TRAIN WITH THE BEST

The Training Programme

The Target Groups: MetaVET project focuses on several key target groups

Colbolt is being assessed by a person

Direct

The MetaVET project focuses on several key target groups: Direct - 25 Teachers from Bosnia and Herzegovina and Montenegro: The primary aim is to provide training and capacity building for vocational education and training (VET) teachers. These educators are crucial in implementing new technologies and teaching methodologies in the classroom.

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Indirect

100 High School Students from Bosnia and Herzegovina and Montenegro: The project seeks to enhance the learning experiences of students enrolled in vocational education programs, equipping them with relevant skills for the modern workforce.

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Indirect

50 Business Ecosystems from Bosnia and Herzegovina, Montenegro, and other countries benefiting from external workforce: SMEs and industries in the Western Balkans will benefit from a skilled workforce equipped with digital and high-tech skills. The project aims to strengthen the linkages between VET profiles and local, regional, and national strategies to meet labor market needs.

Expected impact

The MetaVET project aims to create short, medium, and long-term effects for teachers, high school students, policymakers, and business ecosystems in the Western Balkans.
Teachers:

The project offers comprehensive training on integrating new technologies like Co-bots and the Metaverse into vocational education. In the short term, teachers will acquire new skills and methodologies, enhancing their ability to deliver high-quality education. Medium-term effects include increased confidence and adaptability, leading to more engaging and effective teaching practices. Long-term benefits involve sustained relevance in preparing students for the evolving job market, ensuring continued employability and professional growth.

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High School Students:

Although an indirect target group, students benefit from exposure to cutting-edge technologies and innovative teaching methods. Short-term effects include increased interest and engagement in learning, as well as practical skills development. In the medium term, students gain valuable competencies relevant to modern industries, improving their employability and career prospects. Long-term outcomes include a skilled workforce capable of driving economic growth and innovation in the region.

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Policymakers:

Engaged through targeted activities, policymakers will see the project’s impact on education and workforce development. Short-term measures involve awareness-raising and stakeholder consultations. In the medium term, policymakers will help shape education policies to align with the project’s objectives, fostering an environment conducive to innovation and skills development. Long-term effects include the integration of project principles into national education strategies, leading to sustainable improvements in vocational education.

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Business Ecosystems

The project enhances the skills and competencies of the local workforce. Short-term activities focus on outreach and partnership building with SMEs and industries. In the medium term, businesses benefit from access to a skilled labour pool equipped with relevant digital and high-tech skills, enhancing productivity and competitiveness. Long-term effects include a thriving ecosystem of innovative businesses driving economic growth and technological advancement in the region.

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Expected Benefits

The MetaVET project aims to create short, medium, and long-term effects for teachers, high school students, policymakers, and business ecosystems in the Western Balkans.

Teachers:

Sustained relevance in preparing students for the evolving job market, ensuring continued employability and professional growth.

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High School Students:

A skilled workforce capable of driving economic growth and innovation in the region.

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Policymakers:

Integration of project principles into national education strategies, leading to sustainable improvements in vocational education.

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Business Ecosystems

A thriving ecosystem of innovative businesses driving economic growth and technological advancement in the region.

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Consortium:

The partners aim to continue this initiative under other projects, either together or separately.

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MetaVET Project:

The curriculum’s adaptability to evolving cobot technologies and methodologies ensures its relevance and longevity. Open-sourcing the training materials through the Train the Trainers programme enhances sustainability, allowing broader access to VET institutes and facilitating ongoing training.

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curriculum

The MetaVET Curriculum is a comprehensive 200-hour Train-the-Trainer programme designed to empower vocational educators and teachers with the knowledge, tools, and practical experience necessary to deliver high-quality training in Entrepreneurship, Collaborative Robotics (Cobots), and Metaverse/XR technologies. Aligned with the European Skills Agenda and the goals of the Digital Europe Programme, this curriculum supports the modernisation of vocational education and training (VET) across Europe.

Targeted at teachers and trainers in secondary schools and vocational institutions, the programme equips participants to confidently implement and adapt MetaVET content for learners at EQF Level 4. Delivered through hands-on laboratories, blended learning, co-teaching activities, and practical delivery sessions, the curriculum ensures educators are fully prepared to bring cutting-edge digital and entrepreneurial skills into the classroom.

Programme Overview:

The MetaVet Curriculum is a 200-contact-hour Train-the-Trainer programme designed to equip teachers and vocational educators with the skills, resources, and confidence to deliver Entrepreneurship, Collaborative Robotics (Cobots), and Metaverse/XR technologies to their students.

  • Total duration: 200 hours (88h Entrepreneurship + 50h Cobots + 52h Metaverse + 10h Integrated Assessment)
  • Target audience: Vocational teachers and trainers in secondary schools, VET institutions, and students.
  • Purpose: Empower educators to independently implement and adapt the MetaVet curriculum in their institutions.
  • EQF level: 4 – appropriate for the target student audience these teachers will later train.
  • Learning format: Hands-on labs, blended learning, co-teaching exercises, and delivery practice.
  • Alignment: European Skills Agenda, Digital Europe Programme, and VET modernization goals.
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High School Students:

Upon successful completion, trainers will be able to:

  1. Plan and deliver lessons in entrepreneurship, cobotics, and XR tailored for EQF 4 students.
  2. Demonstrate and teach safe operation and basic programming of UR5e cobots.
  3. Guide students in using XR-enabled digital twins and understanding Industry 4.0 applications.
  4. Adapt curriculum modules to different institutional settings and student skill levels.
  5. Assess student performance using formative and summative assessment methods.
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Programme Modules

Entrepreneurship (E) — 88 contact hours


Module focus
The Entrepreneurship stream equips learners with a complete venture‑creation skill‑set, guiding them from opportunity spotting in Industry 4.0 (XR, digital twins, cobots) to an investment‑ready business case.

