Remembering ALL DIGITAL Summit 2019 in Bologna – see why it is worth attending and check the next Summit’s date and place!
On 10-11 October, over 170 representatives of organisations and networks, working in the field of digital inclusion and empowerment, gathered in Bologna for the XXII ALL DIGITAL Summit. The event was organised by pan-European association ALL DIGITAL, striving to enhance digital skills across Europe, and was co-hosted by our Italian members ART-ER, Lai-Momo, Open Group in collaboration with Emilia-Romagna Digital Agenda and supported by Golinelli Foundation.
ALL DIGITAL Summit 2019 tackled two distinctive but equally important themes for our network. Basic digital skills for everyone have always been at the core of our work ever since the digital inclusion leaders met more than 10 years ago to establish a European network. STEAM skills are, on the other hand, a newer topic on the advanced side of the skills spectrum with increasing importance where digital competence centres have a key role to play.
The Summit offered a variety of workshops, discussion groups, plenary sessions around those topics, and specifically highlighted the experience of three big projects: La Carovana STEM, Coding for Inclusion, and Digital Competences Development System.
We invite you to explore this website, see the Programme with links to presentations and blogs about sessions, meet the speakers, and read the blogs (just scroll down this page or use the links below) to learn more about the local partners and the projects:
- About the Summit
- Live Streaming of plenary sessions on Day 1
- Live Streaming of plenary sessions on Day 2
- Welcome to Bologna and Emilia Romagna – from Dimitri Tartari, Head of Digital Agenda, Emilia-Romagna Region
- Meet the Summit 2019 host – ART-ER
- Welcome from Open Group
- Greetings from Lai-momo
- Pane e Internet for Emilia Romagna
- La Carovana STEM project fights gender gap in digital education
- Learn about Discussion Groups at ALL DIGITAL Summit
- Learn about ‘How to…’ Workshops at ALL DIGITAL Summit
- Learn about Project Lightning Talks
- Read about the ALL DIGITAL Awards Ceremony and meet finalists and winners
On the evening of 10 October 2019, participants of the ALL DIGITAL Summit celebrated the finalists of ALL DIGITAL Awards. The ceremony was held in in the centre of Bologna, Italy, in an ancient church dating back to 1500s, which was transformed into an event location ‘Sympo’.
The Ceremony was hosted by ALL DIGITAL Chief Operating Officer Peter Palvolgyi and Communication Manager Ekaterina Clifford.
The Awards Competition recognises the achievements of individuals and organisations across Europe that enable people to exploit the benefits and opportunities created by digital transformation. In 2019 the entries were submitted in three categories:
- Best Digital Resource
- Best Digital Changemaker
- Best e-Facilitator
The forth category is coming from the flagship pan-European campaign ALL DIGITAL Week recognizing the three Best Events run during the campaign.
Many thanks to all the nominators who have shared the stories of e-facilitators and changemakers and also shared the digital resources they have created or found useful in their work.
ALL DIGITAL WEEK BEST EVENTS
Every year in March, ALL DIGITAL runs the pan-European campaign ALL DIGITAL Week to promote digital inclusion and empowerment. This year, 2,500 organisations in 31 countries joined the 10th edition to offer over 3,600 training and awareness raising events to 130,000 participants. A lot of the events were presented on the interactive map, and out of all of them the jury selected ten finalists and then three winners. The three winners were invited to participate in the Summit and the Awards Ceremony.
The ALL DIGITAL Week best events winners were presented by the campaign manager Ekaterina Clifford and awarded to:
- Web 2.0 Tools in Classroom Teaching organised and represeted by Biljana Popovic from Elementary School Knez Sima Marković, Barajevo, Serbia
- Web VR-Jam Hackathon organised by IT4Youth Centre of Togliatti State University, Russia, represented by Olga Mikheeva
- All Digital Challenge #RetoAllDigital run by AUPEX, Spain) and represented by Gema Parrado, Evangelina Sánchez, and Antonio Román
BEST DIGITAL RESOURCE
Achilles Kameas, Chair of the ALL DIGITAL Board, awarded the certificates to finalists:
- ‘Epilietis.eu online lessons’, Lithuania (Association “Langas į ateitį”) represented by Loreta Krizinauskiene, Managing Director of Langas į ateitį
- ‘Guidelines Digital Competences for Elderly People, Germany (Telefónica Deutschland, Stiftung Digitale Chancen) represented by Stephan Seiffert, project manager at SDC
- ‘BecaMOS’, Spain (Esplai Foundation, Red Conecta) represented by Guillem Porres, project manager at Esplai
BEST DIGITAL CHANGEMAKER
Best Digital Changemaker category was presented by Dimitri Tartari, Regional Digital Agenda Manager for Emilia-Romagna Region. The finalists in this category are:
- Kristi Kivilo, former CEO of Vaata Maailma (Look at World) Foundation; now ICT skills coordinator at Estonian Ministry of Economic Affairs and Communications, Tallinn, Estonia
- Isidre Bermudez, Project manager at Esplai Foundation, Barcelona, Spain
- John Munn, Founder at Global Digital Week, London, UK
Isidre Bermudez from Fundación Esplai was awarded as the Best Digital Changemaker 2019. Isidre said words of gratitude thanking all the co-workers and people who supported him to achieve this prize during 20 years of his work at Esplai in the digital inclusion field.
