Current Projects
EDU-LAB – European Youth in Education and Transition to the Labour Market
Short description:
The EDU-LAB research project examines the factors influencing young people's (aged 15-30) education and transition pathways in Europe. The focus is on equity and inclusion in both general and vocational education and on transitions into the labour market. The goal is to develop comprehensive models of educational and transition pathways across European Education Area (EEA) countries and to analyse how policies and investments contribute to participation and completion in education.
EDU-LAB systematically investigates determinants shaping choices, pathways, and transitions, considering structural and individual factors. The project assesses policies and investments in general and vocational education, evaluates their efficiency, and examines their impact on inclusion and equity. A mixed-methods approach integrates secondary data analyses, expert interviews, case studies, and participatory workshops. Key methods include regression and trend analysis, difference-in-differences analysis, and stakeholder engagement.
The central questions of the project are:
The project is funded by the European Research Executive Agency (REA). The project duration is from January 2025 to December 2027.
The project is conducted by an international consortium of universities and research institutions from Austria, Germany, Greece, Portugal, Italy, Finland, Poland, Kosovo, and the United Kingdom.
Further information: www.evalag.de/de/internationales/horizon-projekt-edu-lab
Contact person: Richard Wolff (until March 31st 2025)
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VR-intense
Short description:
VR offers universities the opportunity to create virtual spaces and use them as MakerSpaces for innovative higher education. VR enables students to engage in immersive, cross-border learning experiences across Europe while supporting universities in integrating new teaching and learning methods. The VR-intense project seizes this opportunity by aiming to develop innovative virtual reality learning environments in higher education. VR-intense addresses key challenges in higher education, including the acquisition of practical skills, the development of soft skills, and the preparation of students for the job market.
To achieve these objectives, the project develops and implements VR solutions. Specific learning scenarios and training programs are designed, programmed, tested, and evaluated. The project also focuses on representing universities and their study programs, enabling hands-on experiences for interested students and promoting educational mobility by virtually showcasing new educational and career pathways. The main themes include European Citizenship as well as economic, pedagogical, and engineering-related content. Additionally, the project explores how existing curricula and infrastructures can be adapted to the needs of an increasingly digital educational landscape while developing teaching and learning materials to support the use of VR in university courses.
The project is funded by ERASMUS+ and runs from September 2024 to August 2027.
Key objectives of the project:
- Introducing students to European universities and study programs through virtual excursions
- Enhancing students' social and communication skills as well as their academic readiness
- Offering immersive learning experiences on European Citizenship in seminars and lectures
- Developing VR tools for virtual excursions and cross-border collaboration in Europe
More Information: Kick-off for the ERASMUS+ Project VR-intense: Virtual Reality Revolutionizes Higher Education*
Contact Person: Sabrina Sailer-Frank
Scientific Work 2.0
Scientific Work 2.0 – Designing a Digital Gamified Learning Environment for Competence Development in Academic Writing**
Short description:
An increasingly interconnected world and the vast availability of knowledge present challenges for students. Tools such as AI and open-access databases provide condensed information within seconds—yet these resources rarely meet the requirements of academic writing. However, mastering the fundamentals of scientific work is essential for students' academic qualifications. This challenge is addressed by the course “Fundamentals of Academic Writing,” offered by the Virtual University of Bavaria (VHB) and provided by our professorship for universities across Bavaria. The ongoing revision of the course, funded by the VHB and scheduled for the summer semester of 2025, incorporates current trends (such as AI) and focuses more on addressing individual knowledge levels and learning needs. By integrating gamified elements, the traditionally perceived dry topic of academic writing is transformed into an engaging and motivating learning experience.
The project is funded by the Virtual University of Bavaria (VHB) and runs from December 2024 to September 2025.
Key objectives of the project:
- Restructuring the existing course and dividing the module into two separate parts
- Revising content and integrating current topics and new insights related to academic writing
- Enhancing multimedia accessibility to support disadvantaged students, including the creation of supplementary learning videos
- Incorporating didactic enhancements in the form of an **Educational Escape Game**
More Information on VHB: www.vhb.org/](https://www.vhb.org/
Contact Persons: Sabrina Sailer-Frank, Filip Wojék