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Our team pioneers in research and development of specialized games, tools, workshops and activities with social and educational impact.
ERASMUS+ program to develop tabletop and digital games aiming the inclusion of people with intellectual disability
ERASMUS+ project which aims to the empowerment of young people in entrepreneurial skills by finding their role in social entrepreneurship.
Active citizens fund program aiming to create a sustainable connection between small NGOs and companies running CSR programs
LEGENDS OF DISABILITY
Active citizens fund program aiming to the empowerment of people with disabilities through Role-models.
ERASMUS+ program of exchange of good practices with the aim of improving the quality of life of elderly people and their inclusion as active members in society, offering their knowledge and wisdom to the next generations.
ERASMUS+ program to create tabletop and digital games for people with dementia, capacity building seminars for professionals working in the health sector.
ERASMUS+ program for the exchange of good practices in the field of intergenerational education. The goal is to empower educators to create and promote inclusive education for all ages.
ERASMUS+ program aiming to empower official and unofficial carers of people with dementia to prevent and manage aggressive behaviors both at home and in the community.
ERASMUS+ program for the development of game-based tools for people working in museums and other cultural spaces in order to make them and their activities accessible to dementia patients and their carers.
ERASMUS+ program of exchange of good practices with the aim of empowring vulnerable population groups (disabled, homeless, refugees, immigrants, etc.) in their skills in art and entrepreneurship through inertactive creaction workshops.
ERASMUS+ program aiming to strengthen the skills of cultural venues staff in sign language to promote inclusiveness of Deaf and Hard of Hearing (DHH) people. Its objectives are the creation of tools, guides, videos and a game.
ERASMUS+ project aiming to Redesign touristic experience in a more inclusive way for deaf people.
ERASMUS+ program of exchange of good practices in education through games to adults.
ERAMUS+ school program aiming to the empowerment of girls to follow STEM careers.
ERASMUS+ program aiming to create a mystery digital game and toolbox for the promotion of equal participation in STEAM- Science Technology Engineering Art Mathematics.
ERASMUS+ program aiming to promote equal participation of girld and boys in sciences and STEM- Science Technology Engineering Mathematics thgrough game-based methods and digital toolbox.
ERASMUS+ program aiming to empower mums in entrepreneurship through guides, actions and a digital gamified application.
ERASMUS+ program aiming to empower women who have become mums recently in entrepreneurship through role models and modern tools.
ERASMUS+ program aiming to empower women from vulnerable groups like immigrants, refugees, with disabilities, LGBTQI+ etc. in entrepreneurship.
ERASMUS+ project which aims to empowering women in entrepreneurship through Role-model education
AGRO EDU GAMES
ERASMUS+ program with the aim of strengthening the skills of young people in agro-entrepreneurship through game-based methods and educational tools.
ERASMUS+ program which aims to inspire and empower young people to be active in the agricultural economy.
ERASMUS+ program aiming to empower youth in agro-entrepreneurship and exchange of good practices with older generation farmers with experience in the field.
YOUTH FOR YOUTH
ERASMUS+ program aiming to empower youth through game-based methods.
ERASMUS+ program aiming to to develop escape rooms with embedded programming challenges, as an innovative methodology to increase the motivation of young people in relation to learning basic programming principles.
ERASMUS+ program aiming to promote social inclusion and diversity of young people. This will be achieved through an interactive and innovative methodology, the VIBES approach and by training youth workers to use the methodology.
ERASMUS+ program aiming to empower teachers and students through game-based tools in concepts, principles, history and institutions of Europe.
ERASMUS+ program aiming to empower youth to distinct fake news.
SUSTAINABILITY AS THE ART OF RESILIENCE
ERASMUS+ program aiming to promote sustainability and the art of resilience.
MYSTERY IN NURCING HOMES
4 Escape Rooms in Nurcing homes are waiting for elementary students and high-school students to visit and solve the mysteries they hide. With the exclusive donation of the TIMA Charitable Foundation.
Digital mystery game based on the book ‘Farewell Anatolia’ by Dido Sotiriou and the life of Axioti described by his view in his books, under the sponsorship of the Ministry of Culture and Sports. Aiming to introduce the culture of that period.
Digital mystery game based on the books ‘Land of Aeolia’ and ‘Serenity’ by Ilias Venezis under the donation and sponsorship of Ministry of Culture and Sports. Aiming to develop the youth reading culture.
ERASMUS+ program aiming to empower and educate people in municipalities and public services to manage crises similar to pandemic, earthquake etc.
CARE 4 CARERS
ERASMUS+ program aiming to empower and educate carers
ERASMUS+ program aiming to empower and educate youth in entrepreneurship
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Game Creation Festival for children in the spectrum and inclusiveness workshops with the support of the program Points of Support and in cooperation with the Special Kindergarden of Chalkida.
PLAYING IN THE PARK
Small interventions at the Pangrati Park based on space game, board games and digital games, aiming at the interaction of the people of tha area. In cooperation with the program “Polis2”.
ΜΥΣΤΗΡΙΟ ΣΤΟ ΠΑΓΚΡΑΤΙ
“Inspector’s Melini phone rang again. Her face froze for an instant. How could they, she thought.” A new crime in Pangrati is waiting to be solved.
BRIDGE GAME JAM
Game creation festival for elderly people with or without dementia with the support of Central Greece Region – Euboea Unity and in collaboration with Alzheimer Chalkida.