This category is usually the most exciting, as e-facilitators are the ones working every day with people in centres. The finalists are:
- Dace Bergmane from Ventspils, Latvia
- Youssef Laakel from Brussels, Belgium
- Pascale Hoelebrandt from Gent, Belgium
The winner was defined by both the jury and public votes combined. This year there was a tie, so two out of the three finalists became winners – Dace Bergmane and Youssef Laakel received the trophies of Best e-facilitators 2019.
The winners Dace and Youssef were surprised with some videos that their co-workers and community had created for them in order to acknowledge their hard work and dedication. The videos moved all the attendees, and some tears were seen in the crowd.
We are pleased that our finalists and winners are coming not only from the ALL DIGITAL network, but also outside of it, and we hope more and more people will learn about the awards and nominate their projects and colleagues next year.
CONGRATULATIONS to all finalists and winners! We wish you all every success!
Following the requests from previous summits’ participants, this year, we are going to have Project Lightning Talks on both days of the Summit!
Each presenter has five minutes to answer the same questions:
- What is the project about?
- What social impact has the project made?
- Lessons learned – what would you change, if you had to start over?
- Lessons learned – what would you keep the same?
- How can the Summit participants benefit from your project or your learning?
Lightning talks will be followed by brief questions from the audience, so we encourage all delegates to learn about the projects beforehand.
DAY 1: STEAM and Coding for Inclusion
1. Code City
Sara Van Damme, Digipolis Gent, Belgium
Code is everywhere, and coding and programming are the skills of the future. With Code City Digipolis wants to build that future now, through playful coding lessons for pupils, and fun additional training for their teachers.
A large team of coaches visit the local primary schools in Ghent, Belgium to teach children between 9 and 12 how to code. These coaches are enthusiastic role-models, volunteers from different ICT-companies and organizations, who strongly believe in Code City. They want to give each child the chance to be prepared for the digital future.
On top of that, all teachers involved receive free training focussed on STEAM – Science, Technology, Engineering, Art and Mathematics – and coding. New ALL DIGITAL member Educentrum is our partner for this train-the-trainer. The training allows the teachers to continue working on these themes, even after the Code City coaches are long gone. As such, Code city is not a one-off event, it is the start of a digital journey.
2. Makers in Školjić – Spring STEM camp
Ivan Mušanović, CTC Rijeka, Croatia
If one wants to make STEM interesting to youngsters, it is necessary to think like they do. Forget about boring projects, lot of theory, little practice, and start thinking in the terms of hands-on approach on fun projects youngsters can play with afterwards. “Makers on Školjić” is our attempt to do just that, and it has succesfully been going for two years now.
When thinking about how to do this project several things were recognized as vital to project’s success:
- Participants need to do everything themselves, and mentors are just here for consultation
- The projects must be fun and offer a chance for creative expression (games, prank machines, art pieces, etc.)
- Youngsters need to have free time for playing together and building team spirit
- Access to modern technologies
Having this in mind, accompanied with appropriate equipment and professional staff, yougsters had the chance to enjoy learning, thinking, problem solving, making and creating great experience. The project will be continuing in the future, and our hope is that it will scale up.
3. Open ICT Education for youth employability
Besjana Hysa, Albanian Institute of Science, Albania
Open ICT education for youth employability is a cross-border EU-financed project, implemented by Open Data Kosovo in partnership with Albanian Institute of Science during 2018 – 2020.
