Every project BACKSLASH has coordinated or taken part in, from 2017 to today. Filter by strategic area, topic, programme, country, status or the role we played.
EcoMINEd uses Minecraft as a structured, game-based learning environment to engage young people in sustainable development and active citizenship. Coordinated by the City of Espoo, the partnership co-creates…
2026–2028 · STEM, digital learning and technological innovation
Youth R_AI_ght responds to the silent shift that generative AI is producing in the European youth sector, where priorities increasingly reflect algorithmic predictions rather than the lived realities…
DigiCampus Connect helps universities move from one-off wellbeing actions to an institutional model of student belonging that is measurable, inclusive and replicable, covering both digital and on-campus life.…
2026–2028 · Digital transformation and human use of technology
DISCERN-AI strengthens AI literacy and resilience to disinformation in youth work. Partners from Romania, Hungary, Spain, Ireland and the Netherlands map the competence gaps of youth workers, develop…
The Europeans Against Fake News (EAF) project aims to empower young Europeans by developing critical thinking skills and digital literacy, enabling them to identify, analyse and combat misinformation…
Nature VR is a project that combines virtual reality, environmental education and youth wellbeing to strengthen ecological awareness and support young people’s mental health.
The EYTCA project trains young people and youth workers to combat greenwashing by providing them with digital tools and specialized training to assess environmental impact and promote genuine…
Future Me is a 24-month Erasmus+ cooperation partnership project (KA220-YOU), coordinated by Gemeinsam leben und lernen in Europa (Germany) with partners from Spain (BACKSLASH), Romania (CVCN), and Italy…
2025–2027 · Digital transformation and human use of technology
eLearning Architects is a European project that aims to improve the quality of Vocational Education and Training (VET) in the field of eLearning. It seeks to bridge the…
2025 · Digital transformation and human use of technology
The European project DIGI-MENTAL aims to equip youth workers with innovative and inclusive Virtual Reality (VR)-based digital tools to enhance the mental well-being of young people across Europe.…
2025–2027 · Digital transformation and human use of technology
Gamer-Con is an international initiative that seeks to strengthen mental health, social inclusion, and employability among young people transitioning to adulthood, using video games as a tool to…
2025–2026 · Digital transformation and human use of technology
ConnectED: Bridging Minds, Building Communities aims to strengthen the capacities of youth workers to support young people in taking control of their learning, promoting their mental and emotional…
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