Projects

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NewsArcade - Seriously Play the News 🔗

Media companies providing news content in different formats are challenged like never before: they need to reaffirm their usefulness within democratic societies, by strengthening the bond with their audience and even creating new connections with parts of the population that have become distant. Media companies can no longer just present themselves as authorities on what is right or wrong, what is decent or absurd. Their audiences demand to be taken into consideration. Furthermore, media companies need to prove themselves useful and this can only happen if they can explain to the public why.

NewsCraft tackles these challenges by bringing together journalism and news consumption closely by means of gamification as an educational approach to improve young adults' news literacy, and critical thinking skills and thus, tackle disinformation and the challenges faced by media companies. It will created a new gamified news story format in the market that is based on real, evolving news and provides a way for media companies, it is a way to innovate and explore new ways of delivering news.

IN2 is responsible for the technical management of the project, leads the development activities and creates the authoring tool for the NewsArcade gamified news format.

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This project has received financial support by Creative Europe under Grant agreement No. 101060250.

AGS - Acting Greener in Schools through Digital Narratives 🔗

AGS brings together partners from 5 European countries ( Greece, Germany, Belgium, Spain and Iceland) under the coordination of the University of Iceland and aims to develop innovative education methodologies and trainings for green skills, with the use of digital storytelling and creativity.

Using a holistic approach AGS will empower teachers towards achieving greener behaviours and shape at the same time the tomorrow's climate action change makers along with the engagement of their families. Coupling digital technologies with strong narratives will enable teachers, students and their environment to identify and act upon environmental problems as active citizens and not just as observers.

Edu4AI - Bringing AI to Education 🔗

Artificial intelligence (AI) is one of the technologies that will significantly change our society, economy and labour market over the next few decades. Some of the best-known examples of AI application areas are autonomous driving, chatbots, voice assistants, internet search engines. As part of the Edu4AI, a user-friendly environment will be provided to enable students to learn more about AI services and applications.

IN2 coordinates Edu4AI and aims to build together with schools and educational actors across Europe online communities of teachers and students to develop competencies and skills, train professionals, create Open Educational Resources (OERs) for the school community and create synergies between schools, science and industry for creative and meaningful involvement in STEAM training.

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DDMATH - Digital Mathematics Education in Braille 🔗

The aim of DDMATH is to promote the use of new technologies to support blind students (from primary, secondary, integrated schools and special institutions) in order to improve their academic performance in science, in the classroom and in distance learning. In particular, the DDMATH project intends to develop teaching proposals and work strategies on various topics of accessible digital mathematics, as well as guidelines for teachers useful for the production of mathematics texts in digital Braille formats.

IN2 is bringing in this project its expertise in accessible document processing and will develop a variety of conversion modules and a digital service to produce mathematical texts in Braille.

CultureMoves 🔗

CultureMoves is a user-oriented project that aims to develop a series of digital tools that will enable new forms of touristic engagement and educational resources by leveraging the re-use of Europeana content. The project stands on 3 pillars: technology for content re-use adaptation and sharing, real-life use cases for tourism and education, intangible cultural heritage and more specifically dance.

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