Our team consists of elearning experts, instructional designers, UX researchers, software engineers and UI designers.
Take a look at some of our projects in three areas of specific interest to us.
Researching ways of achieving highly personalized learning for specific target groups such as the elderly and children, as well as for SMEs in specific sectors.
A SME-oriented training program and supporting tools for lifting the barriers in ICT enabled intelligent manufacturing.
Hands on training course on e-Commerce for youth start-ups.
Hands on training course for Financial Sustainability Managers of start-ups.
Boosting Online cross-border Sales for furniture and household SMEs.
A digital transformation course for European SMEs to embrace smact ICT.
The European Credit system for Vocational Education and Training (ECVET) profile of the Sustainable MAnageR in TOURism Sector.
Game Based Learning / Augmented Reality
Designing games that offer plenty of opportunities for active learning through trial and error and conveying knowledge in a pleasant and highly effective manner.
The Learn EU project aims to provide a new way to explain Europe and its values through serious games. The fundamental objective of the project is to communicate the European Union and its institutions in a form that is at the same time simple, modern, innovative, immediate and aware.
EnterMode aims to develop the entrepreneurial skills of higher education staff and to stimulate the entrepreneurial mind-set of higher education students through an innovative internship model.
Join EnterMode Community of Practice (CoP) our virtual community offering a rich variety of open-source based tools that CoP members can use to create content, share knowledge and collaborate with each other.
Play2Learn develops educational content to improve teaching efficiency and develop teaching competences
Hyperclean4HORECA plans to develop an online Hygiene & Cleaning Manager Tool that will follow a training path designed to equip staff in the HORECA sector
The project aims to decrease sexual abuse and exploitation of young people (9-18 years old).
Development of an apiculture training game for adults supporting the development of beekeeping
Development of digital media literacy and critical thinking skills among students 10 to 15 through game-based learning,
Promoting the use of gaming as an educational tool while bringing back hands-on educational play.
Boosting social INclusion of migrants through CREAtive industries. A serious game for migrants.
An adult education project to pilot effective ways to manage and cope with the challenges of living in obesogenic environments through gamification and edutainment.
Inspiring young people to experience cultural heritage through augmented reality technologies.
Supporting seniors to develop digital skills in order to work as experts in tourism destination management and promotion.
At CCS, we continuously research the fields of eLearning towards improving the way people learn through the use of new technologies.
‘Journey to lncrease your techniques of eMotional lntelligence, digital awareNess and entrepreneurship lilestYle’ targets members of disadvantaged groups (low qualified persons, unemployed, adults at poverty risk, etc.) and their adult educators from partner countries (Romania, Poland, Greece, Portugal, Spain, Ireland & Italy). The goal of the project is achieved through the development of the JIMINY Self-help Handbook and the JIMINY Personal Trainer.
Provide SMEs, Managers and HR staff with workplace digital literacy training for low qualified adults from Elementary Occupations
ERASMUS+ Project – 01/10/2020 – 30/09/2022
DIGITAL GURU intends to provide SMEs, employers and HR managers with innovative methods for an effective workplace learning management. It is aimed by this partnership to improve the conditions of effective workplace learning, by enhancing digital and literacy skills of low qualified adults.
A Learning Motivation Environment with interactive training materials to educate individuals aged 50+ on how to develop a positive mindset towards ageing and well-being.
Promoting the European Digital Citizenship Pass for Youth e-participation and e-inclusion.
The 4 EXPORT intends to boost the internationalisation of SMEs by promoting interdisciplinary apprenticeship training and education in Europe.
Developing Competencies for Stress Resilience @SMEs
Enabling VET students to gain relevant work experience through internships for a quicker and more efficient entry to the job market after their finished education.
Quality Blended Learning
Improving and extending the supply of high quality learning opportunities tailored to the needs of individual low-skilled or low-qualified adult educators.
Inclusion of Digital Education in Adult Learning
Learning material to promote modern pedagogies, training methods and teacher practices and a toolkit to support the effective use of ICT in adult education.
FACET – Furniture Sector Avant-garde Creativity and Entrepreneurship Training
Developing innovative tools for training in creativity and entrepreneurship for the furniture and home interior sectors
Empowering youth through learning about Internet addiction and how to moderate excessive use.
A user-friendly visual development environment for publishers’ digital publications.
A development environment for test simulation software.
A CORONA/LUA framework for the development of tablet-based interactive books for young learners.