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European Advanced Digital Skills Competitions DIGITAL-2026-SKILLS-09-COMPETITIONS

By AI & ML, AR & VR, Audience, Big data, Bulgaria, Computing, Country suitable for the funding, EU Institutional initiative, For ICT professionals, Form of the funding, Grant, In education, OPPORTUNITIES, Opportunities, OPPORTUNITIES: Funding, Other, Technology, Type of funding initiativeNo Comments

European Advanced Digital Skills Competitions DIGITAL-2026-SKILLS-09-COMPETITIONS

28.10.2025

Context

The European Health and Digital Executive Agency (HaDEA) has launched a call for proposals under the Digital Europe Programme to fund projects that strengthen advanced digital skills in line with the EU’s Digital Decade and Competitiveness Compass goals.

The second call topic, European Advanced Digital Skills Competitions, is an initiative that will serve as a catalyst for engaging young European people in cutting edge digital technologies. The competitions will support their creativity and connect them to the wider community of research organisations and industry players with the aim to address a highly relevant societal or industrial challenge.

Scope

There will be six competitions each covering one of the following areas: AI, Virtual Worlds, quantum, semiconductors, the Destination Earth initiative as well as an additional area chosen by the consortium.

The selected project will define at least three challenges for each competition. These challenges will address significant European or local societal, technological, and/or complex industrial issues, developed in close collaboration with Europe’s leading research institutions and industry partners.

Each challenge should involve multiple competing teams. These teams must include students from tertiary education institutions or equivalent, representing at least four different education and training institutions across four different EU Member States or countries associated with the DIGITAL Programme.

Teams may also consist of students from a single institution. The active participation of women in the teams should be strongly encouraged.

The decision on the format of the competitions is left to the awarded consortium. For the implementation of the competitions and its different phases, the use of financial support to third parties can be applied.

Goals
  • Engage young Europeans in cutting-edge digital technologies through team-based competitions.
  • Tackle key European or local challenges in areas like AI, Virtual Worlds, quantum, semiconductors, and Destination Earth.
  • Build advanced digital and teamwork skills through hands-on, project-based learning.
  • Foster creativity, innovation, and applied research to support Europe’s digital transition.
  • Strengthen cooperation among students, academia, research institutions, and industry.
Target Groups
  • Higher education institutions
  • Vocational and training institutions
  • Research institutes
  • Public administrations and/or governmental bodies
  • Human resources organisations and employment agencies
  • IT professionals
  • Industry partners, trade and industry associations, alliances, social partners and NGOs
Expected outcomes

The consortium is expected to:

  • Design at least three challenges for each of the six digital areas, aligned with the competition criteria.
  • Produce rulebooks for all competitions covering eligibility, team composition, jury criteria, evaluation methods, and balance requirements.
  • Develop a roadmap with timelines, objectives, and KPIs for implementing the competitions.
  • Create a communication strategy to promote the events and collaborate with initiatives like ELEVATE and the Digital Skills and Jobs Platform.
  • Organise an Award Ceremony in Brussels with the support of ELEVATE and propose award packages for winning teams
  • Deliver a sustainability plan to ensure the competitions continue beyond the project’s duration.

For the exhaustive list of deliverables and outcomes, please refer to the call document.

Eligibility and Consortium Composition

Beneficiaries and affiliated entities must:

The consortium must be composed of a minimum of 3 independent applicants from at least 3 different eligible countries.

Funding, Duration and Eligible Costs

The estimated available call budget is EUR 7 000 000, which also corresponds to the maximum budget available per project. The expected project duration for this topic is 48 months.

Coordination and Support Actions have a 100% funding rate.

Timeline
  • Call Opening: 4 November 2025
  • Deadline for Submission: 3 March 2026 – 17:00:00 CET (Brussels)
  • Evaluation: April-May 2026
  • Information on evaluation results: June 2026
  • GA signature: September 2026
Details

Target audience

Digital skills in education

Digital technology 

Artificial intelligence

VR

Quantum Computing

Digital Skills

Form of the funding

Country suitable for the funding

Bulgaria

Other

On a quest for facts: A game to learn and practice fact-checking skills with EU resources: teachers’ kit

By Country providing the educational resource, English, INSPIRATION, INSPIRATION: Educational resources, Language оf the educational resource, Other, Other educational resources, Type of the educational resourceNo Comments
On a quest for facts: A game to learn and practice fact-checking skills with EU resources: teachers’ kit

29.10.2025

The Publications Office of the European Union has recently released a resource titled ‘On a quest for facts: A game to learn and practice fact-checking skills with EU resources: teachers’ kit’.

