-080586

Utilizing innovative technologies in teaching -Augmented Reality

 2020-1-IT02-KA101-077972

Innovative Game-based Methodologies. How to teach and involve students

2021-1-LT01-KA121-SCH-000011128

2020-1-IT02-KA101-077972

2020-1-EL01-KA104-077587

2020-1-PL01-KA101-080586

2020-1-IT02-KA101-077972

2020-1-SI01-KA101-075677

Integration of Games and health awareness in the learning process

2020-1-SI01-KA101-075677

2020-1-PL01-KA101-080586

 2020-1-SK01-KA104-077940

Game-Based Learning and Gamification

2020-1-SK01-KA104-077940

2020-1-PL01-KA101-080586

2019-1-EL01-KA104-061085

2019-1-EE01-KA101-051272

2019-1-SI01-KA104-060324

Education for setting up a center of amateur handcrafters in the countryside

2019-1-EE01-KA101-051272

Augmented Reality – A Useful Tool in Teaching

2019-1-AT01-KA101-050854

Outdoor education and virtual reality

2019-1-EL01-KA104-061085

Developing competencies for effective and efficient project management of EU funded projects

2018-1-CY01-KA104-046793

Training in Innovative Technologies and Implementation in Adult Education

2018-1-CY01-KA102-046788

Specialized Vocational Training in the European labor market and Job Shadowing in companies

2019-1-SI01-KA104-060324

2019-1-AT01-KA101-050854

2018-1-CY01-KA104-046793

2018-1-CY01-KA102-046788

2017-1-EL01-KA102-035713

Increasing the active participation of Disabled people in the business and cultural sectors

2017-1-EL01-KA102-035713

2017-1-CY01-KA102-026612

Integration of Disabled People in the labor market – Investment in learning training a means to stop social exclusion

2017-1-CY01-KA102-026612

2017-1-CY01-KA102-026611

Students in the European labor market – Specialized Vocational Training and Job Shadowing in companies

2017-1-CY01-KA102-026611

2016-1-EL01-KA104-023264

Training innovative technologies and their implementation in adult education

2016-1-EL01-KA104-023264

2016-1-CY01-KA102-017185

Exploitation of IT integration of people with disabilities

2016-1-CY01-KA102-017185