Project portfolio

Our projects

Explore GoINNO’s active and completed projects across STEM, digital learning, sustainability, entrepreneurship, inclusion and health education. Use the filters to find projects by programme, theme or audience.

Active projects

ActiveErasmus+

CordiKids

CordiKids: Building empathy through coding activities in early childhood education

CordiKids brings playful coding, non-screen robotics and empathy-building into kindergartens, supporting teachers with open resources and children with creative, collaborative STEM learning.

Dates2025-2028
AudienceKindergartens, Teachers and trainers, Families +1
  • STEM / STEAM
  • Digital learning
  • Inclusion
Main outputsCurriculum, Lesson plan, Training material
View project
ActiveErasmus+

DigiC

DigiC: Digital literacy and cybersecurity for disadvantaged adults

DigiC develops inclusive, AI-supported digital literacy and cybersecurity learning resources for disadvantaged adults and the educators who support them.

Dates2025-2027
AudienceTeachers and trainers, Adult education
  • Digital learning
  • Inclusion
  • Teacher training
Main outputsLesson plan, Training material, Digital platform
View project
ActiveErasmus+

WellME

WellME: A gamified journey in adolescent health education for vape and tobacco-free living

WellME uses a web-based serious game and youth co-design to help adolescents understand the risks of vaping and tobacco while supporting youth workers with modern digital methods.

Dates2025-2027
AudienceYouth organisations, Institutions and funders
  • Digital learning
  • Health literacy
  • Teacher training
Main outputsDigital platform, Video
View project
ActiveErasmus+

Eco360

Eco360: Immersive sustainability and STEAM education through Eco360 interactive learning environments

Eco360 uses immersive 360-degree learning environments to help teachers and students explore sustainability through STEAM, hands-on activities and digital resources.

Dates2024-2026
AudienceSchools, Teachers and trainers
  • STEM / STEAM
  • Digital learning
  • Sustainability
Main outputsTraining material, Digital platform
View project
ActiveErasmus+

The Superhero Lab

The Superhero Lab: Engaging Children as Scientists to Explore Sustainability

The Superhero Lab helps kindergarten children explore sustainability as young scientists through hands-on experiments and teacher-supported STEM activities.

Dates2023-2026
AudienceKindergartens, Teachers and trainers, Institutions and funders
  • STEM / STEAM
  • Digital learning
  • Sustainability
Main outputsToolkit, Teacher guide, Video
View project
ActiveErasmus+

SCIFINE

Scientific Capacity through Inquiry for Foundational Impact and Networked Engagement

SCIFINE builds inquiry-based STEM learning ecosystems for early childhood and primary education, connecting schools, families and communities through learning hubs and educator training.

AudienceKindergartens, Schools, Teachers and trainers +2
  • STEM / STEAM
  • Digital learning
  • Inclusion
Main outputsPolicy output, Report
View project
ActiveJavni razpis za razvoj in profesionalizacijo NVO in prostovoljstva 2025

TIPS

TIPS: Trajnostno izobraževanje, podjetnost in STEM - spodbujevalci trajnostnega razvoja

TIPS strengthens Slovenian NGO capacity while promoting sustainability, entrepreneurship and STEM through education, public communication and cross-sector cooperation.

AudienceSchools, Teachers and trainers, Youth organisations
  • STEM
  • Sustainability
  • Entrepreneurship
View project

Completed projects

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+

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+

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+

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+

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+

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+

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+

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+

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+

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