Financial opportunities EU

Digital education: Ethical and effective use of generative Artificial Intelligence systems in education and training

Digital education: Ethical and effective use of generative Artificial Intelligence systems in education and training

1. Potential Topic of the Project: "Integrating Esports into Education: Enhancing Digital Competences and Vocational Excellence"​

2. Region: European Union Member States and associated countries participating in the Erasmus+ Programme.​

3. Type of Financing: Action Grant under the Erasmus+ Forward-Looking Projects initiative.​

4. Eligible Organizations:

  • Public or private entities active in the fields of education and training, research, and innovation.​
  • Esports federations.​
  • Non-governmental organizations (NGOs).​
  • Educational institutions (schools, vocational training centers, universities).​
  • Research centers.​
  • Public authorities (e.g., local governments, education ministries).​

Organizations must be legally established in an EU Member State or a third country associated with the Erasmus+ Programme.​

5. Potential Ideas:

  • Developing Esports-Based Learning Modules:
  • Create educational programs that utilize esports to teach digital skills, strategic thinking, and teamwork. These modules can be integrated into school curricula to enhance student engagement and learning outcomes.​
  • Vocational Training through Esports:
  • Establish vocational courses that prepare students for careers in the esports industry, covering areas such as game design, event management, and digital marketing. This aligns with the Erasmus+ objective of promoting vocational excellence.​
  • Adult Learning Initiatives:
  • Design programs aimed at adults to develop digital competences through esports, facilitating lifelong learning and upskilling in a rapidly evolving digital landscape.​
  • Digital Education and Literacy Campaigns:
  • Launch initiatives that use esports as a platform to promote digital literacy, critical thinking, and responsible online behavior among youth, addressing issues like misinformation and cybersecurity.​
  • Research on Esports in Education:
  • Conduct studies to assess the impact of integrating esports into educational settings, providing evidence-based recommendations for policymakers and educators.​

6. Approximate Budget per Project: The call has an estimated total budget of €8 million allocated to each topic area. The EU grant applied for cannot be lower than €200,000. The exact amount awarded will depend on the specific needs and scope of each project.​

This funding opportunity offers esports federations and NGOs a platform to contribute to educational innovation by integrating esports into various learning contexts, thereby enhancing digital competences and vocational excellence across Europe.​