Erasmus+ K2 – EN

KA2 ADULTS “EUrbanities”


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Scenario Booklet Eurbanities – Our Neighborhoods Heroes

Among the main challenges European cities are facing today, new patterns of social and spatial inequality are among the most pressing. Furthermore, the impacts of exclusion, displacement, gentrification and other processes associated with urban change are most visible at the neighbourhood level.

The main purpose of the present project is to help empower citizens to more effectively influence local development processes that directly impact on their environments.

All over Europe, citizen participation is often hindered by a lack of information, a lack of communication and cooperation between affected stakeholders as well as limited access to knowledge of the options available for voicing local interests. Citizens and stakeholders therefore require tools that can help them overcome barriers to participation.

Our project involves the creation of a game based tool simulating neighbourhood participation to be used in training and teaching activities targeted at empowerment of citizens.

The main target group of EUrbanities project is therefore composed by trainers and teachers who are actively working in different fields of education, related to empowerment of citizens and citizen participation: trainings of people working “on the field” as social workers, local development agents, etc; trainings in adult education or for youth for active citizenship.

In order to achieve this main product EUrbanities project will follow a three years long project cycle organised in three main phases:

1. construction of the knowledge: experience evaluations on neighborhood level development programs

2. creation of the game tool: identification of scenarios of participation and the creation of an interactive online game facilitating the simulation of these scenarios

3. promotion and sustainability of the game tool: development of a list of pedagogical recommendations and of a Product Dissemination Plan.

Along these three main phases, the main outcomes of the project will be as follows:

1. An ebook and a printed booklet presenting the experience evaluations and the methods used

2. An ebook and a printed booklet presenting the identified scenarios of citizen participation and the methods of simulation games

3. An online game tool facilitating the simulation of participation in training

4. A list of pedagogical recommendations for the use of the game tool in trainings and teaching

5. A Product Dissemination Plan identifying the activities needed for the sustainable extension of the use of the tool EUrbanities will be built around different types of interactive transnational meetings and training sessions: transnational meetings for the presentation and exchange of experience evaluations, transnational meetings for the practical simulation of scenarios of citizen participation, two training courses and transnational meetings for the experimentation of the tool. The project will be closed by a large multiplier event.

Teaching and learning activities will be continuously present in the project via non formal and formal training.

The lead partners’ consortium will engage 7 members. As a common background, they are all engaged in urban and social issues, with a particular focus on questions of locality, civil participation, social aspects of urban development.

However, the consortium’s various approaches, activities and organizational forms reflect different remits and approaches:

1.institutional (basic) research (higher education);

2.locally embedded action research (vocational, primary and secondary education);

3.intercultural dialogue activities and trainings (non-formal and adult education) as well as further special focuses on e-media, web development and game producing.

The project lead partner is Comparative Research Network (Germany) who has a sound experience in multidisciplinary research as well as in the organisation of international workshops and trainings in intercultural dialogue, digital storytelling, action research on bordering processes. The partners are: Association for Urban Transition (Romania), Euro-Net (Italy), Institute of Urban Development (Poland), Mine Vaganti NGO (Italy), Regional Research Institute (Hungary) and UrbanisTimo (Finland).

EUrbanities will have a direct impact on approximately 4000 people including participants of meetings and trainings, visitors of the project web site and the project’s sites on the social media, readers of articles on the project and of course those who consult the project’s results.

As the main indirect effect played by the project is on urban neighbourhoods where local development projects take place (or will take place), we may presume that the indirect impact of the project have long-term relevance for a large section of the EU’s population.

The sustainability of the project’s results and the extension of its use on further stakeholders in other countries is at the core of the dissemination plan of the project. The Product Dissemination Plan will identify the main actions needed for the extension and sustainability of the game tool and all stakeholders will be invited to sign it and to commit themselves in some of the identified actions.

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The main objective of the WEEELABS project was the creation of a strategic partnership between organizations with experience in the social field, for working and learning together exploring new opportunities for employability of youth in a situation or at serious risk of exclusion, through:

● the development of a non-formal education methodology adapted from technological innovation contexts (FabLab – Fabrication Laboratories) and based on the principle of “learning by doing” to provide these youngsters with socio-occupational / pre-employment skills.

