Projects

Sports for everyone!

Sports for Everyone! is a project coordinated by ÖBÍ – The Icelandic Disability Alliance, an Icelandic organization dedicated to the protection of the rights of persons with disabilities. The initiative will focus on the inclusion of young people with disabilities through eSports, understood not only as digital competition but as a space for socio-educational youth work, social inclusion, and civic participation.

More specifically, the project will develop guidelines and a training manual aimed at coaches, youth workers, and non-formal education practitioners, with the goal of integrating sustainable inclusive practices into gaming-related activities. Alongside the training component, the project will also include opportunities for practical experimentation and exchange among young people from different European contexts (Italy, Iceland, Finland), culminating in a demonstration eSports tournament conceived as an experience of socialization, cooperation, and visibility.

The overall intention is to strengthen non-formal methodologies within Digital Youth Work, promoting more accessible environments and a gaming culture capable of valuing diversity.

Sports for Everyone! is a project coordinated by ÖBÍ – The Icelandic Disability Alliance, an Icelandic organization dedicated to the protection of the rights of persons with disabilities. The initiative will focus on the inclusion of young people with disabilities through eSports, understood not only as digital competition but as a space for socio-educational youth work, social inclusion, and civic participation.

More specifically, the project will develop guidelines and a training manual aimed at coaches, youth workers, and non-formal education practitioners, with the goal of integrating sustainable inclusive practices into gaming-related activities. Alongside the training component, the project will also include opportunities for practical experimentation and exchange among young people from different European contexts (Italy, Iceland, Finland), culminating in a demonstration eSports tournament conceived as an experience of socialization, cooperation, and visibility.

The overall intention is to strengthen non-formal methodologies within Digital Youth Work, promoting more accessible environments and a gaming culture capable of valuing diversity.

Reading it the (Right) Way!

Reading it the (Right) Way! is a journey through independent bookstores, (dis)abilities, and social creativity. The idea is simple: to help small booksellers, cultural operators, and social workers in the book sector make their spaces more welcoming for neurodivergent people, turning reading into a truly inclusive experience.

It is a professional training path designed for those working in books and independent culture, to learn together how to build more accessible environments, strengthen the resilience of small bookstores, and embrace models of social entrepreneurship that have a concrete impact on communities.

The project will also focus strongly on fostering exchanges between different target groups, creating a small digital archive, and developing an online network to connect diverse people who share the same goal: growing together and making reading a truly common good.

Reading it the (Right) Way! is a journey through independent bookstores, (dis)abilities, and social creativity. The idea is simple: to help small booksellers, cultural operators, and social workers in the book sector make their spaces more welcoming for neurodivergent people, turning reading into a truly inclusive experience.

It is a professional training path designed for those working in books and independent culture, to learn together how to build more accessible environments, strengthen the resilience of small bookstores, and embrace models of social entrepreneurship that have a concrete impact on communities.

The project will also focus strongly on fostering exchanges between different target groups, creating a small digital archive, and developing an online network to connect diverse people who share the same goal: growing together and making reading a truly common good.

Adventures are better shared!

Adventures are better shared! will develop a familiarization program for tutors, educators, trainers, volunteers and social workers focused on the theme and tools of Gaming Education, which promotes the use of commercial video games to foster transversal skills, a sense of inclusion, emotional awareness, and self-esteem in learners/gamers.

The program primarily aims to enhance civic, emotional, and cognitive abilities, interpersonal interaction, and much more.

Adventures are better shared! also emphasizes networking and relationship-building, whether virtual or in-person, to connect educators, tutors, facilitators, and those who, through games and activities often dismissed as mere "time-wasters," have grown, enhanced their soft skills, built relationships, and developed civic awareness.

Adventures are better shared! will develop a familiarization program for tutors, educators, trainers, volunteers and social workers focused on the theme and tools of Gaming Education, which promotes the use of commercial video games to foster transversal skills, a sense of inclusion, emotional awareness, and self-esteem in learners/gamers.

The program primarily aims to enhance civic, emotional, and cognitive abilities, interpersonal interaction, and much more.

Adventures are better shared! also emphasizes networking and relationship-building, whether virtual or in-person, to connect educators, tutors, facilitators, and those who, through games and activities often dismissed as mere "time-wasters," have grown, enhanced their soft skills, built relationships, and developed civic awareness.

Gaming and Parents

Can video games be an educational tool? A family activity that engages and brings parents and children closer together? Absolutely yes! But only if they are well-understood and integrated into daily routines in a healthy and mindful way.

The Gaming and Parents project provides parents with tools and resources to navigate the vast world of digital gaming, a widespread phenomenon that is often misunderstood or demonized, especially by older generations. In addition to promoting responsible gaming, the project will also explore important topics for effectively managing digital life within the family, helping everyone learn together to recognize potential risks and dangers.

Can video games be an educational tool? A family activity that engages and brings parents and children closer together? Absolutely yes! But only if they are well-understood and integrated into daily routines in a healthy and mindful way.

The Gaming and Parents project provides parents with tools and resources to navigate the vast world of digital gaming, a widespread phenomenon that is often misunderstood or demonized, especially by older generations. In addition to promoting responsible gaming, the project will also explore important topics for effectively managing digital life within the family, helping everyone learn together to recognize potential risks and dangers.

Completed projects

Pitch Perfect

Pitch Perfect aimed to provide individuals involved in listening services, counseling, and tutoring with a learning and reflection path focused on LGBTIQA+ inclusion perspectives, primarily working on strengthening their linguistic, communicative, and relational skills.

In addition to an accessible and open educational program for everyone, Pitch Perfect also developed pedagogical resources related to board game culture and digital art, which can make the various work settings for our beneficiaries more inclusive (and more friendly!). These settings ranged from family counseling to individual tutoring, and extend to the many forms of educational facilitation.

Pitch Perfect was selected as a “Good Practice” by the Italian National Erasmus+ Agency, INDIRE (Adult Education sector).

Pitch Perfect aimed to provide individuals involved in listening services, counseling, and tutoring with a learning and reflection path focused on LGBTIQA+ inclusion perspectives, primarily working on strengthening their linguistic, communicative, and relational skills.

In addition to an accessible and open educational program for everyone, Pitch Perfect also developed pedagogical resources related to board game culture and digital art, which can make the various work settings for our beneficiaries more inclusive (and more friendly!). These settings ranged from family counseling to individual tutoring, and extend to the many forms of educational facilitation.

Pitch Perfect was selected as a “Good Practice” by the Italian National Erasmus+ Agency, INDIRE (Adult Education sector).