This classroom activity, aimed at students aged 16 to 18, is designed to teach critical thinking, fact-checking, and the use of EU resources. The game centres on a fictional social media post and requires students to investigate and resolve false claims using the help of six engaging EU-themed characters.

Learning objectives

By participating in this activity, students will:

  • Learn and practise fact-checking skills
  • Familiarise themselves with reliable EU resources on EU law, data, publications, and more
  • Understand how false information can distort facts and harm public understanding
  • Collaborate effectively as a team to solve complex problems
Game structure

The game lasts one hour, during which students will be divided up until teams of 5 or 6. Each team will investigate a number of claims made in the fictional social media post with the help of six EU characters who will guide them towards the appropriate resources.

After the game, the teams of students are invited to debrief and reflect on their experiences during a collaborative session. This helps students consolidate their learning and reflect on the skills they have developed.

The kit is available in English and French, and is free to download on the website of the Publications Office of the European Union.

HERE you can read the toolkit.
Details

Website

www.digitalalliance.bg 

Document

PDF

Target audience

Digital skills in education

Digital technology

Media literacy

Digital skills

Level

Basic

Type of the educational resource

Other educational materials

Language of the educational resource

English

French

Methodology

Kit for teachers

Country providing the educational resource

Other

Organisation providing the educational resource

EIT Education and Skills Days 2025

By NEWSNo Comments
EIT Education and Skills Days 2025

21.10.2025

The event’s overarching theme was From Ideas to Impact, which explored how Europe can build a lifelong learning ecosystem, strengthen its talent pipelines, and connect education with innovation.

The four initiatives were:

  • EIT Skills Academies
  • EIT Deep Tech Talent
  • EIT Women and Girls in STEM
  • EIT Higher Education

Over 800 participants were welcomed, including innovators, educators, and decision-makers, to shape the future of education and skills across Europe.

Day one: investing in talent can transform knowledge into innovation

The first Day kicked off with inspiring words from high-level speakers, including Ekaterina Zaharieva, EU Commissioner for Startups, Research and Innovation, Nicodemos Damianou, Deputy Minister of Research, Innovation and Digital Policy in Cyprus, and Stefan Dobrev, Governing Board Chairperson of the EIT. They highlighted the Europe’s urgent need to align education with the demands of a rapidly changing labour market.  

Throughout the morning, panels and discussions focused on the Union of Skills strategy and the STEM education plan via theEIT Skills Academies and EIT Deep Tech Talent Initiative. Experts and Researchers agreed that Europe faces both a skills shortage and an innovation gap, and that education alone is not enough; students and professionals must gain the ability to translate research into practical solutions.

Europe at a crossroads: skills and innovation

Europe faces growing global competition and an innovation gap compared to other major economies: skills shortages limit productivity, especially in tech-driven sectors; education outcomes may be misaligned with labour market needs, particularly in STEM and emerging technologies. The Union of Skills strategy places education and skills development at the heart of EU priorities.

A blue and black background with words and symbols

AI-generated content may be incorrect.

The EIT’s Knowledge Triangle model is central to the effort to link education, research, and business, and EIT Skills Academies act as practical bridges between curricula and labour market demand, with a new European Advanced Materials Academy joining the network. Failure is recognized as a natural part of innovation, while gender inclusivity and diversity are emphasized as core drivers of creative solutions.

Existing industries adapting to future needs

The afternoon sessions focused on and the importance of digital skills to industries such as manufacturing, mining, and raw materials. These sectors are all under pressure to transform rapidly, adopting green and digital technologies while facing talent shortages.

Speakers underlined the importance of changing public perception: industries must show young people that modern manufacturing and mining are high-tech, innovative, and meaningful careers. These sectors are undergoing a green and digital transformation: new electrification, battery, automation, and regulation compliance factors require entirely new skill sets, and European manufacturing and mining face talent shortages at all levels.

EIT Knowledge Triangle

EIT’s Knowledge Triangle – Source: EIT Manufacturing

Rethinking education for an uncertain future

Students seek stability but face rapid technological and societal change, requiring flexible pathways and modular learning, mechanisms like micro-credentials, recognition of prior learning, and industry co-designed curricula enable agility and resilience. Incorporating AI into practical, applied learning can drive engagement, with personalization and live assessment can make learning tangible.

AI skills demand precise classification:

  • Tier 0: AI-literate users in non-technical roles
  • Tier 1: Technical professionals using AI tools
  • Tier 2: Highly specialized AI developers and researchers

Europe has a surplus in Tier 1, but gaps in AI literacy (Tier 0) and deep AI expertise (Tier 2), with gender imbalances concentrated in Tier 2. Tailored policy and training are crucial to avoid misallocation of resources and ensure inclusivity.

