Projects
15 July 2025
Entering the Metaverse: How METASKILLS4TCLF is Reinventing TCLF Education
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15 July 2025
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The Erasmus+ Blueprint METASKILLS4TCLF project is revolutionising training in the textiles, clothing, leather, and footwear (TCLF) sectors by introducing 36 microcredentials in circular and digital fashion, tailored to industry needs. Through innovative learning tools like virtual reality (VR) experiences and 360° video content, the project offers flexible, immersive training that prepares learners for the digital and green transitions shaping the future of these industries.
European Confederation of the Footwear Industry
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EU-27
Ukraine
Academic / Research and VET Institutions
Business Support Organisation
Company with 250 or more employees
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SMEs (a company with less than 250 employees)
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Investments and funding
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Sustainable competitiveness
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Regulation and public governance
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Industrial ecosystems
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Textile
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Textiles ecosystem areas
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Fibres, yarns and fabrics
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Apparel and clothing accessories
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Household/interior textiles
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Technical textiles
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Leather and fur
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Footwear
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Technology and Machinery
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Not area specific (interested in more than one of the above)
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The Erasmus+ Blueprint project METASKILLS4TCLF is leading a bold transformation in education for the textiles, clothing, leather, and footwear (TCLF) industries. Powered by a dynamic consortium of 25 partners across 11 countries, the project is equipping Europe’s TCLF industries with the skills of tomorrow.
At the heart of METASKILLS4TCLF are 36 newly developed microcredentials in circular fashion and digital fashion, created in direct response to the industries’ evolving needs. The curricula, catering to EQF levels 3-7, are shaped by insights from an annual skills survey, ensuring they remain rooted in real-world demand.
However, what truly sets the project apart is its cutting-edge approach to learning. Learners will soon have access to modules containing e-books with accompanying 360° video content, and immersive virtual reality (VR) experiences. Whether users are fully immersed via VR headsets or engaging through standard devices, the content is designed to be inclusive and flexible.
Filming is already underway at industrial sites across Europe, capturing processes and techniques that will form the backbone of this innovative training. The project offers two distinct VR experiences:
- Immersive multiplayer VR, which transports users into a fully virtual environment ideal for mastering complex craftsmanship and practising teamwork in simulated work settings with the help of VR headsets.
- Non-immersive single-player 360° video, which provides an accessible option via computers or mobile devices. Learners can independently explore machinery, techniques, and production steps, focusing on the areas most relevant to them—at their own pace.
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