• April 10, 2026

The SELF project surpasses 500 participants in Europe in the validation of its self-employment training program

March 31, 2026, Malaga, Spain – The SELF project (Solo Entrepreneurship in Post- pandemic) Europe), coordinated by the University of Malaga (UMA), continues to advance successfully in its Test & Validation …

BAIT-HEI Project Launches English Version of AI-Supported Training Toolkit for Higher Education

The BAIT-HEI project announces the imminent release of the English version of its AI-supported Training Toolkit, marking an important milestone in the project’s efforts to strengthen innovation, entrepreneurship, and digital competencies …

The SELF Project Featured on National Radio to Promote Free Entrepreneurship Training Across Europe

February 23, 2026, Málaga, Spain – The SELF project (Solo Entrepreneurship in Post-pandemic Europe), coordinated by the University of Málaga (UMA), has been featured on the national Spanish radio network Onda …

BAIT-HEI Project Continues Developing Artificial Intelligence Tools for Higher Education

The international project BAIT-HEI (Brilliant Artificial Intelligence Toolkit – Higher Education Instructors), implemented by a consortium of nine European institutions (Škoda Auto University, Comenius University Bratislava, HTW Dresden, IHF, IDP, Internet …

GREEN TOUR Project Holds Its Official Kick-Off Meeting in Brussels

The partners of the GREEN TOUR – Green Skills for Sustainable Tourism – project gathered in Brussels on 17th November 2025 for the official Kick-Off Meeting, marking the formal launch of …

The ALL IN project, an Erasmus+ project focused on promoting inclusive communication and advancing language learning for inclusive narratives, proudly announces the outstanding results of its Work Package 3 (WP3), dedicated to gamification activities. WP3 aimed to develop and implement interactive and gamified learning activities as part of the ALL IN digital toolbox for inclusive communication. The initial scope of the WP3 has been expanded to add additional interactive elements such as card games, fill-in-the-blank exercises, extended bingo sessions and an awareness game.

The piloting phase of the toolbox, led by all partner organisations, far exceeded expectations. While the initial target was to engage 100 participants, the gamified activities attracted 188 learners across five countries, demonstrating strong interest and broad relevance of the approach. The distribution of participants was as follows: IT Solutions for All (Spain): 66 participants, Arrabal AID (Spain): 60 participants, Demostene (Italy): 16 participants, Circle (Poland): 18 participants, IHF (Brussels): 11 participants, Solution (France): 17 participants.

These impressive figures confirm the high appeal and accessibility of the gamification activities developed within WP3, reflecting their capacity to involve a wider audience than originally projected.

The target audience for WP3—including individuals, educators, and organisations—benefited significantly from an inclusive and accessible approach to learning and communication. Beyond individual learning outcomes, the WP3 activities generated a positive impact on societal inclusion by supporting accessible and motivational pathways for adult learners to deepen their skills and confidence.

You may find more information about the project and its ongoing activities here: https://www.allin-inclusion.eu/

Author

info@internetwebsolutions.es
Facebook
Twitter
YouTube
Instagram