EMPOWER+

EMPOWER+ Empowering Rural Youth: Establishing and Strengthening the Rural Youth Parliament in Sub-Saharan Africa Project Name: EMPOWER+Programme: Erasmus+ Capacity Building in YouthPriorities: Empowering Youth and Strengthening Participation, Capacity Building of Youth Organizations, International Cooperation and Knowledge TransferProject ID: ERASMUS-YOUTH-2025-CB-SSA – 101243075Website: Coming soon Social media: Coming soon Duration: 24 monthsTopics: Green Transition and Sustainable Development, Inclusion and Diversity, Digital Transformation Project Description The EMPOWER+ project is aimed at fostering the development of rural youth parliaments in Sub-Saharan African countries, promoting youth participation in democratic processes, and ensuring that young people in rural areas are equipped with the skills and resources to contribute meaningfully to their communities and beyond. With partners from Europe and Africa, the project seeks to achieve objectives aligned with the EU Strategy, supporting non-formal learning and promoting engagement in rural development. Project Consortium Project Coordinator:ASOCIATIA GRUPUL DE ACTIUNE LOCALANAPOCA POROLISSUM – Romania Partners Connectus IKE – Greece A ROCCA – Italy CENTRES D’ENTRAINEMENT AUX METHODES D’EDUCATION ACTIVE DE MADAGASCAR – Madagascar Fédération des Maisons Familiales Rurales de Maurice et Rodrigues – Mauritius SYSTEM STRATEGY & POLICY LAB LTD – Nigeria Tlokweng District Council – Botswana JOSEPH MWELWA CONSULT PROPRIETARY LIMITED – Botswana Project Results WP1: Project Coordination, Management and Assessment WP2: Youth Policy Framework WP3: Youth Participation Activities (YPA) WP4: Impact and Dissemination Our role Connectus plays a central role as the leader of the Youth Policy Framework work package (WP2), the main mission of which is to build the foundation for establishing Rural Youth Parliaments in Sub-Saharan Africa. We are responsible for developing a comprehensive policy framework, mapping existing youth participation resources, and identifying best practices that can support rural youth engagement. We also coordinate the creation of an online repository and an interactive digital platform that will connect young people, policymakers, and organizations from Europe and Africa. Through these actions, Connectus ensures that the project has strong policy support, digital tools, and a sustainable structure to empower rural youth participation and democratic engagement. Impact The EMPOWER+ project aims to create a lasting impact by strengthening youth participation and democratic engagement in rural areas across Sub-Saharan Africa. By establishing Rural Youth Parliaments and connecting them with European partners, the project empowers young people to influence policies that affect their lives and communities. It promotes inclusion, digital transformation, and environmental awareness, ensuring that rural youth have the skills, knowledge, and confidence to become active citizens and agents of change. In the long term, EMPOWER+ contributes to building more resilient, inclusive, and sustainable rural societies through cooperation between Africa and Europe.