● the analysis of the reuse of electrical waste and electronic equipment as a niche for generating social enterprises or social intra-entrepreneurial initiatives in organizations committed to finding solutions to difficulties of youth at risk of social exclusion.

Therefore the targeted group was formed by the following profile: young people with diverse circumstances that share specific elements of their territory and local context, such as expectations and difficulties in integrating into the social and productive system, but with common educational and integration needs. To facilitate their social integration and incorporation in the labour market, the project partners have identified the recovery and recycling of electrical waste and electronic equipment (WEEEs) as an opportunity for the labour incorporation and social integration of these young people, in line with the European Directive on Waste Electrical and Electronic Equipment.

This is an opportunity of employability that could be realized with the creation of new social enterprises or / and intra-entrepreneurial projects in organizations. In this sense, WEEELABS will explore a new way of non-formal education processes, tailored and specifically oriented at our targeted group of young people in situation or at serious risk of exclusion, both to serve as specific training in handling, recycling and recovery of waste electrical and electronic equipment -not yet reflected in formal education system- and the development of core basic skills (spoken language, reading comprehension and calculation) and transversal skills (problem solving, teamwork, organization of work, creative thinking and follow-up instructions …).

That new way is the validation of the WeeeLabs as an adapted FabLab model.

These Fabrication Laboratories were promoted by the Massachusetts Institute Technology (MIT) as workshops / learning communities in digital design and manufacturing scale for personal or local use (usually with 3D printing technologies, precision laser cutters and moulding and milling tools).


Final video of the WEELABS project.

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KA2 Youth “Fit2Fit”


Mine Vaganti NGO is official partner of the K2 Youth “Fit2Fit” which involves NGOs from Portugal, Croatia and Italy. The project is coordinated by the Portuguese organization IUNA.

The Fit2Fit project will run from February 2015 to December 2016. The project is complex, but, at the same time ambitious, as it aims to study and survey good practices for social inclusion through sport at a national and international level.

The title of the campaign is a play on the word “FIT” which in English has two different meanings. In this context it conveys two messages:

1) the idea of being physically in form and “fit”.

2) the idea of being included and part of society. In this case, the underlying idea that is through sport it is possible “fit in” or include young people in society.

In this way, it is intended to focus in the areas of creating soft skills, youth employment, social entrepreneurship, innovation, training, network interconnection, healthy behaviors, inter-relational dialogue, inclusion or social action, among others.

Project objectives:

Sport promotion as a vehicle for professional and personal growth, and civic participation of university students through their qualifications to draw up social entrepreneurship projects;

-Theoretical and practical training of 30 young volunteers (young people with fewer opportunities) in each participating country. They are those who will perform all sport actions to promote this project: 9 Seminars (100 training hours), 270 people;

-Carry through 9 Fit2Fit seminars in 9 higher education institutions (5 in Portugal, 2 in Croatia and 2 in Italy);

-Elaboration and spreading of a handbook of Good Practices.

The projects design will allow to involve about 3.000 young people with fewer opportunities. The monitoring of this project will be done through the Fit2Fit Platform, a webpage where it will be possible to find all the information regarding the project, including technical information, and information about the participants, the partners, public and private researchers.

The final stage consists in the dissemination of the results, through two major events:

Education through Sport Days (3rd edition) and Inclusion through Sport Congress (4th edition). Draw up a handbook of good practices is the last step. This manual will summarize the entire project, contain the ID good practices projects created in the course of Fit2Fit campaign, and the evaluation and dissemination of the final results.

This project relies on national partners, such as the National Plan of Ethics in Sport, Coimbra Education School, Coimbra Nursing School, but also European partners, such as Mine Vaganti (Italy) and Riječki Sportski Savez (Croatia). It is funded by the Erasmus + Programme, under Key Action 2: in particular through the application supported in action 2: Strategic Partnerships.


  • IUNA ASSOCIATION – Project promoter and coordinator
  • NATIONAL PLAN OF ETHICS IN SPORT – Government partner
  • COIMBRA EDUCATION SCHOOL – Academic partner
  • COIMBRA NURSING SCHOOL – Academic Partner
  • MINE VAGANTI (Italy) – European partner
  • RIJEČKI SPORTSKI SAVEZ (Croatia) – European partner

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