The International Projects area is divided into representative sub-categories of the multimedia courses created by Conform Scarl and Prism Consulting Srl to support the various projects.


SIMPLE aims to develop, test and promote a training programme for sustainability and social business innovation, for the benefit of the corporate population of small and medium-sized enterprises, whose contents will be related to social sustainability in terms of strategic courses, business models, organizational processes, measurement tools.

The online course consists of 4 modules that complement each other. Nevertheless, they can also be used as independent learning modules. This philosophy makes the SIMPLE curriculum highly flexible.


The project, starting from the Good Practice created by the “FABU.LA– Financial And Business Learning Activities Game” KA2 Strategic Partnerships for Schools project, code 2015-1-IT02-KA201-015397, which exploited the edutainment logic, i.e. educating while having fun, to involve, motivate and enthuse Primary School children as regards entrepreneurship and financial literacy, expands its scope and range of action, experimenting with innovative forms of interactive, gamified and laboratory teaching to develop in the students of classes IV and V (9-11 years of age) of Primary Schools in Italy, Spain and Greece a consciousness, knowledge and ability to adopt behaviours oriented to the circular economy, experimenting and, at the same time, producing new creative and inventive ideas for an early entrepreneurial vision in the field of re-use and recycling of resources and materials.

Here you can find the 14 short stories developed by the FABULA C-PLUS partnership. These Open Educational Resources are also part of the 360° virtual tour set in "FABULAND: the learning green city" where you can visit different locations to learn, through animations, information sheets, in-depth materials and games, about the key concepts to become a "circle baby", a truly precocious environmentalist.


SMaRT aims to develop, test and validate and promote a 20 ECTS credit course based on a balanced mixture of classroom, e-learning, game-based learning and WBL, embedded in the current educational offer of 4 HEIs in 4 Countries, which will be promoted and maintained for at least three years after the end of funding.

The course consist of 3 different modules that are are based on learning by thinking through a balanced mixture of lectures, real case problem solutions and interactive e-learning sessions, which include Open Educational Resources -OER. 

The 3 modules complement each other. Nevertheless, they can also be used as independent learning modules.. This philosophy makes the SMaRT curriculum highly flexible. Each module includes three different units with specific learning outcomes.


MODISTO is an Erasmus+ funded project that involves organisations in Spain, Portugal, Czech Republic and Italy. The partnership includes vocational training centres, professional associations of the fashion and clothing sector, and organisations involved in the implementation of vocational oriented programmes and the creation of didactical resources for them.

The main aims of the proposal are:

  • To develop a course in e-learning modality to be used as support for VET teachers, whose contents will be related to eco-design and sustainability, and its use intended for the clothing and fashion sector.
  • To promote and disseminate the e-learning course within VET centers in the four participating countries.
  • To make the resources of the e-learning course openly available and promoted at international level as an open educational resource.


The BIG project aims to increase the digital, international, business and financial management skills of 80 workers of small companies in Italy, Spain, Slovenia, Greece and Poland functional to define a correct and sustainable planning of digital, international company projection.

For this purpose , partners will co-elaborate a European, blended training supply which is innovative and in line with the needs of workers and companies to improve their development opportunities in the globalized economy.

The OER (Open Education Resources) on the basis of the training programme are referring to 5 macro areas: Digital Business Promotion and User ExperienceeCommerce and International Marketplace; SEO (Search Engine Optimisation) and SEM (Search Engine Marketing); Digital PR in the global market, Conversational Marketing.


The "DaTaGEM - Digital Transformation of Global Entrepreneurial Mindsets" project aims to respond to the growing need of the labour market to make use of professionals in the ICT sector, not only in possession of advanced technological skills, such as development and programming of applications, data security management, but also of skills capable of supporting companies in the use of technologies to foster innovation.

Here you can find the Open Educational Resources developed on digital transformation and its impact on business reality as well as business and social relations and that are also contained in the Project E-learning platform accessible at the following link

  • Enrolled students: 10

The Project GAMEST – “GAMification tEchniqueS for entrepreneurial vet Teachers”, identifies in gamification an innovative vehicle to teach entrepreneurial contents, increasing learners’ engagement in the subject matter.

The General Objective of this project is to support the promotion of high‐quality and innovative teaching based on the application of gamification strategies.

GAMEST wants to have long-term impact on VET system. Empowering VET trainers through the supply of innovative didactic methodology framework based on gamification will give to VET learners the possibility to learn and to acquire new skills more easily. Therefore, GAMEST aims at affecting the entire VET system, reducing the gap between learners and teachers and giving to the target group the practical tool to teach necessary skills to access to entrepreneurial labour market


The EQ-WOOD project aims to contribute to the development of innovation capacity and competitiveness of the European wood and furniture industry, by designing and providing the curriculum of a new vocational profile, the Innovation Advisor. The Innovation Advisor will develop skills to manage innovation by combining green, digital and marketing skills. The project is based on a comprehensive analysis of the skills requirements already conducted by other European sectoral projects (FUNES, WOODUAL, IM-FUTURE).

The Innovation Advisor curriculum will be offered both as a Full Qualification, aimed primarily at young people, and as a set of independent learning modules aimed at the continuing professional development of workers. EQ-WOOD exploits the innovative practices of Technical and Vocational Training through a combination of classroom learning and e-learning in an international context.

The proposed qualification is coherent with the EU instruments for mobility and transparency (EQF, EQAVET, ECVET), and validation and recognition are a crucial part of the project.

The entire training offer is planned to be accredited, validated, presented and, if possible, transferred to the European Vocational and Educational Training systems. Furthermore, the project supports the development of a European Network for sectoral qualification and training in the wood and furniture industry, which will have the mission to design and provide new training courses and to update the sectoral qualifications most frequently subject to change, due to the evolution of technology and the market.

The project sees the participation of the most important associations of the wood and furniture industry, the European network of support centres for innovation in the sector and Vocational and Education Training Bodies.


The "Digital Humanist" project intends to develop a set of digital and entrepreneurial skills for students of humanistic extraction of the European partner universities, useful to innovate the range of products and services to promote and access cultural assets in a digital key, with land branded content experiential marketing solutions (digital storytelling, web-coms, web-series, sketch-coms, fiction), and the most advanced technologies (3D digital and augmented reality, mobile applications, immersive use environments, etc.) as innovation catalysts to support the evolution of digital-based services in the cultural supply chain.


The "S.M.I.Le Sale Management, Inter-culture, Learning" project intends to create, test, validate and disseminate as a new educational standard, the competence dictionary of emerging vocational profile of the Cross Cultural Sales Agent, a key figure of b2b sales process, in intercultural context, both in house and on the field, for operations of strategic and operational commercial negotiation abroad.