Completed projects

Completed project records

These records show completed GoINNO project work. Where completion was not stated directly, the status follows the available project dates.

Books and learning materials arranged in a library.
Reusable resources for teachers, trainers and project partners.
CompletedErasmus+

SkillsXcellerate

SkillsXcellerate: Empowering youth on their path to independence through entrepreneurship

SkillsXcellerate equips youth and youth workers with entrepreneurship, growth mindset and business planning resources that support young people on their path to independence.

Dates2024-2026
AudienceYouth organisations
  • Digital learning
  • Entrepreneurship
  • Inclusion
Main outputsTeacher guide, Digital platform
View project
CompletedErasmus+

STEMbot

STEMbot uses chatbot technology and experiment videos to make STEM learning more practical, personalised and accessible for students and teachers.

Dates2021-2024
AudienceSchools, Teachers and trainers
  • STEM / STEAM
  • Digital learning
  • Inclusion
Main outputsTeacher guide, Lesson plan, Digital platform
View project
CompletedErasmus+

AR4STEM

Augmented Reality for STEM education

AR4STEM created augmented-reality STEM materials and teacher guidance to make science learning more interactive while encouraging girls to see themselves in STEM careers.

Dates2021-2023
AudienceSchools, Teachers and trainers, Youth organisations
  • STEM / STEAM
  • Digital learning
  • Entrepreneurship
Main outputsTeacher guide
View project
CompletedErasmus+

STEM is fashionable

STEM is fashionable introduces young people to STEM careers in the textile and fashion industry through practical experiments, career guidance resources and sustainability-focused learning.

Dates2024-2026
AudienceSchools, Teachers and trainers, Youth organisations
  • STEM / STEAM
  • Digital learning
  • Sustainability
Main outputsTeacher guide
View project
CompletedErasmus+

Alex

Alex: the SexEdBot

Alex: the SexEdBot uses chatbot technology to make holistic sexual and reproductive health education more accessible to Gen-Z youth while equipping youth workers with practical digital resources.

Dates2023-2025
AudienceTeachers and trainers, Youth organisations, Institutions and funders
  • Digital learning
  • Inclusion
  • Health literacy
Main outputsToolkit, Teacher guide, Digital platform
View project
CompletedErasmus+

CODEDU

Using new learning methodologies and coding with Arduino in education

CODEDU helps schools introduce coding and Arduino robotics through a gamified platform, training materials and practical tools for educators.

Dates2023-2025
AudienceSchools, Teachers and trainers
  • STEM / STEAM
  • Digital learning
  • Inclusion
Main outputsCurriculum, Toolkit, Digital platform
View project
CompletedErasmus+

ECCE LUDUS

ECCE LUDUS develops STEAM edutainment methods, training and virtual escape-room tools that help secondary schools use playful digital approaches for learning.

Dates2023-2025
AudienceSchools, Teachers and trainers
  • STEM / STEAM
  • Digital learning
  • Teacher training
Main outputsTraining material, Digital platform
View project
CompletedErasmus+

Makerspaces in the School Setting

Makerspaces in the School Setting helps primary schools introduce makerspace-based STEAM learning through teacher training, practical activities and a dedicated school manual.

Dates2023-2025
AudienceSchools, Teachers and trainers
  • STEM / STEAM
  • Digital learning
  • Teacher training
Main outputsTeacher guide, Training material
View project
CompletedErasmus+

STEAM Tales

STEAM Tales: Enhancing STEAM education through storytelling and hands-on learning

STEAM Tales combines inspiring stories of women in STEAM with hands-on experiments and lesson plans to help teachers spark girls' interest in science and technology.

Dates2023-2025
AudienceSchools, Teachers and trainers
  • STEM / STEAM
  • Digital learning
  • Entrepreneurship
Main outputsTeacher guide, Lesson plan
View project
CompletedErasmus+

SPACE Lab

SPACE Lab uses space missions, games and pop-up laboratories to inspire primary school learners, especially girls, to engage with STEM and future careers.

Dates2021-2023
AudienceSchools, Teachers and trainers, Institutions and funders
  • STEM / STEAM
  • Digital learning
  • Entrepreneurship
Main outputsTraining material, Digital platform, Report
View project
CompletedErasmus+

CRIS

Combating crisis situations by innovative STEM tools and entrepreneurship skills

CRIS combines crisis management, entrepreneurship and innovative STEM tools such as AR, VR and 3D printing to help teachers and pupils prepare for future challenges.

Dates2020-2023
AudienceSchools, Teachers and trainers, Institutions and funders
  • STEM / STEAM
  • Digital learning
  • Entrepreneurship
Main outputsCurriculum, Toolkit, Teacher guide
View project
CompletedErasmus+

EDU.GUIDANCE

The competences for the educational guidance and the professional career management, a challenge for School Education

EDU.GUIDANCE developed digital tools and shared European guidance practices to help students make better-informed educational and career choices, with VseUk contributing to the FutureCareer tool and transnational training activities.

Dates2020-2023
AudienceSchools, Teachers and trainers, Youth organisations +2
  • STEM / STEAM
  • Digital learning
  • Entrepreneurship
Main outputsTraining material, Digital platform, Video
View project
CompletedErasmus+

STEAMbuilders

STEAMbuilders connects STEAM with history, heritage and makerspace practice, giving teachers and pupils hands-on materials that make abstract science and mathematics more concrete.

Dates2020-2022
AudienceSchools, Teachers and trainers
  • STEM / STEAM
  • Inclusion
  • Teacher training
Main outputsTeacher guide
View project