FEEF is an ERASMUS+ project that is creating a set of facilitation techniques directed to Educators (Professors, Researchers, Post-docs), for them to be able to actively act on reducing the gap between Academia and Business World, so that classes can be taught in a way that brings Industry closer to students from day 1.
Cross Linked Projects

FEEF : From Educators to Entrepreneurial Facilitators Toolkit
KA220-HED-9FF25351
KA220-HED – Cooperation partnerships in higher education
Educators (Professors, Researchers, Post-docs)
The methodology has been designed to match the state-of-the-art in Entrepreneurial education and to provide new insights and tools on how to reduce the gap between academia and the Business world.
The toolkit aims to provide HE Educators with a quick and easy to implement guide, that will give you tips and suggestions on how to implement the Facilitation techniques in the classroom.
The MOOC from Educators to Entrepreneurial facilitators is a digital Web series that will help you to develop the facilitation techniques and incorporate FEEF methodology in your classes.

ECIU University
ref. 101089422 — ERASMUS-EDU-2022-EUR-UNIV
EUROPEAN UNIVERSITIES (ERASMUS-EDU-2022-EUR-UNIV)
The European Consortium of Innovative Universities (ECIU) is the leading international network of research-intensive universities. Since 2019, ECIU members are developing one European University.
At the core of ECIU University is challenge-based learning or in short CBL. Students, learners, teachers, researchers, representatives of businesses, public organisations, and NGOs team up across multiple disciplines to solve real-life challenges.
Students, Staff
Challenge-based Learning model, CB research model, Micro-modules, Micro-credentials

Business Negotiation Competencies in Online World (BNCOW)
2022-1-RO01-KA220-HED-000087365
Erasmus+ Programme – Strategic Partnerships in the Academic Field (KA220-HED)
The competitiveness of Europe is crucially dependent on the highly qualified labor force. Existing and anticipated gap between the demand and supply of competent business professionals hinder development and growth of several industries. Business negotiation competences, especially buyer-seller interactional skills, are critical means by which business organizations can create value for both seller and buyer organizations inside and between of various value delivery networks. Business interaction situations are moments where expectations and understanding of needs are shared and value creation possibilities are created. High-quality interactional and negotiation skills are key means for employees and European companies to prosper.
In the Fourth Industrial Revolution, where the convergence of digital and physical technology will further change and transform the way we communicate, it is highly important to prepare students for the new era. Due to COVID19 pandemic, human interaction has rapidly moved to happen online. Although the internet, social media and salesforce automation strongly affect business operations, face-to‐face human interaction – and in this new era the online human interaction – still plays crucial role when it comes to selling and buying more complex, professional solutions.
Students, Staff
Competences needed for successful online negotiations.

GATE – GAmification, Teaching & Entrepreneurship
2024-1DK01-KA220-HED-000254371
KA220-HED-2024-006 Cooperation partnerships in higher education
GATE seeks to revolutionize online entrepreneurship education with a gamification platform. Gamification is the craft of deriving all the fun and engaging elements found in games and applying them to productive activities. It recognizes the need for modern educational tools that can keep pace with digital advancements and the evolving learning preferences of students – aiming to enhance engagement, learning outcomes, and fostering a community of learners, educators, andprofessionals.
Teachers, students
A learning platform prototype integrating best gamification practices to boost student engagement in entrepreneurship. The impact encompasses enhanced student engagement, improved learning outcomes, and broader adoption of digital tools in entrepreneurship education. Long-term benefits include setting new standards for education in entrepreneurship, contributing to the educational excellence and innovation capacity within the European Union and influencing policy and practices at a broader scale.

Youth Impact 2024
2023-3-HU01-KA154-YOU-000171927
Erasmus+ KA154
The Youth Impact program aims to help young people realize that they can do something to solve a social and environmental problem that is important to them, while developing their personal skills, competencies, and gaining experience and knowledge. Groups of 3-5 young people look for a solution to an environmental and/or social problem that they find important and that is present in their own environment, and develop a project plan during the program, while also receiving mentoring, training, and experience programs. At the end of the program, the teams present their ideas at a special event in front of corporate leaders and decision-makers, where they can engage in dialogue with invited large companies and professionals. The project also aims to bring the organizations and companies involved into closer contact and dialogue with younger generations, thereby becoming more sensitive to this vulnerable age group in a way based on knowledge and mutual understanding. During the program, young people develop their digital and entrepreneurial skills and competencies, gain useful knowledge on sustainability issues, and make real interventions in environmental and social issues. Our goal is to introduce young people to the role and opportunities of the NGO sector, develop their active citizenship, and show them how to create sustainable social and/or environmental issues that serve good purposes along business thinking, maintain them in an organizational form in the long term, and even make the civil sector appear as a career option in their thinking.
Young people between the age of 16-25, civil society organisations and companies
Project plans developed by young people;
Entrepreneurial, communication, social and digital competences of the participants developed;
Cooperation between young people, civil society organisations and companies.