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CRAFTING 50 & BEYOND: Digital enabler for older craftsmen’s businesses

Considering the characteristics of the craft sector, CRAFT50+ will work to understand the competences that craftsmen from different partner countries (Italy, Portugal, Romania, Bulgaria, Belgium, Cyprus and Georgia) have and the activities they need to develop to make these activities more creative and digital. Taking advantage of the economic restructuring that the pandemic requires, the entire craft area will be worked on, understanding the cultural and legislative contexts of each country for these activities, and working directly with craftsmen to endow them with the business and technological skills needed to boost their business. At least 42 craftsmen will be involved in the project activities, following a co-construction methodology and 18 craftsmen will have the opportunity to participate in a blended mobility of learners. 230 stakeholders will be involved in multiplier events directly.


Traditional teaching methods are focused on providing facts; however, having access to and consuming a lot of information isn’t learning. Being informed isn’t the same as being educated. Virtual Reality (VR) can motivate students towards academic achievement. By using of VR technology, teachers can attract the attention of students to developed VR education material and make studying process exciting and more effective. VR is on the doorstep of education, and without a doubt, it’ll change the world as we know it. New school classrooms will be technologically advanced places of learning, with VR technology, that will allow significantly increasing of students’ engagement and learning. The present limits can be notified in the lack of necessary IT equipment, as well as lack of teachers’ skills in ability of the underlying technology to customize the material on such way that it can be easier to implement VR material as a part of the class curriculum.