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Project Collaborative model for innovative game entrepreneurship in learning and well-being begins
This project aimed to examine the application of game innovations and simulations in the fields of learning and well-being in Central Finland. The goal was to develop a concept of a collaboration model for the potential actors in the field of serious games especially in the areas of learning and well-being.
Located in Projects » … » E-book » Timeline
Project Digital Portfolios begins
The aim of the Digital Portfolio Project is to apply and analyze digital portfolios as a means for technology-supported documentation, evaluation and guidance of learning, know-how, and expert career development.
Located in Projects » … » E-book » Timeline
Project Innovative Teaching and Learning begins
Innovative Teaching and Learning (ITL) is a global, multiple-year study which is a part of Microsoft's Partners in Learning Program. In the first phase, the study will be conducted in Finland, Indonesia, Russia, and Senegal. In the future, the project will expand to other countries.
Located in Projects » … » E-book » Timeline
Project MUKAVA begins
The main focus of the MUKAVA project is to improve both social skills and social capital of children as well as social networking skills of future work force.
Located in Projects » … » E-book » Timeline
Project OPTEK begins
Educational technologies in schools (OPTEK) is a multidisciplinary project by a consortium consisting of 13 research institutes and conducted in collaboration with 28 companies as well as schools fro 12 municipalities. The goal is to create innovative solutions and models for using ICT and digital media in the everyday schoolwork.
Located in Projects » … » E-book » Timeline
Project Virtual Peatland begins
In the "Virtual Peatland" project, a web-based learning environment related to peatlands and peatland nature was developed. The learning environment offers different possibilities to be used in the education related to nature and the environment. The learning environment can also be used by private persons, travellers and others who might have an interest in the nature of the swamps.
Located in Projects » … » E-book » Timeline
DynapagePrototype of 21st-century learning spaces
Our concept of the learning space comprises physical, virtual, personal, and social elements. We have created a prototype “classroom of the future” within the Agora Center to demonstrate what future teaching and learning can be and for collecting additional data.
Located in Projects » … » E-book » Research