The overall objective of the project is to foster youth employability by providing an open access to critical ICT knowledge and skills and by strengthening cross-border cooperation between specialized learning centres. The project targets the importance of the acquisition of high-value ICT skills by young people in the target region and the importance of making this knowledge accessible to everyone by removing barriers to entry in ever more professional and educational fields. “Open ICT education for youth employability” created the first online, independent learning platform in the Albanian language.
- 500 Participants
- 3 Online ICT courses in the Albanian language
- 7 Specialized learning centers benefiting from the action
Theodor Panagiotakopoulos, DAISSY Group of Hellenic Open University, Greece
UMI-Sci-Ed (Exploiting Ubiquitous Computing, Mobile Computing and the Internet of Things to promote Science Education) is a Horizon 2020 project, which aims at enhancing the attractiveness of science education and careers for young people (14-16 year-olds) via the use of latest technologies. We put Ubiquitous and Mobile Computing and the Internet of Things (UMI) into practice towards enhancing the level of STEM education. At the same time, we are increasing the attractiveness of pursuing a career in domains pervaded by UMI for these youths.
DAY 2: Basic Digital Skills
Andrea Raneletti, E.RI.FO.-Ente Di Ricerca e Formazione, Italy
Low competences go in pair with poor job opportunities: this is the core concept at the basis of ASK4JOB, a project that aims at providing new instruments and strategies for fostering the creation of new job opportunities for low-skilled long term unemployed adults. Users will be supported in self-assessing their digital skills online and to start a course that will provide them with a new set of competences and the cognitive skills that will help them to find new career opportunities. Thanks to a wide transnational partnership (11 partners coming from 9 countries), the ASK4JOB kit will address both public and private employment agencies as well as education providers for adults from all over Europe, allowing them to incorporate the Kit within their upskilling pathways of adults’ competences.
2. Digital Skills for Seniors (ICT Skills 4 All and ICT 4 the Elderly)
In this lightning talk two projects will be presented together. Both ICT Skills for All and ICT 4 the Elderly projects address older adults aged 55+ who lack digital skills. The former targets adults with minimal or no engagement with digital technology, and the latter focuses more on those who already have some digital skills with the aim to upskill these competences.
Both projects foresee the development of a face-to-face support phase and of an online learning space. However, the ICT 4 the Elderly project, instead of creating an online platform, will make all the materials available on a wiki to ensure that participants see value in internet use.
The ICTSkills4All project’s main characteristic is to test which is the best methodology between the inter-generational approach and the peer-to-peer approach. At the same time, the project puts in place a user experience and co-creation process for the learning platform. The end users have been involved throughout the development of the platform through usability tests and focus groups.
The distinctive feature of the ICT 4 the Elderly project is the role of the ambassador. 24 people will be selected through a call for applicants to be ambassadors of the project and to take part in the two piloting trainings in Malta and Berlin.
3. Digital Skills for People with Disabilities
Gloria Tinazzi, Simone Benazzi, Open Group, Italy
SLOW PRODUCTION® is the «brand» of Open Group that transversely qualifies all centres for persons with disabilities. It promotes and implements projects in which people with disabilities are an active part of the community; innovative activities and projects about the development of self advocacy and autonomy of people with disabilities.
The disability sector, carrying forward a process of social inclusion, promotes a correct and conscious use of new digital tools. In order to foster the process of social inclusion , we encourage a proper use of new devices (sensors, accessible keyboards, , touchscreens , tablet, smartphone) in collaboration with the families. Communication and exchange between day-care centres and families is encouraged. For this purpose, we’ve started from the operators training: a digital coach in every service.
Training, experimentation, along with the use of these technologies allowed us to see the fully potential of digital devices, for guests of the centres and for operators as well. This new communication method is focused on needs, resources and interested of the single person, which means that the educational intervention is personalised by means of digital technologies.
4. Digital SkillShift
Ian Clifford, ALL DIGITAL, Belgium
Digital Skillshift is a two-year project project to reskill and upskill 150 unemployed citizens facing the challenges of the digital transformation in their professional career, people affected by digital disruption. The project is funded by JP Morgan and run in partnership with Simplon.co in France, Stiftung Digitale Chancen in Germany and Fondazione Patrizio Paoletti in Italy.
Digital SkillShift project addresses mainly short-term unemployed (below 12 months), low-skilled adults within an age group of 20 to 40 years olds with minimum high-school graduate eduation level and with basic level of digital skills.
The project has carried out context analysis and is building a curriculum based on digital job roles. Piloting will follow soon, and you can get involved in ALL DIGITAL Week next year.
