European Memories

European Memories Aim of European Memories ( is to contribute, by means of autobiographical and historical methodologies, tools and activities, and the use of web technologies, to the development of social and civic competences of European citizens.

Here there is an European Archive of Memories: you can find or post narrations in different format (texts, videos, photos) and in different languages.


ludus Objective of the LUDUS (in Latin, “game”) project is the creation of a European network for the transfer of knowledge and dissemination of best practices in the innovative field of Serious Games.
For further information please visit


mobiblog_web_transp_small Mobi-Blog is developing a web log service for mobile students in Europe. It enables students to tell their story and read about the experiences of others during their exchange programme. The collection of stories of student's experiences tells about the great times they had, and what they got up to, as well as what was helpful in case of any difficulties. The blog is furthermore dynamically linked to a wiki-based online guide for mobile students holding practical information about different universities in Europe.
Please visit us and post your story at: Multilingual Mobi-Blog flyer and postcards are available for download at:



Learning processes of senior citizens are of high priority in the framework of the ageing society in Europe. Psychological findings show that learning in higher ages is possible and desirable, when some particularities of the target group are taken into account.

The project HiStory – Seniors tell about History - regards these particularities by :

  • hoosing a subject, the personally experienced history, which is highly relevant and motivating to the target group of senior citizens, and
  • integrating the subject into an easy-to-handle weblog learning environment with the potential of including audio and video files.
The methodological approach is a narrative one and combines the approaches of Oral History, Biographical research and Storytelling. Senior citizens tell about their individual experiences within the European history in the 20th and beginning 21st century. The learning process can be both :
  • the telling itself, because it means reflecting and working through of personal experiences, and
  • the listening to/reading of the tales of others.

Thus, the aims of the proposed project are various: Besides the objective of European approximation and cohesion HiStory wants to address the social inclusion (and eInclusion) of seniors and to advance active citizenship in terms of awareness of historical contexts and, as a consequence, responsible political and cultural acting in the presence and future.

The learning process in HiStory is not just a collection of data, but advances meaningful, emotionally and socially relevant knowledge.

The learning process and the learning environment are adapted to the needs of seniors, advance communication and (intercultural) exchange and thereby contribute to a socially integrated ageing.



IMAGINE (Increasing Mainstreaming of Games In Learning Policies) is 2 year project that will cover all LLP participant countries. The work programme has been designed to reach the maximum number of interested participants and to effectively inform all relevant players.

The main target audience is policy makers: people working at key levels of national ministries responsible for school education, adult and lifelong leaming, vocational training (employment), skills agendas, regional and local education authorities and other bodies responsible for strategic developments concerned including those agencies which promote ICT in schools.

The outcome will be a substantial community of policy makers with a high level of commitment to pursue the implementation of gamesbased learning across a large number of countries and all three levels of education covered.



ENGAGE stands for European Network for Growing Activity in Game-based learning in Education.

The experiences in previous and on-going game related projects show that there is; a high potential in the application of games for learning; a strong interest amongst an increasing group of practitioners in the introduction of new game-based approaches; a lack of awareness amongst other stakeholders of the potentials of games for learning and for curricular contents; a lack of information about where to obtain resources and good practice relevant for curricular contents; and a lack of awareness regarding quality issues in the context of games used for learning.

The ENGAGE activities are structured to have a wide-ranging impact: (i) the objective is to prove that GBL is a method applicable for all five sectors of education, (ii) the ENGAGE tools will support adaptation of GBL regarding local and cultural issues, and (iii) the valorisation activities are defined to cover directly 12 EC countries and to initiate further dissemination and uptake of tools and methods in the rest of the countries.