ENTREGAMER

ENTREGAMER Developing the entrepreneurial capacities of university students in AI-based gamified environments Project Name: ENTREGAMERProgramme: Erasmus+Priorities: Addressing digital transformation through development of digital readiness, resilience and capacity, Supporting innovation and entrepreneurial skills of studentsProject ID: Coming SoonWebsite: Coming soon Social media: Coming soon Duration: 24 monthsTopics: Artificial Intelligence (AI) and data usage, Entrepreneurial learning – entrepreneurship education, Development of training courses Project Description EntreGamer is a project designed to enhance entrepreneurial education in higher education by leveraging AI-powered, gamified learning tools. Aligned with the European Commission’s goals to increase graduate employability and foster entrepreneurial mindsets, the project uses the EntreComp framework to guide competence development. EntreGamer aims to create equal opportunities in the labour market by offering three core tools: Entreplay, an open-access platform for entrepreneurship learning; AIPathSense Mentor, an AI-driven academic and self-reflection advisor; and EntreGameHub, a gamified community space that fosters student engagement and collaboration in entrepreneurship. Project Consortium Project Coordinator:UNIWERSYTET EKONOMICZNY W KRAKOWIE – Poland Partners STICHTING HOGER BEROEPSONDERWIJS HAAGLANDEN – Netherlands JUSTUS-LIEBIG-UNIVERSITAET GIESSEN – Germany Connectus – Greece INNOMATE – Turkey Universitat Internacional Valenciana-Valencian International University – Spain Project Results WP1: Project Management WP2: Entreplay: Open access learning platform for entrepreneurship in gamified environment WP3: AIPathSense Mentor: AI-Empowered Self-Reflection and Academic Pathway Adviser WP4: EntrepGameHub: Student community for Entrepreneurship in gamified environment WP5: Promotion of project results Our role Connectus will play a key role in the EntreGamer project by leading the development of digital learning tools and supporting the creation of AI-powered educational content. With its expertise in designing e-learning platforms and interactive resources, Connectus will contribute to building the Entreplay and AIPathSense Mentor systems, ensuring they are user-friendly, engaging, and aligned with entrepreneurial learning goals. The organization will also support the development of gamified content and upskilling materials aimed at students and educators. In addition, Connectus will be responsible for shaping the project’s dissemination strategy, including branding, social media content, newsletters, and promotional materials. It will coordinate outreach to ensure strong project visibility and stakeholder engagement. Connectus will also assist in piloting tools, gathering user feedback, and refining content based on input from students and teachers. Its work will directly support the project’s goals of improving digital readiness and entrepreneurial competencies. Impact To ensure strong project impact and quality, EntreGamer will implement a comprehensive quality assurance framework with regular peer reviews and validation of deliverables. A dedicated Quality Management Team will monitor progress and provide feedback throughout. Clear performance indicators will track engagement, satisfaction, and learning outcomes. Project tools like Gantt charts and BASECAMP will support real-time planning and issue resolution. Regular meetings and reports will ensure timely delivery of all activities. Stakeholder feedback via surveys and interviews will guide improvements. Piloting with students and educators will ensure relevance and usability. Dissemination will include events, digital outreach, and printed materials. Social media and newsletters will boost visibility. Overall, this structured approach will ensure alignment with project goals and sustained impact.

INFORMED

INFORMED Project Name: INFORMEDProgramme: Erasmus+Priorities: 1. Addressing digital transformation through development of digital readiness, resilience and capacity. 2. Improving the availability of high quality learning opportunities for adults. 3. Creating and promoting learning opportunities among all citizens and generations.Project ID: 2022-2-DE02-KA210-ADU-000101471 Website: Coming soonSocial media: Facebook page l LinkedIn pageDuration: 01/02/2023 to 01/02/2025 Topics: Soft skills, Creating new, innovative or joint curricula and courses, Initial and continuous training for teachers, trainers and other education staff. Project Description The INFORMED project is aiming to increase both soft and digital competences of adult students, so they can be digitally competent on how the digital media and algorithms work today, to be sceptical of what they read and watch and strengthen cooperation between key stakeholders to proactively address disinformation. Project Consortium Project Coordinatoriserundschmidt GmbH – Germany Partners Connectus M.IKE – Greece Future in perspective limited – Ireland Project Results Activity 1 Project Management and Coordination Activity 2 Workshop Preparation Activity 3 Workshop Implementation, Evaluation and Outputs Activity 4 Community Building Our role CONNECTUS will be responsible for the training implementation and evaluation and will be the one to coordinate the creation of the project outputs. As an experienced training institute for live and online-live trainings Connectus will be the one to implement the workshops and to allocate minor tasks to the partner organizations. Impact The INFORMED project will create material with a universal character, addressing needs of staff in adult education regardless of the specific focus points. The main goal, is to create multiplicators in the participating or non-participating organizations that will transfer their knowledge, share the booklets and guides with colleagues and will be open for discussion and mutual growth. The organizations aim to equip their staff with skills adequate for the digital age and to upskill staff that seem to face difficulty integrating into the digital, new work conditions.