Key takeaways

  • Europe must not only produce skilled workers but redesign the attractiveness of industries, modular learning pathways, and hands-on ecosystems.
  • Future competitiveness relies on co-created curricula, industry engagement, flexible learning models, and a culture that embraces experimentation and risk-taking.
  • Practical skills, entrepreneurial mindset, courage, curiosity, and adaptability are becoming as vital as technical knowledge.
  • The EIT remains a systemic connector, turning strategic discussions into immediate workforce impact while shaping a resilient, innovation-ready Europe.

 

Day two: inclusion is as asset, collaboration is crucial

The second day centred around two themes: the morning session focused on The Women and Girls in STEM (via its “Girls Go Circular” component), and the afternoon was focused on EIT Higher Education, through the lens of the EIT Higher Education Initiative.

Women and girls enrich the tech and STEM industries

The morning began with the announcement of Girls Go STEM, part of the EIT Women and Girls in STEM initiative. Next, a panel explored paths in cybersecurity – not only coding but also design, psychology, law, and policy, emphasising the importance of diverse perspectives and elevating women in tech roles.

In a ‘fireside chat’, Mariina Hallikainen, CEO of Finnish video game developer Colossal Order, told the story of her life in tech, and described her experience breaking into and thriving in the game development industry, offering advice to teen students (especially girls) considering tech careers.

A highlight of the morning was the Student Cybersecurity Challenge Finale, in which three finalist teams from different countries pitched cybersecurity ideas to a jury of prominent female tech workers and researchers, with a prize (a networking trip to Cambridge) on offer via Cambridge University Press & Assessment.

The winner was the LegIT project from Cyprus, presented by Aanvi Tandon and Sophia Cagnetti. Their project uses AI to turn long, complicated Terms & Conditions into clear, quick summaries so users can save time, understand what they are agreeing to, and make informed choices about their data.

EIT Student challenge winner

Student Cybersecurity Challenge Finale

Higher education isn’t an ivory tower

The afternoon session focused on the connections between higher education and industry through the lens of the EIT Higher Education Initiative.

A kick-off session outlined the purpose, strategic relevance, contributions to EU priorities of the EIT Higher Education Initiative (Union of Skills, Startup and Scaleup Strategy) and launched its 2025 call.

A keynote address from the President of EURASHE, Hannes Raffaseder, looked at how universities balance their education, research, and innovation missions, and discussed the opportunities and tensions in doing so.

A series of panel discussions focused on the importance of collaboration between higher education and industry:

  • Building Europe’s innovation ready talent ecosystem with higher education institutions, emphasising interdisciplinary approaches (STEM + arts/humanities), innovation, and entrepreneurship upskilling
  • The power of university industry collaboration, examining how partnerships beyond pure commercialisation can foster learning, upskilling, and mutual value
  • Embedding the entrepreneurial mindset in higher education, looking at what it takes to build an innovation culture within universities (leadership, institutional change, support for founders)

Key takeaways

  • Gender, diversity and inclusion in STEM: The event sharpened focus on enabling more girls and young women to enter tech and cybersecurity careers, not only via talent pipelines, but also changing mindset, highlighting role models, and broadening conceptions.
  • Higher education evolution: Universities are being challenged (and supported) to adopt a triple mandate (education + research + innovation) more explicitly, change their internal cultures, and cooperate with industry.
  • Skills for future economies: In cybersecurity, entrepreneurship, innovation, or cross disciplinary skills, the emphasis was on preparing learners for the digital and green transitions.
  • Collaboration & ecosystems: Tackling skills gaps, building resilient talent pipelines, and strengthening innovation ecosystems requires cooperation between academia, industry, policymakers, and training providers.
  • Call to action & next steps: The 2025 call under the EIT Higher Education Initiative was formally launched, and the agenda directed towards the next phase of EIT’s education strategy in support of the EU’s Union of Skills and STEM Education Strategic Plan.

This unique event showcased how Europe is mobilising to bridge skills shortages in strategic sectors (deep tech, digital, STEM, raw materials, etc) via education innovation linkages. It provided a platform for stakeholders (universities, training providers, companies, startups, policymakers) to network, share best practices, and align around European priorities, and marked a new momentum for the EIT Community’s education and skills agenda: moving from idea to impact, and aligning with broader EU strategies.

Details

Target audience

Digital skills for ICT professionals

Digital skills in education

Digital technology

Artificial Intelligence

Basic digital skills