The project titled “Innovative Creative Multiple Therapy Methods for Morbidities”, whose short name is NEWCRE has been prepared in cooperation with 5 countries from ES, NL, TR, FR, PT.

The expertise and experience of the project partners will provide high-quality learning opportunities for multimorbid individuals. Project interaction across Europe is planned. In the coming periods, the population over the age of 65 among the total population of the world will increase even more. This will require changing policies for the elderly and creating new political policies.

Due to the long process of this change, NGOs also have a big role to play with decision-makers. We will try to develop solutions for burnout syndromes of multimorbid individuals. Starting from our responsibilities as 6 institutions that set out with this awareness, those who are in a disadvantageous position against local, national and European dimensions and during the preparation of this project, three types of actions are planned to improve the quality of life of multimorbid patients over 65 years of age.

The disciplines that form the basis of our practice are grouped under the name of multiple therapies. In this context, the aim of the project;

Increasing the health costs and quality of life of elderly multimorbid individuals with alternative approaches to burnout syndromes.

  • To reduce the symptoms of depression in elderly individuals with multiple diseases and to provide positive thinking.
  • To ensure that the thoughts and feelings of elderly multimorbid individuals that cannot be expressed verbally are expressed by using appropriate materials and treated in this way.
  • Improving the physical health of elderly people with multiple diseases, reducing the frequency of seeing a doctor, reducing the use of drugs.
  • Multi-therapy process of elderly multimorbidity individuals and ultimately improving the general health status.
  • Instructors who will take part in the project will gain new competencies in multiple therapy and will improve their competencies by using new technologies.
  • Developing and strengthening innovative ways of applying and learning creative multiple therapy theory. In addition, it is aimed to provide the necessary skills and qualifications to provide quality service to the participants in this field.
  • To reduce the depression levels of elderly multimorbid individuals and to achieve a quality life with the innovative Creative.

The “DS4All” project develops over two years, during which the Partners will activate a virtuous circle of exchange, which will have as its primary focus the experimentation of innovative teaching methodologies integrated with digital tools, in an inclusive perspective; together with a reflection on didactic programming capable of “changing the rules of the game”, making distance learning agile and light, without giving up its important educational task.The “DS4All” project was born from the experience of digital distance learning required during the covid-19 pandemic, and tries to respond to the need to convey a critical use of a resource prescribed for a specific need, transforming it into a new opportunity for the entire context educational. At the basis of the project is the idea that thanks to the experience of people with Learning Disabilities we will be able to bridge the digital gap, which has grown over the years, in fact, even before distance learning, children were, in any case, present in our schools and young people who not only could have used the computer as a support tool for their study activities, but who specifically need it. When a student with specific difficulties is found in the classroom, the technological tool takes on the guise of a resource whose use arises from a special need and therefore cannot depend on the good will of the teacher, as well as during the pandemic, the use of digital it was an essential decision. But in both cases, what is evident is that without a critical, conscious and, let’s add, creative use of technology, without a strategic and methodological approach, the risk of ineffectiveness of the technological equipment is high, a consequence that often causes further frustration, malaise, lowering of motivation and self-esteem. From the design point of view, the added value that the training exchanges will bring is attributable to the possibility of experimenting, by didactic leaders, teachers, educators, didactic tutors, trainers and VET designers, new digital tools and methodologies to enhance teaching integrated for the benefit of its students, especially those with specific Learning Disorders or Special Educational Needs.The dialogical meeting between VET operators and experts in the digital sector will allow the VET staff to be updated on new strategies for an increasingly effective and inclusive teaching, which is able to profitably use the advantages offered by new technologies. The “DS4All” project develops over two years, during which the Partners will activate a virtuous circle of exchange, which will have as its primary focus the experimentation of innovative teaching methodologies integrated with digital tools, in an inclusive perspective; together with a reflection on didactic programming capable of “changing the rules of the game”, making distance learning agile and light, without giving up its important educational task.
Thanks to “DS4All” a real dialogic meeting will take place, a contamination between professionalism, needs and intentions: the consequence of this integration will consist in a shift of teaching teaching on more experiential and proactive ways, able to promote effectiveness beyond that students’ reflexivity in learning also thanks to the strengthening of their digital skills. The outcome of these exchanges will flow into:
• Benchmarking analysis about the use of distance learning in partner countries and the integration of compensatory software;
• “Webinar DS4All”, free webinars for direct target of the project;
• Report on the applicability of the “Flipped Classroom” in the VET field;
• Toolkit on didactical planning strategies in the VET field, able to integrate not only digital and IT resources but also a different temporal programming.
Thanks to the constant collaboration with Associations and public bodies that support families and students with learning disabilities or from vulnerable groups, the project partners will have the opportunity to enhance a more sensitive approach to these needs in the Vocational Training Centers involved, this will create a positive impact on openness to change, so that new learning can be drawn from it.

