PR4 Description

NEEDS ANALYSIS PR4 focuses on the development of the Back Pack for the setting up of the EU MAKERSPACES as per the recommendation of the 2021-27 Digital Education Action Plan where the developed SMARTaiNNOVATORS will be offered, either in the school, or in associate partners (e.g. training centres) thus utilising the non- school time to provide targeted skills for AI technology, game development and STEAM skills based on synergies with the labour market.

This is an attempt to provide the EU community with a comprehensive and holistic PACK which will incorporate all products and results, offered on and off line, in a systemic way to ensure sustainability and exploitation During this stage all products will the tested and reviewed, whereas students with their teachers will prepare for the blended SMARTaiNNOVATORS COMPETITION and an EXHIBITION launched at the local level with upscaling potential at the EU VET WEEK (NOV 2024) and as part of the BLENDED LEARNING MOBILITY. PR4 includes: 

– Preparing the back pack with regulations and guidelines 

– Setting up the MAKERSPACES, pilot-testing and evaluation 

– National Campaign and Competition 

– SMART INNOVATORS HACKATHON/EXHIBITION TARGET GROUPS The target groups will be the end beneficiaries of the SMARTaiNNOVATORS project who will be involved and participate in the last activities, such as the MAKERSPACES during which they will acquire targeted digital, coding, AI and STEAM skills, as well as transversal skills, problem-solving, creativity initiative, team work, interactive learning etc. in order to develop an IT solution to a give social problem, while participating in a Regional Competition and Exhibition to be organised as part of the EU CODE WEEK (Oct 2023).

They will also be given the opportunity to participate at the European Competition during EU VET WEEK (Nov 2023) with students from the other participating countries. INNOVATION The innovative aspect lies in the methodology of the whole project where the consortium envisions to provide the EU community with a COMPREHENSIVE and READY TO IMPLEMENT BACK PACK accompanied with an EDUCATIONAL TOOL KIT which has high exploitation and sustainability potential, as there is a great need among schools for introducing AI technology.

The PACK will be used by VET schools in order: 

– to promote the modernization and AI-driven digital transformation of VET schools 

– to exploit the use, benefits, impact and risks of AI technology 

– to empower vulnerable students with new skills to meet the needs of the labour market 

– to strengthen VET trainers’ profiles and as a result upgrading the quality of the VET learning provided and minimizing the gap between E&T and the world of work 

– to promote the EU recommendations for acquiring a basic understanding of new and emerging technologies including Artificial Intelligence 

– to empower students as DIGITAL INNOVATORS for SOCIAL CHANGE and SUSTAINABLE DEVELOPMENT IMPACT The impact on the target groups and all participants is expected to be massive as it will not only empower their profiles, but it will also upgrade their organization to maintain efficiency and effective learning procedures that respond to the demands of the digitalized economy, the green transition and the social challenges.

The MAKERSPACES will initiate a new type of active, engaging, motivating and inspiring learning methodology based on quality standards, monitoring rubrics, guidelines etc., as well as on the building up of synergies with labour market. The traditional class- room based teaching can be replaced by team-work, problem- solving, hands of activities that can trigger the interest of the students. TRANSFERABILITY The products can be utilized, transferred and exploited further by not only the participating organizations, as part of their practices (e.g. P5 can offer it on an annual basis as a training course or KA1), but also other organizations interested in offering similar programmes (local authorities, emp

The National Hackathons!



Społeczna Akademia Nauk, in cooperation with the Administrative and Service Technical School in Łódź organised the SmartAInnovators program. First, 5 teachers were trained based on the materials prepared for the project. VET teachers in the field of IT, graphics and programming participated in the training. Teachers get familiar with the platform, learning materials, scenarios, and assignments.


Then, practical training with students and a national hackathon took place. All the activities were organised as extra-curricula. Students were introduced to the AI with the use of Lobe. Under the national competition, they prepared a code in Python. They, amongst others, tried to teach the algorithm to recognise the clothing size (S, M, L ) from the measurements and categorised cars as trucks and passenger cars, based on their weight. The winning team developed the supervised machine learning algorithm that classifies the phone. The results were asses by the experts and the winning team was awarded with the participation in international training in Cyprus.