INAI4SME

INAI4SME Interdisciplinary AI training and real-world applications for SMEs Project Name: INAI4SME – Interdisciplinary AI training and real-world applications for SMEsProgramme: Erasmus+Priorities: 1. Contributing to innovation in vocational education and training. 2. Adapting vocational education and training to labour market needs. 3. Addressing digital transformation through development of digital readiness, resilience and capacity.Project ID: 2022-1-MT01-KA220-VET-000085060 Website: https://www.inai4sme.eu/elementor-174/Social media: Facebook page l LinkedIn pageDuration: 01/11/2022 to 31/10/2024Topics: Contributing to innovation in vocational education and training, Adapting vocational education and training to labour market needs, Addressing digital transformation through development of digital readiness, resilience and capacity. Project Description The overall aim of the project is to develop a Framework that provides a mechanism for both professionals and nonprofessionals, to identify digital gaps and other gaps, to help VET institutions and companies improve their ability to use and integrate AI into business life. The project will develop and test e-mentoring supported digital interdisciplinary training programs for SMEs and adapt them to VET, taking into account the advantages of interdisciplinary training and mentoring programs, especially in the field of AI tech. Project Consortium Project CoordinatorMaltese Italian Chamber of Commerce – Malta Partners Exeo Lab Srl – Italy Innomate Ldt. – Turkey ECOSISTEMAS VIRTUALES Y MODULARES SL – Spain Connectus M.IKE – Greece CEPROF – CENTROS ESCOLARES DE ENSINO PROFISSIONAL LDA – Portugal Project Results WP1 Project Management WP2 AI Framework for SMEs WP3 AI Training Modules (LMS) WP4 Open online course platform (OOC) WP5 Meetings and Events Our role Connectus throughout the whole cycle life of the project will carry out activities on the needs of the target audience on artificial intelligence. Under WP2 Connectus will be Work package n°4 – Meetings and Events the leader of the evaluation. Each partner will implement survey in their respective countries and the assessment as well as the evaluation will be reviewed by Connectus. Impact INAI4SME will support the technology diffusion, apply research and innovative teaching-learning practices in SMEs, will make vocational training more relevant to the current and future needs of the economy and society, will update and upgrade the VET curriculum for SMEs based on skills intelligence, train staff with the skills needed by the labour market and adapted to the green and digital transitions adhering to changing skills needs and finally will address the differences in access and use of underrepresented groups and promote gender equality, a digital framework will be developed for educators and learners, and an innovative digital educational content will be created.

CollaboratiVET

CollaboratiVET Creating a collaborative environment in VET Project Name: CollaboratiVET: Creating a collaborative environment in VET Programme: Erasmus+Priorities: 1. Contributing to innovation in vocational education and training. 2. Increasing attractiveness of VET. 3. Addressing digital transformation through development of digital readiness, resilience and capacity.Project ID: 2022-1-DE02-KA220-VET-000089169Website: https://collaborativet.eu/Social media: Facebook page l LinkedIn pageDuration: 01/09/2022 to 31/08/2024 Topics: Contributing to innovation in vocational education and training, Increasing attractiveness of VET, Addressing digital transformation through development of digital readiness, resilience and capacity. Project Description CollaboratiVET aims to integrate the flipped approach to VET institutions enhancing VET teachers’ skills and competences to be corresponded to the 21st century skills alongside with the stimulating activities in the era of collaboration so as to maximize the capacity of each VET student capacity. Through this new cross-fertilized knowledge, the attractiveness of VET is going to be increased and the number of dropouts will be decreased. Project Consortium Project CoordinatoriEUROPAISCHER VERBAND BERUFLICHER BILDUNGSTRAGE R (EVBB) – Germany Partners AKMI ANONIMI EKPAIDEFTIKI ETAIRIA – Greece European E-learning Institute – Denmark BK Consult GmbH – Germany Connectus M.IKE – Greece MOMENTUM MARKETING SERVICES LIMITED – Ireland INDEPCIE SCA – Spain Project Results WP1 Project Management WP2 Development of a framework for the establisment of collaboration practice through the use of Flipped Approach in VET WP3 Development of training curriculum for the design and delivery of a Flipped Approach collaborative learning environment WP4 Delivery of a Toolbox with 20 collaborative activities WP5 Dissemination and Exploitation Activities Our role Connectus will design the layout of the library of the Collaborative Toolkit as well as a set of 20 collaborative activities acting as a companion to the Collaborative Toolbox Library under WP4 so as to support with hands-on materials for an effective collaborative environment even in online-hybrid-physical setting allowing a deployment of innovative educational methods in order to promote ways of creating an environment of team work and strengthening the opportunities of collaboration between students while teaching and keep them engaged with activities and concepts that they have never tried before. Impact Digital technology is closely linked to innovation and CollaboratiVET will make the most of technological advances by identifying the needed skills for establish Flipped Approach in VET, educating on how to implement the Flipped Approach in their own classrooms, providing VET educators with the latest technology collaborative tools and raising awareness and fostering the European VET institutions with a new learning method, characterised by a student-centred approach and active learning. CollaboratiVET will empower educators to rethink their use of technology in the light of new pedagogical approaches, and to become more skilled in the selection and use of digital tools to favour student inclusion and effective learning.