The greater impact will be at European/international level
*Through the development of a short training course for health professionals that addresses the difficulties of introducing evidence and clinical guidelines into routine daily practice that
are supposed to enhance provision of care. By providing a training curriculum that can facilitate the implementation of 3D medical library, 3D models, 3D printing and related
technologies in routine daily practice in healthcare settings addresses this skill shortage. This will result in:
– Service provision for the affected patients will be enhanced in the short & longer term.
– Since the training course will be brief, it will be economically viable to implement it on a broad scale across Europe and Internationally.
A number of dissemination and exploitation activities, tools and channels will be employed organically, that is, in a way in which their effectiveness is exploited to the greatest possible

1) Project branding at the beginning of the project, INERCIA DIGITAL together with the rest of the partners will develop the project’s distinctive visual identity. This includes the project’s
logo and the colour scheme to be used on the various dissemination tools (website, templates etc.)
2) Communication templates MS Word and Power Point templates will be developed for internal and external communication. These include a word template for the deliverables and
outputs, a letterhead for external communication, a power point for internal and external project presentations.
3) Project Website The project website will be a key dissemination channel, enabling wide dissemination of the results and information about the project. All public outputs resulting
from the project work will be made available on the website.Project results will be shared by publishing them by the partners and projects websites and on educational portals. With free distribution to educational sites, along with dissemination activities, academics, trainers, students from all over the country, all individuals related to the subject from our regions can find the benefits and use them in their works. Associated partners will support these activities.

The proposal aims to foster the use of 3D technology in the medical sector through the introduction of a 3D online library for diagnostic and training materials. In order to take full advantage of the valuable training resources represented by the medical images produced by hospitals, there’s need for easy and open access to them and
specific training is needed to maximize the use and the benefits of using these educational resources.
The main objectives of our project are:
1. To strengthen EU health professionals training and education by developing a powerful Open Educational Resource in the form of an online library (Al3xandria) that collects medical
images produced by the hospitals.
2. To support the initial and continuous professional development of teachers, trainers and mentors through development of a specific training course focused on using Ale3andria and
the 3DMM in health professionals teaching
3. To support students, health professionals and other learners to use the digital technologies, like 3D printing and virtual realityVR, in creative, collaborative and efficient ways by
providing them access to both 3DMM and training resources that allows them to gain the required skills and knowledge.
Most important results of the project:
– a 3D medical library – Al3xandria for the use of VET trainers at bachelor, master`s degree, research and continuous professional development levels;
-a Curriculum: 3D medical digital models in health professionals teaching;
-a VET training programme: 3D medical digital models in health professionals teaching;
-a VET training Methodological guidelines: 3D medical digital models in health professionals teaching for the use of trainers.
The project is directed at VET trainers/learners and health professionals. Another beneficiary of this project will be various stakeholders from the health sector, bio engineering, universities,
post secondary schools, other training providers who will be offered access to the virtual 3D images library, to learning materials methodologies and piloting report useful for improvement of
healthcare professions education and healthcare services through use of the project outputs.
The project methodology has been inspired by the following theories and approaches:
– Self directed learning
– Valorization of previous experiences and competences possessed by the partners
– Maximization of existing synergies
– Inclusion of technology in supporting learning
This project will produce materials for a European training course that will equip healthcare professionals from Europe with insights and practical skills that are needed to
implement new skills and resources in their daily routine practice in order to provide an enhanced provision of care and innovate up to date the healthcare field.
Computing technology has transformed the scope for nonformal and informal learning activities. In online learning environments, learners now have access to a range of learning resources supplemented by concrete artefacts such as visualisations and simulations that relate more closely to their real-world experience and by the rich social context afforded by networking. Digital learning has greater scope than ever before to be integrated with the learner’s everyday life. Its central challenge, as recognised in the UNESCO ICT Competency Framework for Teachers, is to make sense of the role of the teacher in contexts where learners have such freedom to be active and, in particular, how to direct and assess their

The principal objective of our project is to promote using approite educational tools as a new practice that promises to integrate and bring coherence to the dual perspectives on distance learning and on digital learning.And folowing aims are:
1-development of digital competences of teachers(information and data literacy, digital content creation, communication and collaboration, safety, and problem solving
2-provide teachers developing digital content via our LTTs and e-Learning courses.
3-provide teachers use appropriate technology tools for assessment/context creation/collaboration.
4-use effective strategies for teaching online and/or blended/hybrid learning environments.
5-use technology to differentiate instruction to meet diverse learning needs
6-To create our Digital Education policy in our institutions.