This year, group discussions will be held on both days of the Summit. On Day 1, one group discussion will run in parallel with the “How to…” workshops and will focus on different ways of assessing the impact of STEAM and coding activities on young people. Day 2 will offer three group discussions on moving digital skills training from PCs to mobile devices, new digital competence areas to be certified and IT skills that young people need for the labour market.
Group discussions are designed as interactive sessions, where, following an expert’s intro into the topic, participants actively contribute and discuss pressing issues according to a predefined set of questions/rules. Group discussions give every participant the space to share and contribute to conclusions, recommendations and/or mapping of experiences and solutions on a given topic.
1. Assessing the impact of coding and STEM educational initiatives
There are many activities dedicated to empowering different groups (from youngsters to elderly) with digital competencies. Given the wide range of activities and objectives, a considerable effort should be dedicated to the assessment and evaluation. Different activities and objectives require suitable assessment methodologies.
The objective of this session is to share and discuss various assessment strategies. This can help to identify common and specific features and develop common frameworks and tools which can be applied to a range of different activities. Participants will have the unique chance to hear about the assessment methodologies used in the Codinc and UMI-Sci-Ed projects, as well as about the broader experience of the expert speakers. Based on this, a discussion will be facilitated on how to make a clear plan for assessment from the beginning, set measurable indicators, and presenting results to different stakeholders to convince them (to fund the activity, or enroll in it).
1. Mobile devices: the key to digital inclusion
Up until recently, mobile was considered a consumer technology. Now it’s going beyond that – people are increasingly using an array of mobile applications to get their job done. Business processes, customer interactions, just how businesses work is moving to mobile. We are seeing an explosion of applications and content for the workplace which end up on the smartphones and tablets.
In this context, new concepts have emerged such as learning agility that refers to our ability to learn in new situations, with new instruments and resources, quickly and, above all, in an applied way. Mobile learning is part of this. During this session, we will talk about this phenomenon and evaluate some m-learning strategies. We will discuss some projects and opportunities for using mobile devices in the framework of adult education. Participants will be invited to share their experience and the issues they face and create a database of learning-teaching experiences.
2. ICT Skills for Employment: Identifying the digital skills required for ICT jobs
The aim of this session is to discuss, which digital skills young people need to work in highly/medium digitized employment sectors and how ICT training can foster their inclusion in the labour market. But even if the topic sounds familiar, don’t be too quick to skip to the next session, because the organisers have planned a very interesting and interactive way to get the participants involved – through a role-playing game. So, prepare to put yourselves in the shoes of employers, training providers and young people and discussed together how to improve IT trainings to facilitate young people’s transition into the labour market. You will also have the chance to hear from the kitchen of the project Direction Employment, which develops an innovative and experimental educational model to prepar young people from marginalized groups for structural labour market changes and digital transition.
3. New areas of digital competence certification – new ICDL structure and Ikanos certification system
In this workshop, participants will hear about and discuss new areas of digital competence certification. The session will focus on digital competence certification for non-IT professionals beyond the traditional understanding of working with files and folders, using office suites, and safe computer use. The new areas include ‘good practice’ skills like data protection and information literacy, as well as career-specific skillsets like financial spreadsheets and data analytics. Participants will have the chance to propose ‘new digital skills areas’ and discuss with experts from ICDL and Ikanos project. They will also get a peek into the new ICDL programme, specifically the new modules focusing on the Data Protection, Information Literacy, Data Analytics, and Financial Spreadsheets. They will discuss the rationale and context for the development of these modules, and also see from behind the screen the module development process used in ICDL Foundation.
This year “How to…” workshops will be conducted on both days of the Summit and will be run in parallel with discussion groups. On Day 1, four parallel workshops will showcase different methods and programmes in the STE(A)M field – from STE(A)M activities in kindergartens through STE(A)M summer camps for high school students to coding for inclusion and learning experiences combining art and technology. Day 2 will offer two workshops on innovative ways to address basic digital literacy using open source software and a comprehensive blended system for teaching digital competences.
“How to…” workshops are designed to give delegates a practical understanding of how to carry out a particular activity. They are hands-on short trainings with practical exercises. Our moderators have experience that could help delegates to understand the pitfalls, practicalities and lessons learned. Workshop leaders will produce a simple ‘guide’ to the subject that will be available to delegates during the session and online on our community networking Unite-IT platform after the event.
