Learn Social Entrepreneurship! Empowering Youth Through Gamification and Cutting-Edge Technologies: Breaking Barriers, Building Futures with E-Venture
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e-venture

E-Venture aims to promote entrepreneurship among young people with fewer opportunities in the EU, through gamification methodologies and New Information and Communication Technologies (NTIC). Young people with fewer opportunities, between the age of 18 and 30 and who have fewer opportunities, cultural, linguistic, socioeconomic or geographic barriers in their community, prevent their process of social and labor inclusion. These limitations affect not only the educational field, but also the social, training, work or other areas related to their participation.

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Inclusion

At e-VENTURE, we are dedicated to breaking down barriers for young individuals aged 18 to 30 facing cultural, linguistic, socioeconomic, or geographic challenges. Our mission is to provide equal opportunities for social and sustainable entrepreneurship training, ensuring that every young person can actively participate in educational, training, and work-related activities.
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Diversity

Diversity is not just a concept; it's our strength. At e-VENTURE, we embrace individuals from various cultural backgrounds, including refugees, asylum seekers, wards, former wards, and those in the process of emancipation. We consider this diversity an invaluable asset, fostering a cross-cultural approach throughout our project's life cycle.
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Equal Opportunity

We are committed to equal opportunity, aligning with the priority of promoting inclusion and diversity in education, training and youth. We provide opportunities for young individuals with fewer opportunities, ensuring access to social entrepreneurship training. This commitment extends to our youth workers, democratizing opportunities for both beneficiaries and facilitators.

Course

E-Venture - Complete Guideline for Social Entrepreneurs

The course will be introducing to subjects such as the Social Economy, Digitalization of your Business and many more helpful topics, such as How to do a Market Analysis, as well as provide practival activities.

Game

Startup Quest Bakery

Embark on a brief entrepreneurial journey to establish and manage a socially responsible bakery. Obtain permits, prepare the space, choose your equipment, and produce various breads. Aim for profitability while positively impacting society and the environment.

Timeline


INTERNATIONAL MULTIPLIER EVENT - BOOTCAMP (May 2024)

Just some weeks before the official closure of the project, was held with great success and participation the International Multiplier Event and BootCamp experience in Spain organized by the project leader-Eveho Fundació; Young people from Spain, Italy, Greece, and Romania got involved in gaining insights into successful social entrepreneurship models and exchanging best practices with peers from the participating countries.


Last Transnational Meeting in Greece (18-20/07/2024)

In the framework of the project "e-VENTURE - Promoting entrepreneurship for young people with fewer opportunities in Europe." implemented under the Erasmus+ Programme and specifically under the action 'Cooperation Partnerships in the youth sector', took place the project's final transnational meeting took place on Tuesday 18/06 and Wednesday 19/06 in ThessaloniKi. The meeting was hosted by ARSIS-Youth Social Support Organisation which participates as a partner in the project and was attended by representatives from the other partner organizations: Eveho Fundacio - Spain (leader), Liberamente - Italy & Predict -Romania. During the two-day meeting, particular emphasis was given on the finalization of the project activities. The partners discussed about the utilization and sustainability of the project results as well as the administrative and management issues related to its completion. The meeting concluded with the partners' agreement on the implementation schedule and division of tasks.

Project Meetings

During the project’s duration they took place virtually 15 project meetings among the project team; During these meetings various issues were discussed; the preparation of the deliverable Result 1 &2, the development of the webpage, the arrangements for the Gamification experience, the overall process of the project, organizational issues etc