Our Projects
Dentro il personaggio. Il Metodo Stanislavskij – Strasberg nel cinema
“Dentro il personaggio. Il Metodo Stanislavskij – Strasberg nel cinema” is nearing its conclusion. This training program, promoted as part of the Cinema for Schools 2025 Call for Proposals, is supported by the Ministry of Education and Merit (MIM) and the Ministry of Culture (MIC). The program involved students from the Liceo Classico “Pitagora” in Crotone in an intensive experience focused on cinematic language and acting. Consisting of 82 hours in total and divided into five modules, the project proposed an integrated approach to acting, screenwriting, and film production, with a focus on the Stanislavskij-Strasberg Method, based on emotional authenticity and the psychological construction of character.
In this context, the Liceo Classico “Pitagora” served as a laboratory space open to experimentation, fostering active participation, collaboration, and guidance. Students were involved in the entire creative and production process: from character development to writing, all the way to on-set work and the creation of the final product. The acting workshop explored the connection between body and emotion; the screenwriting module guided participants in constructing stories and dialogue; the production module provided practical skills related to set management and audiovisual production.
A key aspect of this journey was the contribution of the professionals involved, who supported the students by providing artistic and technical expertise and offering a firsthand look at the world of cinema:
- Anna Maria Lagani, actress and author, scientific director of the project and instructor of the acting module;
- Nicola Ragone, director and screenwriter, project consultant, instructor of the film production module, and set supervisor;
- Maria Cristina Di Stefano, director and screenwriter, instructor of the screenwriting module;
- and Luigi Vitelli, expert in cultural planning, instructor of the cultural event management module.
1The partners
The contribution of the partners who supported and accompanied the project throughout its various phases was also crucial:
- Municipality of Crotone – supported the activities and dissemination of the initiative
- Erasmus Me Academy – contributed to a future international expansion of the program
- Cinema Teatro Apollo – served as a hub for film enjoyment and public engagement
- Limbo Srl – contributed to technical production support
- Studio Imbesi – Elaborazione E Sviluppo – S.R.L. – contributed to communication and dissemination of the final event
- C.I.P. SRL – contributed to technical and administrative support
2The movie
The project culminated in the production of the short film “Linee parallele,” written and performed entirely by students of the Liceo Classico “Pitagora” in Crotone.
The film tells the story of three young people, Lucia, Cleo, and Diego, who are going through a period of rupture, suspended between who they were and what they cannot yet name. Their paths touch and intertwine, sustained by an imperfect but necessary friendship and by unexpected encounters that open new avenues.
Through mutual reflection, each finds the courage to crack their shell and get moving again, choosing to look towards a future that is still uncertain and fragile, but finally full of possibilities.
3The final event
The final event was held on May 13 at 6:00 PM at the Cinema Teatro Apollo in Crotone and included a screening of the short film, followed by a meeting with Eugenio Piovosa, entertainment agent and owner of Genius Management, which operates nationwide in the film and television sectors.
His presentation offered an in-depth look at the dynamics of artistic representation and the pathways to entering the professional world of entertainment.
This experience focused on young people, offering them concrete tools to share their experiences, express themselves, and learn about the language of cinema.

Project Number: 2022-1-IT02-KA210-ADU-000081472 – Partner
We want to introduce young adults on the job market who have theoretical and practical skills in the field of podcasting, but also transversal and managerial skills that raise their employability, changing their attitude (from passive to participation in their personal and professional growth) and their mindset. We also intend to train trainers, to multiply and expand the numerical range of young adults capable of making the leap in quality
To achieve our goals, we will train young adults, who already during the project phases will explore the local, national, and European reality in terms of opportunities, improving a series of skills and producing podcasts.
We will also create a video guide for trainers, in order to transfer methodology and tools to them. A web platform will be the IT heart of the project, of which we will take care of the dissemination and communication to reach a wider audience.
Games4Green
Project Number: 2022-1-DE02-KA220-VET-000085499 – Coordinator
This project aims to improve the employability of unemployed young people, increasing the number of professionals in the video game sector in Europe. Proposing the keys to promote the serious video game sector committed to aspects of social awareness, such as raising awareness of green issues. Encourage women to join the video game sector as professionals. Attend to inclusion, promote digital transformation, and improve the necessary soft skills.
The consortium formed by 6 multidisciplinary partners from 5 countries and experts in VET training will hold four transnational meetings and short-term training to develop the project. All the partners will hold seminars at the end of the project to reach 1,000 registered users on the SPOOC platform, video games developed and the complementary digital PLE created to continue learning once the proposed course has finished. 20 serious mini-video games will create green awareness in public.
Games4Green will offer holistic training for game development. For this, 10 modules will be created that cover the main professional profiles that collaborate in the creation of a video game. An e-learning platform will be created in SPOOC (Self- Paced Open Online Course) format, which will be complemented by a PLE (Personal Learning Environment) creating a Learning Path for each professional profile. 20 Green Mini-Video Games will raise awareness and be templates for future developments.