Camps are a well-known activity enjoyed by students of all ages, and if planned and organised well, they hold significant potential to render a subject matter interesting and exciting, and to engage learners through out-of-classroom hands-on activities. STEAM summer camps aim to promote STEAM education and digital skills among 12-16 years old students and to contrast the gender gap and the confidence gap in STEAM.
During this workshop, participants will learn the basics of how to organise a STEAM summer camp. They will discuss how to engage institutional stakeholders such as national and regional educational authorities. Hands-on tips and examples will be given from the experience in Emilia-Romagna regarding timing, organization and logistics. Participants will learn what a day at a STEAM summer camp looks like, get examples of a daily schedule and in- and out-door educational activities on 3D modelling, Lego robots, art/music and technology, drones, web radios, social media, etc. Resources needed and possible funding opportunities will also be discussed.
This workshop is supported by La Carovana STEM project.
No specific technical equipment needed for participation.
Generative Art is a fascinating gateway for STEAM activities. Already in the 1950s, some computer scientists had perceived the expressive and procedural potential of computers for image generation. Computer code became, for the first time in the history of visual art, the genotype of the artefact, the equivalent of the score in music. Computer code also offered peculiar functions such as randomization or the possibility of verifying conditions and saving information, which made it “co-protagonist” together with the human agent/artist, with authorship dignity in artwork production. Today, thanks to the evolution of artificial intelligence, the computing capacity of modern processors and the multiplication of digital applications, producing generative algorithms to create effects, shaders, music and images has become common and can be accepted as a metaphor for the epochal change that we are living.
In this workshop, participants will learn and experiment with some simple iterations of generative art by using Processing, an open platform widely used even by professionals. The aim is to provide the basics of image control through software code by introducing simple syntactic and mathematical concepts which are behind the expressed shapes and allowing participants to apply these concepts into practice, in order to produce their first original digital masterpiece (in cooperation with their machine).
The workshop with start with an introduction to the Algorists movement and make some historical references before moving to a hands-on introduction into Processing and some free hacking. It will finish with an exhibition and evaluation. Participants will discuss at the intersection of creativity, math and problem solving: how many competences are actually involved into creating art through code?
This workshop is targeted at middle/high school teachers, digital educators and facilitators.
What you need: Fondazione Golinelli will provide all necessary equipment, but participants are allowed to bring their own notebook (PC or Mac) with current Processing version.
3. How to organise coding and gaming activities for social inclusion
by CODINC project partners
This workshop explains how to engage students through a stimulating pedagogical methodology, specifically how secondary school students (aged 15 and over) can teach basic coding and STEAM education to their younger peers – pupils aged 8-12. The “CODing for INClusion” (CODINC) project teaches coding and computational thinking in a fun and playful way promoting inclusion in disadvantaged areas.
The CODINC project aims to ensure that children and young people not only use digital tools, but also actively create technologies and digital products (videos, games, robots), and have an understanding what happens behind the scenes of ICT. Doing so, children improve their 21st century skills such as communication, collaboration, creativity, problem solving and critical thinking. As the CODINC programme is short (10-15 hours), it can be easily applied to many contexts. The programme is modular and can be adapted to local contexts and needs through the online toolkit.
This workshop will teach participants the methodological foundation of the “Coding for Inclusion” programme, how to support peer-to-peer learning, best practices from digital competence centers and the experience of bringing them into schools. The CODINC project focuses on promoting inclusion through a peer-to-peer STEAM and coding educational training program. The students (15-18 years old) and pupils (10-12 years old) targeted in the CODINC project are specifically from more disadvantaged neighborhoods in comparison to other areas.
This workshop is supported by the CODINC project.
What you need: Participants should bring a laptop, or smart device if possible as this will help prepare the exercises. Some devices will be provided.
The goal of this workshop is to raise awareness about a conscious and creative use of digital instruments in early childhood education (3-6-year olds) by bringing together digital education and outdoor activities. The project embodies the ambition to move from an education on how to use digital technologies to a digital education supported by a network of partners: digital coaches, kindergarten teachers and parents, who can learn about digital devices education models and integrate them in their practice or the daily life of their families.
Participants will learn how to promote digital culture in the kindergarten and creative use of digital devices at school and at home (by parents) and will then move on to a practical experience in implementing STEM educational activities.
