The “E-CRAFT” European Trainers Network

The “E-CRAFT” European Trainers Network is a network of teachers and trainers from Italy, Spain, Greece and Portugal representing the following schools and VET Providers:

  • Istituto di Istruzione Superiore Caselli (Italy) LEAD PARTNER
  • Istituto Tecnico Tecnologico “Abate Zanetti”: indirizzo Grafica e Comunicazione con Potenziamento dell’Offerta Formativa in Arte del Vetro (Italy)
  • Colegio Caude (Spain)
  • 3 geniko lykeio neas filadlfias (Greece)
  • Escola Artistica e Profissional Arvore (Portugal)
  • CONFORM (Italy)
  • Formación y Education Integral (FEI) (Spain)
  • AKMI (Greece)
  • Modatex (Portugal)
  • ASECOM (Spain)

which was established as a result of two international mobilities that took place as part of the Erasmus+ project “E-CR.AFT: Entrepreneurship, Creativity and Arts for Future Teaching” – Strategic Partnerships in the field of School (Agreement 2021-1- IT02-KA220-SCH-000032480) project, respectively in Avellino at CONFORM S.c.a.r.l premises from 7th– 11th November 2022 and in Porto at Escola Artistica e Profissional Arvore and Modatex from 15th– 19th May 2023 to support creativity and entrepreneurial and digital culture in young  Europeans through teaching and communication solutions with high technological and pedagogical added value.

  • Sharing creative, interactive, immersive and laboratory solutions, methodologies and technologies for teaching/learning developed in the E-CRAFT project:
  • the Study Course, a shared educational program that integrates the training offer of the European network of partner schools in the field of entrepreneurial education and digital mindset
  • Open Educational Resources in the form of interactive video training pills to acquire an integrated set of key skills related to entrepreneurship and digital communication
  • the CREATIVITY Game: to train target skills and evaluate the achievement of Learning outcomes that correspond to the training objectives programmed in a game-based, didactic learning context
  • the CLAIM Methodological Manual to allow teachers to conduct art-inspired educational workshops aimed at developing the creativity, inventiveness and entrepreneurship of young people by drawing on art as inspiration.
  • Consolidate operational relationships and synergies in the creativity education chain by focusing on art-inspired and gamified laboratory teaching as a common methodological denominator to maximize the pedagogical effectiveness of the learning paths in the European reference contexts of the partnership.
  • Transfer the pedagogical, educational and cultural innovations tested and developed to modernize the policies for education and promote good practices in the wider national and international context to the institutional systems
  • Contribute to defining education and training contents, models and tools in line with the characteristics of the European economic and social system, in a globalized perspective, contributing to the strengthening of quality and competitiveness
  • Carry out research on strategic issues of the development of education and training, also through participation in specific observatories, capable of analysing and promptly identifying the evolution of the demand and supply of training at a national and global level, through a direct comparison between the Supply and Demand Systems
  • Develop and support the ability of the education and training supply system to adapt in real time to training needs, to new needs for content, methodologies and learning processes expressed by the diverse institutional and economic entities (public, private and non-profit) and by people, encouraging the development of innovative experiences
  • Promote opportunities for meeting and collaboration among its members
  • Promote internationalization processes of its members, also promoting the exchange of information and experiences with schools and other European institutions and bodies operating in the sector.
  • acquire the teaching methodology and tools to conduct Art-inspired Creativity Labs as LEARNING FACILITATORS, learning laboratories based on the methodological approach of learning by doing and on the experiential method through which to develop creativity, inventiveness and entrepreneurship of young students together with the digital mind set generating new entrepreneurial ideas in the cultural and creative economy and innovative digital communication solutions for the 4.0 valorisation of fin art products drawing inspiration from the arts. The arts are the distinctive character of the model that exploits its intuition, abstraction, symbolism, conceptualization and the construction/communication of meaning to stimulate and induce creativity in students, allowing them to be the architects of a process of interpretation,
  • develop didactic and methodological skills related to game-based learning to:
    • incorporate and functionalize the dynamics and game-based mechanics to be applied to learning processes by exploiting the game logics to lead to a selective and detailed evaluation process on specific areas of competence and behaviours through the conception and construction of plausible situations as real challenges with which learners can relate and identify as being the protagonists of their personal and professional empowerment
  • manage how game-based learning sessions support learners in a recursive process of trigger, activation, verification and feedback in the piloting phases.

Joining the network is free and does not bind the educational institutions that join it in any way. It is just an opportunity for collaboration in the world of pedagogical research and innovation of existing and experimental educational models. Institutions or even individual teachers, volunteers, young people and students can participate. To join the network, please click here.

The network runs a group on the eTwinning platform containing useful materials and resources and online chats on various educational topics [here]. Anyone can be part of it and share their skills and research with the network.

The network uses open source and free tools for 90% of its activities.

The network is working on every possible solution to avoid using tools owned by corporations that sell data collected to marketing companies in total respect of the rights and privacy of teachers, trainers but above all of children.