Our project is part of a bigger project – beyond the scope of Erasmus+, but aligned to one of the EUROPEAN COMMISSION DIGITAL STRATEGY motivating underlying objectives of making the best use of digital technologies to work in harmony with Member States.DigitALL Schools project reports reflects the views of students, teachers, principals and district administrators on digital learning tools. Including the perspectives of those most familiar with the impact of digital tools in schools can lend important clarity for those seeking to develop new and innovative ways to help teachers teach and help students learn. Our project will provide understanding current access to and availability of educational digital tools, criteria for selecting and purchasing digital learning tools, perceptions of the value and utility of digital learning tools,perceptions of the effectiveness of digital learning tools.

In this project, we have 4 foreseen project meetings are will be realized with 2 staff from partner organisations as
M1:Kick Off Meeting in Poland
M2:1st Intermediate Meeting in Slovenia
M3:2nd Intermediate Meeting in Hungary
M4:Final Meeting in Turkey
Furthermore, there are 2 foreseen continuous LTTs are to train participants on digital learning tools(Content creation, assessment, collaborative working tools)and industry 4.0 tools(Robotics,3D printing, VR&AR).The 1st TE is in Spain with 25 participants will be referred to as Education 4.0 Tools activities.The 2nd TE with same participants on Digital Learning Tools activities in Finland.

The trained teachers/staff will have involve in the E-Learning Platform (IO1)will consist of e-Learning courses about digital learning tools.It will be developed by OLEMISEN BALANSSIA. This platform will be used for K-12 teachers. This platform will offer e-learning courses, lesson plans, and interactive resources for the users.All the concept,outputs and the sample school/organisational Digital Learning Policies will be take place in the DigitALL Schools Guide(IO2) will be developed by INERCIA DIGITAL to assist teachers how to use digital leraning tools in school education with sample lesson plans.At the end DigitALL Schools Conference (E1)will be realized in Poland with 45 audiences from local and foreigner partners and stakeholders.The project guide will be delivered in Polish and English in the conference.

The project main training strategy is based on the Open Educational Resourcese (OERs) approach. All didactic materials and tools will be realized in digital format, available on line and licensed.We strongly believe that our project will have long-term benefits in all the partner schools involved as, since the beginning of this partnership,we intend to create a project which could enable all the participant schools to work together and create added value within all the innovative educational approaches learned,applied,shared and disseminated in the project.

Teachers and other beneficiaries will get hands-on experience on how to use innovative mobile apps and tools in the teaching and learning process.This project will obviously impact on the whole school and organisaitons,as participants will become more active and competent in using digital tools.The other innovative side of our project is enable all partners to have a digital learning policy and to realize this need and will point out this need to other institutions

THE AIM of the initiated project is to introduce and develop hybrid-simulation training, which is proven and widely used in higher education (especially in medical studies), in VET. It is medical studies that prove that this method of teaching can be successfully applied not only to soft skills but also to technical skills among students.

Thus, THE OBJECTIVES of the project (which also correspond to the IOs to be developed in this project) are: 1) to prepare a feasibility study on the application of hybrid-simulation training in VET, which would also identify areas for piloting this training method in VET;  2) to develop a VET teacher training program that will provide teachers with the skills to digitize and adapt the content of the teaching through hybrid-simulation training and the management of the hybrid-simulation training process; 3) carry out pilot adaptation/conversion of selected VET programs or modules for teaching using hybrid-simulation training method.

The results generated by this project will be used by the training institutions involved in the project – the project applicant and the partners. THE PROJECT IS AIMED DIRECTLY at teachers (30) and students (140) who will be trained in piloting curricula or modules (within the scope of the project) adapted.

The European Union is facing an epochal challenge represented by the Covid-19 pandemic. Many sectors are strongly hitted by this crises and education is certainly one of them. More and more users are now forced to use online classes or training, so the importance of recognizing the everyday threats to our security is now more important than ever. This topic is recognized as fundamental also by the European Commission that every year organize a European Cyber Security Month, of which website already includes some educational material and specific awareness campaigns as the “Get cyber skilled” on in 2018.

