During the online International Symposium of Adapted Physical Activity (ISAPA) in June 2021 te results of the SEDY2 project were presented. Aim The Erasmus+ Sport Empowers Disabled Youth 2 (SEDY 2) project addresses the topic of encouraging inclusion and equal opportunities in sport. Currently, different terminology about inclusion is being used in different countries, making it difficult to compare findings and to set unilineal goals and targets. In order to tackle the issues that are currently preventing youth with disabilities from participating in sports, the primary purpose of this study is to reach a consensus statement on what inclusive sport truly means. Literature shows that inclusion is a question about individual choice of a sporting activity across a continuum of segregated, integrated and inclusive approaches (Kiuppis, 2018) considered as The inclusion spectrum (Stevenson & Black, 2011). Most of the existing research is not based on the authentic wishes and feelings of children and young people with a disability themselves. Therefore, the main research question is ‘Inclusion in sport: what does it mean in practice?’ Methods To ensure that the authentic views, wishes and feelings regarding inclusion in sport were attained, online focus groups interviews were conducted with children and young people with a disability, their parents and sport professionals in Finland, Lithuania, Portugal and The Netherlands. Data is coded and analysed with Maxqda through the method of thematic content analysis. Results All four countries conducted a focus group with each stakeholder group: children with a disability themselves, their parents and sport professionals. In total 12 focus group interviews were conducted. Preliminary results show that inclusion is about individual needs and wishes and is associated with terms as feeling welcome, taking part, having a choice and equal opportunity. “…it is equal opportunities for all to participate and that, that you are part of like a group and, and that feeling of being part of a group and that you feel welcome.” Focus groups with professionals found that for them inclusion is not the same as inclusion policy. “I think we are talking about the same thing, and we feel the same way, but if we compare that to the inclusion policy or the sports covenant, maybe we are not always talking about the same thing.” All focus groups will be analysed and the results will be presented during the session. Discussion/conclusion Results have been discussed within the SEDY project group with sport organisations, Paralympic Committees and Universities of Applied Sciences to reach internal consensus. In order to tackle the issues that are currently preventing people with disabilities from participating in sports, there is need to reach a broad consensus statement on what inclusive sport truly means. Therefore the next is to discuss the results externally, to reach broad consensus. This can be taken as starting point for actual steps of improvement to include more children with disabilities in sport.
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There are many different forms of cooperation between schools, day care, after school care and pre-school in the Netherlands. In all cases, coorperation between the different sectors and professionals is expected to improve children's oppurtinities. This chapter is based on the knowledge and experience we have acquired with the development of communituy schools in the Netherlands. It starts with one message: inclusion, followed by an answer in four steps: where should, what be dopne by whom and why to bring inclusion into practice.
The implementation of the Ment4EU curriculum on social mentoring (Ciff & Brady, 2025) marked a historic milestone in the advancement of mentorship practices within Europe. Held in Leeuwarden, Netherlands, from 3 to 7 February 2025 as a blended intensive program, this initiative stands as the first known enterprise of its kind in the region. It successfully brought together approximately 250 participants from 29 countries, uniting academics, researchers, practitioners, and students who shared a passion for fostering social mentoring as a transformative tool for inclusion, education, and personal and professional development. This evaluation report serves as a comprehensive reflection on the outcomes of the program, assessing its methodologies, impact, and the exchanges that took place among participants. Through a detailed examination, I aimed to highlight the strengths of this pioneering initiative, identify areas for refinement, and explore pathways for broader implementation across Europe. The discussions, collaborations, and insights generated during this event have laid the groundwork for future advancements in structured mentoring, emphasizing its essential role in social cohesion and knowledge-sharing. Through this comprehensive exploration, the report aims to contribute to the ongoing discourse on social mentoring, offering insights into best practices, challenges, and opportunities for expanding mentorship frameworks in European academic institutions. This evaluation report is part of the Erasmus Plus Cooperation Partnership in Higher Education “Mentoring forSocial Inclusion in Europe: Sharing Knowledge and Building Capacity” (Ment4EU), project number 2023-1-AT01-KA220-HED-000158214
Alcohol Use Disorder (AUD) involves uncontrollable drinking despite negative consequences, a challenge amplified in festivals. ARise is a project using Augmented Reality (AR) to prevent AUD by helping festival visitors refuse alcohol and other substances. Based on the first Augmented Reality Exposure Therapy (ARET) for clinical AUD treatment, ARise uses a smartphone app with AR glasses to project virtual humans that tempt visitors to drink alcohol. Users interact in a safe and personalized way with these virtual humans through phone, voice, and gesture interactions. The project gathers festival feedback on user experience, awareness, usability, and potential expansion to other substances.Societal issueHelping treatment of addiction and stimulate social inclusion.Benefit to societyMore people less patients: decrease health cost and increase in inclusion and social happiness.Collaborative partnersNovadic-Kentron, Thalamusa
The main aim of the project is to provide new research in the arts by focusing on the concept of the inter-sensorial as an essential text for the creation of art and culture. It is designed to foreground the role of the sensorium as an underpinning source for many aspects of thought and cultural heritage. This project will blend visual arts with applied arts and traditional local traditions, revealing new light on the artistic facets and customs which are usually overlooked.The extended residencies will promote transnational mobility for emerging artists, facilitating international relationships between different artistic and cultural contexts within the EU. This will promote transnational interconnectivity between artists and cultures, creating a resourceful intercultural fertilisation, endorsing cultural diversity, social inclusion and most of all, further research on the intercultural facets.Through the various side-activities to take place during the mobilities of the artists, the project aims to strengthen and develop diverse audiences by producing the necessary elements for a dialogue, illustrating interpretations of rich layers of tangible and intangible heritage and legacies of European countries related to the tradition of sensorial experiences and how they evolved around traditional customs. Furthermore, it also aims to rethink and project new and innovative ways for documenting, preserving and communicating data to different audiences.
Digital innovations in the field of immersive Augmented Reality (AR) can be a solution to offer adults who are mentally, physically or financially unable to attend sporting events such as premier league football a stadium and match experience. This allows them to continue to connect with their social networks. In the intended project, AR content will be further developed with the aim of evoking the stadium experience of home matches as much as possible. The extent to which AR enriches the experience is then tested in an experiment, in which the experience of a football match with and without AR enrichment is measured in a stadium setting and in a home setting. The experience is measured with physiological signals. In addition, a subjective experience measure is also being developed and benchmarked (the experience impact score). Societal issueInclusion and health: The joint experience of (top) sports competitions forms a platform for vulnerable adults, with a limited social capital, to build up and maintain the social networks that are so necessary for them. AR to fight against social isolation and loneliness.