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  • INTERNATIONAL ACTIVITIES

    We participate in major projects

International activities

The members of Incipit team have carried out a large number of international activities over the years: organization of transnational events (conferences, workshops, seminars) which were particularly important in connection with their activities of research and development, planning of training courses in some Mediterranean Sea countries, organization of training and work experience in companies and tourism organizations operating in Europe and around the World, teaching activities in foreign universities. In particular, the Incipit Team has acquired a wealth of experience in the implementation of EU funded projects and has an extended expertise both in the design and management and in the assessment of EU co-financed programs.

Incipit contact person for international projects

Ongoing projects

The #ASenseOfEU project aims to enhance the value of Europe’s Intangible Cultural Heritage (ICH) and to promote social inclusion and intergenerational cohesion in rural and remote areas.

Its main goal is to strengthen the digital and cultural heritage skills of young people (18–35) and adults (55+), fostering knowledge exchange between generations and a shared sense of belonging to both place and Europe (Sense of Place and Sense of EU).

To achieve these objectives, the project foresees the following main activities:

·       Local mapping and research, to identify good practices of community involvement in safeguarding intangible heritage, creating sustainable tourism experiences, and fostering the Sense of Place;

·       Development of training modules on the Sense of Place, community involvement, digitalisation of intangible cultural heritage, and its use as a resource for experiential and sustainable tourism, as well as a training course in Italy on these topics for 25 young participants from the partner countries;

·       Implementation of four Heritage Labs, intergenerational learning and co-creation spaces where young and older adults will collaborate to document, digitalise and promote local intangible heritage, also with a view to innovative and sustainable tourism promotion;

·       Creation of a Toolkit for heritage enhancement and for building local networks of learning, intergenerational collaboration, and sustainable tourism development;

·       Development of the “Sense of EU Digital Collection”, an interactive web platform gathering images, videos and stories related to European intangible cultural heritage;

·       Dissemination and sustainability of the project through local events and a final European conference.


The D.G.TOUR project aims to enhance the creative and digital skills of teachers and students in IT and tourism-related subjects in secondary schools by developing new training content on the application of Gamification, Augmented Reality (AR), and Artificial Intelligence (AI) to create engaging and memorable tourism experiences.

It also seeks to equip teachers and students with knowledge of accessibility in tourism, ensuring inclusive gamified experiences for visitors with specific needs.

To achieve these objectives, the project foresees the following main activities:

  •  Development of three training and support tools:

   o   Training Kit on the key components and design principles of Gamification;

   o   Training Kit on Accessible Tourism;

   o   Guidelines for integrating accessibility issues within gamification processes.

  • Creation of a Gamification Toolkit (GT): an open-source interactive platform, accessible via web and mobile app, allowing the design of gamified and personalized tourism itineraries that enhance local cultural heritage.
  • Experimentation and testing of the gamified routes during mobility exchanges among partner schools in Italy, Greece and Romania, involving local authorities, tourism operators and students.
  • Production of guidelines and a user manual for the Gamification Toolkit, to foster the replicability and dissemination of the experiences and tools developed.
  • Dissemination and exploitation of project results through eTwinning projects, national and international conferences, and the publication of multimedia materials (website, newsletters, videos, social media).

Completed projects

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