‘Creativity is not the finding of a thing, but the making something out of it after it is found.’-James Russell Lowell (1819-1891)
Upon Erasmus 2nd Call,Covid-19 ‘Partnerships For Creativity’ we, 6 partners- Sweden, Greece, Romania, Spain, Turkey came together to develop an educational partnership aiming to improve a shared vision on how IT can help making learning a reality for students and teachers based on cultural heritage. This new perspective developing IT skills and competences encourage creativity and boost quality, innovation and recognition of school work. During the Covid-19 pandemic across the EU, countries, regions and cities, we’re stretching out a helping hand to education, giving assistance through cultural heritage. As cultural heritage shapes identities, offers a solid basis of ideas and values, people realise the need to keep the past and pass it on to future generations in the form of stories, objects, cuisine or traditions. Our partnership is such a creativity that ties past, present and future. We underline the importance of cultural heritage teaching as it shapes identities for next generations. In an effort to find proper procedures to teach cultural heritage, we applied surveys to school community. As a result it was noted that the best way is ‘Museum Learning’. Museums offer students different educational models, providing the opportunity to evaluate the knowledge they acquire at school from a different perspective. As the focus of many lifelong learning initiatives is on IT, it provides an additional opportunity for Museums and galleries to fully commit themselves to the learning enterprise. Αt the dawn οf the recovery plan ( Covid-19) we turn the immense challenge, face into the opportunity not only by supporting the recovery but also by investing in our teachers and students future: the digitilisation of cultural heritage will boost growth, the resilience of our societies and the lifelong learning of the participants. During our project,digital technology will have a vital role in reaching the connected audience, in a way that will support the generation and representation of knowledge in,by and for diverse communities.We’ll use this practice to reach and engage with all target groups.As our virtual museums will throw open its digital doors to a wider audience, give to virtual visitors a behind-the-scenes look at its artworks and the stories surrounding the artworks in its collections. This digital transformation will take many forms, from enabling museum visitors to use smartphones or tablets to enhance their experience,engage with people before or after their visits via online channels.This practice is an innovative big hit that would seem incredible to previous generations.
Our project is transnationally and innovative because it is based on open and innovative practices in a digital era, promoting the acquisition of skills and competences,raise awareness and appreciation of heritage, values and culture to strengthen the common sense of European identity.As our ambition lives up to the challenges we are all facing, we quest to ensure an effective response,which will reach out to our project partners and everybody in the EU in general. Our partnership will support the development of new pedagogical approaches and in particular e-learning tools and on line collaborative platforms where pupils and teachers will be able to learn, teach and co-create content of courses.
-understand the notion of culture by identifying own cultural heritage, enhancing adaptability to diverse cultures
-understand the significance and recognize the contribution of cultural heritage in our life
-use open and innovate teaching-learning evaluation process in a digital era
-improve teachers’ practices and create new pedagogical materials
-encourage lifelong learning,critical thinking and creativity in all project activities through cross-curricula -support achievements to be taught in curriculum with activities related to objects in museums
-give students,teachers and participants the opportunity join actively in project activities for both genders equally and improve language skills
-practice in the use of portable learning and IT improve management competences and internationalization strategies
-create throughout the multicultural experience a more modern, dynamic and professional environment
-provide students, teachers and participants with the opportunity to research and work with primary sources through the objects in museums
-increase awareness of European values and European citizenship
-develop digital competencies of teachers, students, parents and educational institutions for free educational resources
Target groups:students,teachers,schools,institutions and their administrations,parents,local authorites, members of museum and digital company in our project.
Intellectual Outputs:Mobile Museum,Museum Learning with MOOC
Final products: Website, e-books with QR codes, Virtual Museum

The digital world has covered every aspect of our life. Especially after the COVID-19 pandemic spread all over the world, people had to carry out all communication and business online more than ever before. Growing with the digital world, digital marketing has a significant place because more consumers are becoming online every day.

In order to succeed in digital marketing, individuals/enterprises need to recognize the importance of using the digital security of marketing as well as using various digital marketing channels. Conventional marketing methods can no longer reach people as much as digital marketing. Among people who will use the digital marketing methods to sell the goods or services, maybe the most vulnerable ones are the farmers, agripreneurs.

Because the agricultural community is very weak in digital skills and accordingly in digital marketing; they are so defenceless to the digital threats like pishing, e-commerce fraud etc.; digital safety & security is vital for farmers-agripreneurs who will use online tools to sell the goods/services. Therefore, improving the digital skills of farmers, producers, peasants i.e. agripreneurs through ‘Safe Digital Agri Marketing’ skills is inevitable, and priority is given to increase the digital marketing skills of farmers including safety & security.