Training Kit

Here, you can find some information about the ImProveSTEAM Training Modules included in the Training Kit and explored at the ImProveSTEAM Game.

➡️ In order to get the training kit, please fill in the following google form 

Module: Patents

What is a Patent?

A Patent is a legal title granting its holder the right – in a particular country and for a certain period of time – to prevent third parties from exploiting an invention for commercial purposes without authorisation (European Patent Convention, 1973)

Objectives of the Training & Game

The goal of this Module is to navigate young people into the concept of Patents emphasising on the current legislation and the procedure to be followed to apply for a Patent. The Module will additionally provide case scenarios from the field of STEAM (Science, Technology, Engineering, Arts and Mathematics) and Entrepreneurship allowing the learners to assess their acquired knowledge.

Following the completion of this Module, learners will be able to:

  • Understand the basic legal framework regarding Patents;
  • Acquire practical knowledge on the procedure to apply for a Patent;
  • Understand the benefits of Patenting an invention;
  • Learn what kind of inventions can be protected by the law;
  • Grasp the difference between inventions and discoveries.

Module: Designs 

What is Design?

The appearance of the whole or a part of a product resulting from the features of, in particular, the lines, contours, colours, shape, texture and/or materials of the product itself and/or its ornamentation' (Council Regulation (EC) No 6/2002, Article 3)

Objectives of the Training & Game 

The goal of this Module is to navigate young people into the concept of Design by emphasising on the application procedure to be followed at an EU level to register a Design. The Module will additionally provide case scenarios from the field of STEAM (Science, Technology, Engineering, Arts and Mathematics) and Entrepreneurship allowing the learners to assess their acquired knowledge.

Following the completion of this Module, learners will be able to:

  • Understand what a Design is;
  • Acquire practical knowledge on the procedure to apply for a Design;
  • Understand the conditions under which a Design qualifies for registration;

Understand the benefits of registering a Design at an EU level.

Module: Trademarks

What is a Trademark? 

A Trademark is any sign that individualises the goods of a given enterprise and distinguishes them from the goods of its competitors.” This definition comprises two aspects, which are sometimes referred to as the different functions of the Trademark, but which are, however, interdependent and for all practical purposes should always be looked at together (WIPO, 2004, p.68).

Objectives of the Training & Game

The goal of this Module is to navigate young people into the concept of Trademarks emphasising on the current legislation and the procedure to be followed to protect a Trademark through the European Union Intellectual Property Office (EUIPO). The Module will additionally provide case scenarios from the field of STEAM (Science, Technology, Engineering, Arts and Mathematics) and Entrepreneurship allowing the learners to assess their acquired knowledge.

Following the completion of this Module, learners will be able to:

  • Understand the basic legal framework regarding Trademarks;
  • Understand the different types of Trademarks;
  • Grasp the importance of protecting a Trademark;
  • Get a comprehensive understanding of how to register a Trademark at a European level.

Module: Copyrights

What are Copyrights?

The exclusive legal right to reproduce, publish, sell, or distribute the matter and form of something (such as a literary, musical, or artistic work) (Merriam Webster’s dictionary, 2021) 

Objectives of the Training & Game

The goal of this Module is to navigate young people into the concept of Copyrights by emphasising on how the system works in the EU and internationally. The Module will additionally provide case scenarios from the field of STEAM (Science, Technology, Engineering, Arts and Mathematics) and Entrepreneurship allowing the learners to assess their acquired knowledge.

Following the completion of this Module, learners will be able to:

  • Understand what Copyrights refer to;
  • Acquire practical knowledge on how Copyrights can be claimed;
  • Understand the conditions required to seek for Copyright Protection;
  • Understand the benefits of acquiring Copyright Protection;
  • Understand the logic behind licences under Copyright.