Board Game – Δίωξη Ηλεκτρονικού Εγκλήματος Ακαδημία Ψηφιακών Δεξιοτήτων

Η συγκεκριμένη υλοποίηση αποτελεί το αποτέλεσμα της συνεργασίας της ομάδας Δίωξης Ηλεκτρονικού Εγκλήματος, με το Θεσμοθετημένο Εργαστήριο AETMA Lab  και του ΙΜΤ Μsc  του Τμήματος Πληροφορικής του Διεθνούς Πανεπιστημίου Ελλάδος με σκοπό την ανάπτυξη γνώσεων και δεξιοτήτων των μαθητών για την αναγνώριση και αντιμετώπιση παραβατικών συμπεριφέρων στο Διαδίκτυο.   Το επιτραπέζιο παιχνίδι επαυξημένης πραγματικότητας αφορά μαθητές …

VR Game – Δίωξη Ηλεκτρονικού Εγκλήματος Ακαδημία Ψηφιακών Δεξιοτήτων

Η συγκεκριμένη υλοποίηση αποτελεί το αποτέλεσμα της συνεργασίας της ομάδας Δίωξης Ηλεκτρονικού Εγκλήματος, με το Θεσμοθετημένο Εργαστήριο AETMA Lab  και του ΙΜΤ Μsc  του Τμήματος Πληροφορικής του Διεθνούς Πανεπιστημίου Ελλάδος με σκοπό την ανάπτυξη γνώσεων και δεξιοτήτων των μαθητών για την αναγνώριση και αντιμετώπιση παραβατικών συμπεριφέρων στο Διαδίκτυο.   Το παιχνίδι εικονικής πραγματικότητας αφορά μαθητές ηλικιών …

VRVS

VR Virtual School (VRVS) goals are to use Virtual Reality technology to increase student awareness of natural disaster management in the school environment. In the VRVS, students have the opportunity to immerse themselves in the VR environment of the school. Students are able to experientially interact with different educational scenarios. VRVS scenarios can address natural …

TALON

Autonomous and Self-Organizing Artificial Intelligence Orchestrator for Green Industry 4.0. Duration: 36M Coordinated by ENGINEERING. More information about this project coming soon..

INCIDENCE

INCIDENCE aims to address those challenges at two levels. On the educational level, by developing and delivering a novel cyber hygiene framework, tailored to the requirements and characteristics of HEI distance learning and teaching, and on the infrastructure level by offering a safe to use eLearning toolkit reflecting on modern eLearning pedagogies and state of …

ELECTRON

ELECTRON is EU H2020 SU-DS04-2018-2020 funded research project that aims at delivering a new-generation EPES platform, capable of empowering the resilience of energy systems against cyber, privacy, and data attacks. Duration: 36M Coordinated by NETCOMPANY-INTRASOFT.

eROBSON

The ultimate goal of the project is to develop a strategic partnership and later – a self-sustained professional community in the intersection of Educational Robotics and Augmented reality. All activities related to the production of IOs, all other tangible and intangible results, all events, and other activities will contribute to this goal. Duration: 36M Collaboration …

T4E

The T4E project, The purpose of the T4E Accelerated Training Program was to cultivate the distance education skills and competencies of all teachers in Greece towards the didactic approaches and methodological tools in educational practice, so to improve the quality conditions at all levels of school education. The program fulfilled its purpose in 6 months …

RESISTANT

Training and Knowledge Sharing Platform for First Responders and Educational Tools for students’ and citizens’ awareness and preparedness against Natural and Manmade Disasters and Risks. Duration: 18M Cooperation with UNESCO Con E ECT in education, environment actions through European Research Programs (Coordinator), ASSOCIATION OF OFFICERS AND SUB-OFFICERS WITH UNIVERSITY DEGREES OF HELLENIC FIRE CORPS (EPAYPS), Greece, KONNEKT-ABLE …

Green Life VR

Green Life VR is an educational game that takes place in a virtual city with the aim of educating players about ecological awareness. The application uses virtual reality technologies in order to realistically represent a digital educational environment that supports the user’s interaction with the world. Green Life VR is available on platforms such as …