Research Projects
Our Projects
In today’s digital world, coding is a fundamental skill alongside math and reading, but too few people have the opportunity to learn to program because it is rarely taught in school. We create a fun and engaging activities where people not only learn to program but also have opportunities to be creative using code.
3D Autism - My Virtual World
“My Virtual World Project” is dedicated to providing 3D job training for individuals with autism. The project’s primary aim is to equip adult educators, vocational education and training (VET) professionals, employers, and parents of young people on the autism spectrum with the necessary skills to enter the job market successfully and maintain long-term employment.
The central objectives of this project involve elevating the proficiency of educators and trainers through the utilization of 3D technology. Additionally, the project seeks to raise awareness about the challenges autistic individuals face during their job-seeking journey. Furthermore, it endeavors to assist employers in implementing improved practices for the inclusion of employees on the autism spectrum.
Python & Java for Teachers
The project Python and Java for Teachers aims to support primary and secondary school teachers from Europe in acquiring and developing skills in working with current issues of Advanced Coding Languages and Computer Science within primary and secondary schools.
Through this project there will be a focus on upskilling teachers in fun and game-inspired, non-formal educational methods in Python and Java programming languages. The project will present innovative methods of utilising methodologies to help increase the offering of computer science in schools and ultimately increase the number of computer scientists across Europe so that future demand for coders can be met.
Through this project, there is an immediate objective of upskilling teachers, and a subsequent objective of engaging with and upskilling students in Python and Java programming through non-formal methods.
Coding 4 Migrant Women Returners
The project C4MWR aims to support those who work in adult education, community development work and provide services to migrant women who are potential returners into the labour market by acquiring and developing skills in Coding, Artificial Intelligence and Robotics. There will be a focus on upskilling these front line workers in fun and game-inspired, non-formal educational methods in the area of coding. The project will present innovative methods of utilising methodologies to help increase access to affordable, high quality and relevant skills training in the digital age.
CAIR 4 Youth
Europe and the UK has a strong position in the creative industries, which have been one of the fastest-growing parts of the economy and one of the fastest-growing sources of employment in recent years. The UK also has one of the highest shares of the workforce in Europe employed in the creative industries. The project CAIR 4 YOUTH aims to support professionals in the youth sector in acquiring and developing creative sector skills in working with Coding, Artificial Intelligence and Robotics. There will be a focus on youth workers’ skills development in fun and game-inspired, non-formal educational methods in these areas.
The main objective of the project is to encourage various stakeholders — including policymakers, youth workers, and parents and caregivers — to consider how we can empower young people to meaningfully interact with AI-based technologies to promote and bolster learning, creative expression, and well-being, while also addressing key challenges and concerns. The objective is skills development for youth workers and subsequently up-skilling young people through non-formal methods.
Quality Virtual Studies
The EC’s education policy documents emphasize the importance of youth mobility, and there is growing talk of validating virtual mobility. When planning and developing Information and Communication Technology (ICT) based teaching/learning studies, the preparation of content must be based on a certain methodology and theoretical provisions that would help to ensure the quality of studies and address the issues of effective teaching/learning organisation.
This project will attempt to solve the problems presented above by improving the quality of virtual studies, creating teaching/learning methodology, and implementing technological and pedagogical innovations (teachers’ didactic, digital competencies, gamification of the study process), which will increase study accessibility and learners’ motivation.
Grow & Sell
The project “Grow and Sell for Sustainable Living – Sowing the Seeds of Young Female Entrepreneurship” is generously funded by the European Commission through the Erasmus+ program, specifically under KA220-YOU – Cooperation Partnerships in Youth. It aims to empower young women, particularly those from migrant and immigrant communities, with the skills and knowledge needed to engage in sustainable entrepreneurship through small-scale agricultural activities. The project seeks to create a sustainable environment by equipping young women with the technical know-how to build cost-effective growing systems. These systems will enable them to cultivate produce for both personal consumption and resale, contributing to environmental sustainability.
Digital Finance 4 Youth
The project Digital Finance 4 Youth, aims to train youth workers, and key stakeholders of youth across Europe, especially those in deprived areas, to understand why it is so important to teach relevant digital financial education to our youth.
Research shows money problems are the second biggest contributor to poor mental health amongst youth, through this project, we will aim to train youth workers and impact the youth by providing them with a good foundational education in financial intellect.
GO-ViSE
The GO-ViSE project is a groundbreaking initiative in social entrepreneurship that embraces virtual platforms, featuring a consortium of distinguished partners.
School of Coding (SOC) Blended Learning is one of the largest digital educators in Europe, offering unique services to children and adult students and teachers across Europe. We focus on three pillars in society; a Sustainable Planet, Education, and Digitalisation of Europe. The company works to create and maintain a sustainable study environment across Europe. We work and aim to reduce the number of NEET (Not in Education, Employment, or Training) individuals across Europe and develop a more innovative, digitally educated, and sustained Europe.
Waste Free World
“A Waste-Free World!” is driven by the goal of fostering the importance of recycling among the youth in our partner nations and beyond. Our objective is to equip youth workers with the knowledge and skills needed to guide young minds in understanding the nuances of recycling, differentiating between bio and non-biodegradable waste. By doing so, we aim to empower the younger generation to become future leaders in sustainability, contributing to the cleaner Europe 2030 plan. Through dynamic programs, including Transnational Project Meetings, in-classroom training events, and promotion activities, the project seeks to instill a spirit of innovation to address climate challenges.