The workshop offers an interactive methodology integrating theory and practice; and the activities proposed are easily replicable (equipment needed includes universally used inexpensive devices and open sources apps such as Quick, Vivavideo, Pic Pac). The most prominent theories about STEM will be presented (e.g. Piaget, Resnick and Tisseron) in the educative school and pre-school planning (digital corner, digital outdoor education, etc), tips will be given on how to engage partners (schools, kindergartens and formal groups of parents), what financial resources are involved and how to avoid common pitfalls. Data privacy issues will also be tackled as the activities involve children and the protection of privacy is of high importance.
The workshop is aimed at teachers and educators working with 3-6 year-old children.
What you need: Mobile devices (laptops, smartphones, tablets) to install and test proposed software.
1. How to use the Digital Competences Development System
by DCDS project partners
In this workshop, participants will be introduced to a flagship initiative of the ALL DIGITAL network – the Digital Competences Development System (DCDS). DCDS is a comprehensive system for teaching digital competences to adults (25+) with low digital skills and covers all DigComp competences at basic level. Participants will get an insight into the Digital Competences Development Methodology behind the system and the supporting online training environment of the system.
The workshop will start with an initial comprehensive presentation of the DCDS project and move to more analytical and practical presentations of its main components (methodology, self-assessment test, online environment). An interactive online quiz will illustrate the contents and levels of the system, the methodology: how to create a training course based on DigComp, which is based on learning outcomes and composed of learning units, modules and paths which make up the full training course. A practical walk through the online environment will also be provided. Finally, experienced trainers will share tips and lessons learned.
This workshop is supported by the DCDS project.
No specific technical equipment is needed.
2. How to move digital skills training from proprietary technology to open technology
How can Free Libre Open Source Software (FLOSS) be used to bridge the digital skills gap? The “Promote OPEN source technologies in non-formal Adult Education” (Open-AE) project has developed an open, free and modular curriculum aimed at e-facilitators to guide them on how to support low skilled and/or unemployed adults be upskilled and reskilled using open source technologies.
Increasingly we see digital skills and competences pegged to proprietary software solutions. New users with low skills are often intimidated or insecure with their own capacities to use FLOSS technologies, and often choose to use proprietary options because some brands are more associated with skills. The OPEN-AE project aims to bridge this gap and promote a method to make open culture and free software more accessible for new users.
Workshop participants will be introduced to:
• FLOSS trends in Europe and the OPEN-AE curriculum
• FLOSS culture: Commons, Copyleft and free licenses
• Bridging the digital skills gap with FLOSS, challenges and way forward: collaboration, communication and FLOSS tools.
This workshop is supported by the Open-AE project.
What you need: own laptops for collaborative note-taking.
Here at Lai-momo we are thrilled to co-host the ALL DIGITAL Summit 2019, and we are looking forward to welcoming you in Bologna on 10 and 11 October. It will be a great opportunity to share ideas and experiences on digital skills and competences.
Lai-momo is a social cooperative, founded in 1995 by a group of academics, teachers and researchers with the aim of promoting communication between people and individuals coming from different countries and environments. With an initial focus on cultural activities, we later expanded our endeavours to the domains of digital and social communication, research, education, employment, and social inclusion. Our headquarter is located in Sasso Marconi, a small town in the surroundings of Bologna, Italy. However, the outreach of our projects goes well beyond the local area, and very often it has a European and international focus, developing and expanding national initiatives on a worldwide scale.
The cooperative is organized into sectors – social work, integration, intercultural education, communication – which work in synergy with one another and share a common approach to the topics of global education, intercultural communication, digital and media literacy. Every year we provide services to over 2,000 beneficiaries from disadvantaged groups, involving more than 40 teachers in training activities and more than 7,000 foreign citizens in orientation/information activities.
Lai-momo’s main clients are European institutions, local authorities, international organizations and private companies. Thanks to a strong multimedia-oriented approach, we have been able to work successfully and creatively to meet the challenges of a multicultural society in a growing digital environment, developing social integration initiatives and products related to activities in the fields of inclusion, education, vocational training, youth, multilingualism, culture, sustainable consumption, active citizenship and media literacy. Many of our projects carried out in the areas of social inclusion and communication have culminated in the production of a variety of websites and publications in many different languages.
Lai-momo’s mission to foster the inclusion of those who are increasingly socially and economically excluded from mainstream societies is put into practice through the implementation of a wide set of projects and initiatives. Among our most recent projects we developed Compass, a Pan-European digital upskilling platform funded by the European Commission aimed at helping young Europeans evaluate and develop their digital competences in line with the DigComp framework and with the current digitalisation of the economy and labour market requirements.