EQUAL SciTech: promoting gender equality in Science and Technology

Project Number: 2022-1-PT01-KA220-SCH-000088149 – Partner
The EQUAL SciTech project, Promoting gender equality in Science and Techonology aims to meet the following objectives: – highlight the important role of women in science and technology.
to ensure a transformative environment in the school context regarding the roles of women and men at work and in society; – to raise the gender awareness of teachers/educators by enhancing their educational skills to work with students.
Besides the results that we will develop, we intend to implement four transnational meetings between partners; 1 training action that will train teachers/educators in the field of promoting gender equality in science and technology in the school context; six multiplying events as well as several dissemination activities. All this under the management of the coordinating entity, AESCAS.
Guide of Approach To work with students on gender stereotypes and encourage their participation in STEM careers. Pedagogical Tools that will include the following materials: educational card game;interactive digital book to promote equal participation of girls in science; Film Festival with a set of inspiring videos
Intercultural Competence Development for Adult Education (IntCult)
Project Number: 2022-1-PL01-K220-ADU-000087417 – Partner
This project aims to enhance adult educators’ intercultural competencies through an innovative online course designed around solid evidence and visual media. Fiction and reality will intertwine and engage learners towards efficiently navigating a more culturally diverse society. Beyond an (online) course of our own, we will provide a media catalog, inspiring examples, a course framework, and workshop guides for those willing to develop their own courses and workshops.
IntCultAE includes 3 sets of activities: PM – Project Management, DE – Dissemination & Exploitation, R – Results. PM fosters team spirit, promotes efficient work, and guarantees the quality of all the financial and process development. DE are supported by social media and involve target groups from the start. R are supported by films (featured and real stories, staff will receive training in filmmaking) to be more appealing and comprehensive. All partners are involved in all project activities
Results: (1) Intercultural Competencies Course Framework; (2) Intercultural Competences Films and Scenes Catalog, to be used in the IntCult AE online course and in other learning situations; (3) a series of real-life Stories of Acculturation in films, to be used as good practices on intercultural competencies; (4) Intercultural Competencies Online Course, targeted to AE; (5) Intercultural Competencies Workshop Guide, to AE organizations to promote workshops to practice intercultural competences.

Project Number: 2023-1-IT03-KA220-YOU-000153640
It is aimed at promoting the safety of young people in the digital environment, as greater awareness of possible manipulation can help them build the digital skills and abilities necessary to avoid scams and scams, strengthening their sense of initiative in the social field.
By participating in this initiative, young people have the opportunity to be more incisive with their decisions and opinions and to proactively influence social processes, encouraging more effective cooperation.
The project is approved by the National Agency for Youth in Italy in the framework of the “Erasmus Plus KA220 – Cooperation Partnerships In Youth” program and it is granted by the European Commission.




SELF4Youth: Promotion of self-care and inclusive mental health support in young adults.

Project Number: 2023-1-ES01-KA210-ADU-000153433
The SELF4YOUTH project aims to support the European Mental Health Plan under the ‘Healthier Together’ program by targeting SDG 3.4 to enhance mental health awareness and support. The project will develop guidelines, a resource kit for self-care, and community mental health support, alongside two training courses (LTTA) designed to increase understanding of mental health issues, particularly among the youth, and to dismantle the social taboos surrounding them. By improving the competency of workers at participating entities, SELF4YOUTH seeks to address the mental health needs of disadvantaged youth, enhancing community resilience, promoting early intervention for mental health issues, and fostering inclusive environments that encourage open discussions about mental health. The initiative also includes distributing knowledge, tools, and best practices on mental health management to stakeholders at various levels, ensuring that educators and youth workers are well-equipped to support the mental well-being of young adults facing exclusion..