Key learning objectives

  • Explain how advanced manufacturing technologies shorten time‑to‑market and create new niche opportunities.
  • Apply Lean Canvas and effectuation techniques to structure and test a viable business model.
  • Cultivate a growth mind‑set, resilience and reflective practice for long‑term entrepreneurial success.

Expected learning outcomes

  • Prepare a ten‑slide investor deck with break‑even analysis.
  • Distinguish between incremental automation and platform plays for at least one validated market gap.
  • Iteratively refine prototypes, track KPIs and decide whether to pivot or persevere based on evidence.

 

Across eight sub‑modules, learners embrace a “think micro, act global” philosophy: they first validate ideas on a shoestring in local maker‑spaces, proving that even a VR tour guide or robot assisted repair shop can be viable. By the final Business Case Sprint, these experiments translate into hard numbers like market size, IP strategy and funding needs, before the cohort rehearses investor ready pitches in front of mentors. The storyline is deliberately iterative: every clinic, canvas workshop and prototype lab feeds real evidence back into the model, so graduates exit with a data defended venture rather than a theoretical plan.

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Co‑bots (C) — 50 contact hours
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Module focus
This laboratory module trains learners to safely and efficiently deploy a UR5e collaborative robot in industrial applications. It covers foundational safety protocols, programming using the PolyScope interface, end-effector integration, vision-based automation, and risk assessment.

Key learning objectives

  • Identify and configure UR5e hardware components (arm, teach pendant, control box, I/O connections, end-effectors).
  • Safely operate and program the cobot, including MoveJ and MoveL motion types, waypoints, and pick-and-place logic.
  • Apply risk assessment methodologies and configure safety settings (E-stop, safety planes, reduced modes).
  • Integrate external devices and vision systems (e.g., Robotiq Wrist camera) for quality control and automation tasks.
  • Optimize cobot applications for speed, accuracy, and collaborative safety.

Expected learning outcomes

  • Operate the UR5e cobot independently and safely, performing basic and advanced tasks using PolyScope.
  • Design and execute a complete pick-and-place workflow with accurate stacking, sorting or palletising.
  • Integrate and calibrate a vision system (e.g., Robotiq Wrist camera) for automated part recognition and quality control.
  • Configure and use multiple end-effectors (grippers, vacuum, magnetic tools) and external devices to adapt the cobot to different tasks.
  • Conduct a structured risk assessment and apply appropriate safety measures (safety planes, E-stop zones, reduced mode).
  • Troubleshoot errors and optimize cycle time, motion paths, and QA data collection for real-world production scenarios.

 

The Cobots module is delivered as a safety-first engineering lab series. Learners begin with a guided exploration of the UR5e cobot and its components, building up from basic motion programming to advanced workflows. They develop pick-and-place programs, configure different end-effectors, and progressively integrate sensors and vision systems to automate part detection and quality control. Risk assessment and safety are embedded at every step. By the final assessment, learners can deploy a fully functional cobot cell—combining vision-guided pick-and-place, cycle-time optimization, and safety compliance—mirroring the demands of an industrial setting.

Metaverse (M) — 52 contact hours


Module focus
The Metaverse track prepares participants to design, optimise and deploy industrial XR environments that interface seamlessly with real‑time robotics and analytics.

Key learning objectives

  • Articulate the role of open standards (e.g., OpenXR) and compare multi‑user XR platforms for remote cobot collaboration.
  • Build platform‑agnostic WebXR/Unity spaces with live ROS2 telemetry, ensuring safety and role based permissions.
  • Optimise 3‑D assets for ≥90 fps on standalone headsets and embed xAPI tracking for learning analytics.

Expected learning outcomes

  • Deploy a WebXR environment that benchmarks latency across three platforms.
  • Enforce hazardous‑command restrictions and log performance metrics for continuous improvement.
  • Calibrate a digital twin so that cycle‑time divergence between VR and reality remains within ±10 %.

Metaverse learning is anchored in openness: students analyse why standards such as OpenXR future‑proof content and how platforms like ENGAGE, Spatial and Horizon alter remote‑robot workflows. Building on that insight, they prototype a WebXR control room that streams live ROS2 telemetry, then iterate asset pipelines, capturing, optimising and versioning 3‑D models, to guarantee ≥90 fps on standalone headsets. Throughout, discussions on data privacy, role based permissions and latency benchmarks connect immersive UX decisions to industrial safety and analytics, ensuring every virtual scene stands up to real world production demands.

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Integrated Assessment Module — 10 contact hours

 

Upon completing Modules E, C and M, students undertake a three‑part summative assessment that mirrors the full innovation lifecycle:

  1. Theory MCQ exam that applies core concepts to realistic scenarios.
  2. Practical demonstration combining a live UR5e task with its digital twin under full safety compliance.
  3. Reflective portfolio and peer review documenting personal growth and cross‑disciplinary integration.


Successful completion verifies both conceptual mastery and professional‑grade application of entrepreneurship, cobotics and XR design.

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