Aims at the establishment of local or regional ecosystems in each COST country involved, to work on health and well-being in an age-friendly digital world.
learn moreIntends to develop an innovative training and gaming tool to deal with pandemic situations, especially targeted to the social care sector.
learn moreIt aims at Digital Education Concepts for Diversity and Democratic Participation, by promoting shared values, equality, social inclusion, diversity and non-discrimination through a digital learning approach.
learn moreIntends to develop an innovative training course to adapt or design age-friendly housing as an effective and competitive approach to respond to European demographic change through skilled workers and to boost the habitat sector.
learn moreThe BIG game intends to raise awareness and to transfer knowledge about appropriate measures and actions to create environments that are healthy and built in an age-friendly way, also by making use of ICT solutions, e.g. by assistive or smart homes technologies.
learn moreAims to increase the awareness on the ethical, legal, and privacy issues associated to audio- and video-based monitoring and to propose privacy-aware working solutions for assisted living
learn moreBuild and validate the European Professional Ethics Framework for the ICT Profession (EU ICT Ethics). The project is planned to work in close cooperation and complementarity with other CEN/TC 428 projects.
learn moreDevelopment of the Guidelines on ethics, data privacy and security, as well as the evaluation methodology for its implementation.
learn moreAims at exchanging and transferring knowledge, experiences and (best) practices on integration...
learn moreH2020 EaSI project for social inclusion of difficult to reach young people through a “relational proximity” community network”.
learn moreAims to will co-create targeted interventions on climate change literacy, environmental training and digital literacy through a gamified digital platform for adults 55+.
learn moreIntends to create a learning game for social and healthcare workers combating ageism and personal attitudes and practices, as well as a toolkit for adult educators
learn moreAims at promoting health through cultural learning experiences and create new concepts for educational offers by “Culture on Prescription”
learn moreSHINE interviews women and men that build their business or continue innovating after their 50s – get inspired by their personal stories….
learn moreStudy awarded by the European Economic Social Committee.
learn more