Our project

The project aims to create a “space on the European Union” suitable for new generations with a series of interactive recreational-cultural-educational tools and activities in Europe with the direct active involvement of school students, encouraging intergenerational dialogue and the sense of active European citizenship using innovative gamification and digital products.

This will allow to develop a better quality of work which, today, in the school sector is developed in relation to European citizenship because the project will generate the right tools to work with young people and will provide teachers with “a new way to explain Europe and its values “through “serious games” able to involve the students and make them learn by actively participating and having fun.


The reasons behind the project proposal are obviously very connected with the current situation of knowledge and mistrust that especially young people but also adults have towards institutions and in particular towards those that feel “less close” from the territorial point of view, especially in a period, like the current one, in which:

  • there are few job opportunities, especially in the South,
  • nationalist pressures increase throughout Europe,
  • the economic crisis seems to have resumed,
  • European rules are perceived a bit by everyone as perhaps too restrictive.


The goal of the project is to make everyone understand that we need to believe more in our current European institutions by investing in greater active participation in the social and political context: but this is possible only if you can excite people and make them live on the feeling of being a European citizen.

This will also be a way to push people to go and exercise their right to vote with more awareness, for which the European Commission invested heavily in all countries in 2019 (election year of the new European Parliament) with the campaign #thistimeIvote. The project, therefore, following this trail of information/training will push future generations of voters even after 2019 to believe more in European institutions.

The fundamental objective of the project is therefore to communicate the European Union and its institutions in a form that is at the same time simple, modern, innovative, immediate and aware.

Intellectual Outputs

1) The Animated Story of European Union

leading organisation: EURO-NET (ITALY), Co-leader: AIJU (Spain) and MPIRMPAKOS D. & SIA O.E (Greece)

The intellectual product involves the creation of a mixed path between cartoon and live theatrical stage in which with the help of animations and some operators specifically formats. The realization of a live representation is planned, partly made with cartoons and partly theatricalized by the facilitators / trainers, who will intervene on the cartoon animated to add interactive moments for students to participate in in the audience.

In fact, the intellectual product foresees a reconstruction of EU history in which between one part of the cartoon and the other the trainers who will play specific roles will call the young people of the audience to become protagonists of European history by involving them as “involuntary actors”: young students will be called to become historical characters.

2) Europe Hunt

leading organisation: AIJU (SPAIN),
Co-leader: EURO-NET (Italy), CCSDE (Ireland) e DAMASISTEM (Turkey)

The intellectual product involves the creation of a team game in which an obstacle course will be created, such as a “gymnastics” with time trials to overcome for achieving the ultimate goal of the treasure hunt which will be to discover as much as possible on the European continent. The game will focus on the elements that characterize the geographic-political morphology of Europe: young people will not only have to remember the various geographical locations of nations, but also, once all the pieces of the map have been united, go and place further other traditional elements, typical and characteristic of each reality (paella in Spain; the mandolin in Italy; the kilt in Scotland, etc.).

3) Who is who?

leading organisation: CCSDE (IRELAND),
Co-leader: DAMASISTEM (Turkey) and EURO-NET (Italy)

The intellectual product involves the creation of an interactive game in which a European character and his role must be identified. In a sense, a virtual simulation of the life of the European parliamentarian and other supranational bodies will be created in order to raise their awareness to try to make young people more active participation in the life of institutions. The game will be a kind of interactive manual that will allow you to understand parliamentary action to entice you to believe more in positive action than Parliament supranational it carries out in favor of the various Member States: in this way the values, roles and activities that the European Parliament develops will also be identified and promoted.

4) EuroQuiz

leading organisation: Damasistem (Turkey), Co-leader: CCSDE (Ireland)

The intellectual product involves the creation of a multiple choice quiz game, of which only one is correct, on European issues with a timed competition in which participants will have to use their smartphones to be able to answer correctly in the shortest possible time. The questions will be asked, in random mode, to the different teams (yellow, red, green, blue) by a small animated mascot who will also show them the possible answers. The teams fighting on time will have to respond trying to score the best possible score for their team. The goal is to learn as much as possible about Europe in relation to rights, duties, currency, values and hot topics.

5) Discover the Founding Values

leading organisation: CCSDE, Co-leader: DAMASISTEM (Turkey)

The intellectual product involves the creation of a team game in which the goal will be to guess a secret phrase or word on the supranational values that a player will have to suggest to his teammates by drawing something on an interactive monitor without ever pronouncing any word.
The game requires each team (blue, red, yellow, green) to have a marker on an online board where the valid answers obtained will be indicated.

6) I'm also an European Deputy

leading organisation: EURO-NET,
Co-leader: AIJU (Spain) and MPIRMPAKOS D. & SIA O.E (Greece)

The intellectual product involves the creation of a game that involves the development of simulations of the life of the European Parliament in order to raise awareness of active participation and debate on supranational issues of greatest interest to young people through workshops based on Compass and EC and COE training kit. The knowledge acquired in IO3 (Who is who?) Will now allow us to organize real simulations.

7) Recreational-Training Paths

leading organisation: MPIRMPAKOS D. & SIA O.E (Greece),
Co-leader: EURO-NET (Italy)

The intellectual product involves the creation of a manual with the rules of the path, the techniques and methodologies to be adopted in order to be able to fully implement it. The manual is a guide to the use of all the intellectual outputs created in order to help operators to better and competently use the tools created and to obtain the best possible result in implementing the playfuldidactic paths created in the project.



Italy – coordinator






Italy – school

Sredno opstinsko uciliste Pero Nakov

Republic of North Macedonia – school

Colegiul Economic "Ion Ghica" Braila

Romania – school

Agrupamento de Escolas de Penalva do Castelo

Portugal – school

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