PCG Polska, to train the VET teachers and students about Artificial Intelligence (AI) cooperated with Zespół Szkół Ponadpodstawowych w Brzezinach (Poland).Training with VET teachers equipping them with both the theoretical understanding and practical skills needed to effectively teach AI concepts and applications, as well as the ability to use project materials. This professional development not only enhances the teachers’ own expertise but also significantly contributes to the students’ future employability in a technology-driven workforce.


In-class activities equipped students with practical and theoretical knowledge essential for thriving in a technology-driven world. This comprehensive curriculum covers fundamental concepts such as machine learning, neural networks, and data analysis, along with hands-on experience in programming languages like Python  Students prepare their own idea to solved the social problems, through the app LOBE. They also visited the municipality to see, how AI can be used in public services.



The focus of the project’s first piloting workshops was on teacher training in the themes of artificial intelligence, acquiring competence through project materials, and assessing knowledge through the smartAInnovators Academy test. The training sessions were attended by five teachers: Oier Arostegi, Kodo Garaigordobil, Ainara Garcia, Ane Arana, and Jokin Goioaga. The training was broken up into three main sections: material sharing, project presentation, and material usage and exam evaluation. The teachers that participated in the training also took part in the student hackathon and piloting sessions. The feedback received was positive, as they all though the materials were innovative and easy to apply in their classes.


The smartAInnovators project aimed to enhance students’ understanding of Artificial Intelligence (AI) through piloting workshops, training sessions, and a Hackathon. The workshops focused on AI knowledge, platform usage, scenario conduct, and evaluation through exams. During the Hackathon, participants formed teams to develop AI projects using the LOBE application. A jury comprising teachers, enterprise representatives, and the project manager evaluated the projects. The winning project, “Los Papas,” focused on AI-based cathedral recognition to aid tourism. Feedback from participants indicated satisfaction with interaction opportunities but some concerns about group formations, venue logistics, and workload distribution. Despite some negative feedback, most students were satisfied with the overall training experience.



The teachers’ training sessions was a great opportunity for the participants to get acquainted with the training material developed on the SmartAI platform. The participants were also introduced to the project and its objectives and the feedback regarding the presented material was very encouraging.


Likewise, during the students’ training sessions the participants were guided through the various subjects, i.e. AI, Unity, with a view to help them better understand these concepts. During the Hackathon, the participants worked in teams and developed projects using the LOBE application. The winning project was about how AI can help the prevention, early detection and fighting of forest fires. The overall feedback received by students was very positive.



Emphasys Centre, organised two face-to-face sessions with Trainers to present and show the smartAInnovators project and materials. An introduction to the project was made then followed a more detailed presentation of the modules developed, specifically: 1a. Artificial Intelligence (Basic), 1b. Artificial Intelligence (Advanced), 2a. Unity Training (Basic), 2b. Unity Training (Advanced), 3. Unity Game Development “Lucky Game”. Next the platform and mobile app were presented and all were asked to register to the project platform and navigate the modules in more depth. At the end of the two sessions, the trainers were asked to complete an evaluation form and provide feedback


Emphasys Centre, organised multiple face-to-face sessions with students for the National Hackathons for the smartAInnovators project. An introduction to the project was made then followed sessions regarding the modules developed, specifically: 1a. Artificial Intelligence (Basic), 1b. Artificial Intelligence (Advanced), 2a. Unity Training (Basic), 2b. Unity Training (Advanced), 3. Unity Game Development “Lucky Game”. Next the platform and mobile app were presented and all were asked to register to the project platform and navigate the modules in more depth.



During January 2024. ITHS organized a training for VET teachers. Teachers are familiar with the goals of the smartAInnovators project, learning materials, scenarios, and assignments. Also during the training, the learning platform and the mobile application of the project were presented.

Through the survey, VET teachers pointed out that they are very satisfied with the organized training.


Simultaneously with teacher training, ITHS also organized training for VET students. The students were introduced to the results of the project and learning materials. After the training activities, a national hackathon was organized. During the hackathon, students created AI models in a web environment and presented them to the judges. The judges awarded the highest number of points to the application that recognizes the song, and the artist and displays the lyrics from the mp3 file.

National Hackathon Infographics



International Hackathon Infographics

Video Testimonials from the Transnational Hackathons!

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