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During the first two years of the project the eLene2learn network collected more than 60 case studies, where teachers and students of Secondary and Higher Education provide practical tips and indications on their "first hand" learning experiences using ICT and digital media. This "collection" contains two different types of report:

  • The "How to guide" scenarios describe current practices, tools and methodologies used in the application of ICT to develop learning to learn competencies. The scenarios were collected through Focus Group with students and teachers; Download the printable version of the "How to guide"
  • The Case studies report, in detail the implementation of  practices, methodologies and tools used within real classroom settings. Recommendations and suggestions help you assess the benefit of replicating these practices, methodologies, etc. in your own context. These resources are highly valuable as they come from a direct evaluation by  students and teachers involved.  Some of these resources are (also) partly available in Italian, French, Greek, Finnish, Polish, Spanish and German. If the translations  are available, you can find the translations directly on the sub-pages of each case study. (The most recent Case Studies are listed first on the top); Download the printable version of the Implementation Report.

You can browse the case studies here by Benefits and Tags. The two different type of report can be easily filtered using corresponding tags.

For restoring your filters to the default (blank) settings, just click on the pink button "CLEAR".


by eLene2learn Network, these contents are licensed unser Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License       

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The COLLAGE platform - educational game

.Level (age of students)
Upper Secondary education (Low secondary education pupils could also take part in the scenario implementation, i.e. structure an educational game, design a certain educational path, but they would be less autonomous compared to upper secondary education pupils).

Cross curricular: Collage is a Collaborative Learning Platform Using Game-like Enhancements and could be potentially deployed in all courses.

.Category of the tool

On line platform

.Language of the tool or resource

.Purpose of use
The overall objective of COLLAGE was the creation of an innovative and more flexible approach to e-learning. It aspired to identify existing applications of mobile learning for schools, build on these examples to go a step further and develop an innovative state-of-the-art application that adopts a game-based approach. The COLLAGE consortium developed the pedagogical framework, technological platform and the learning scenarios tailored to the needs of each and every school.

.Way of use (as individual or group activity; tasks; etc.)
Both individual and group activities are foreseen: - Collage platform is mainly connected to visits in museums, archaeological sites, exhibitions/ galleries, etc. The idea is to link what is taught within classroom with topics of educational interest outside classroom and thus expand learning beyond the walls of classroom. Under this framework pupils accompanied by their teachers, visit the place of interest, select the exhibits they wish to focus, take photos and familiarize themselves with the place. - At a second phase pupils are grouped in teams, they work together to structure the learning paths, design the questions, search educational resources, assign tasks to the team members and coordinate the workflow. - Puplis split in groups prepare a set of questions that the counter group of school mates will have to answer. Following this format an educational game, based on the questions each group od pupils create, is structured. - Visit activities hold a central position in the learning process; pupils separated in groups work together to answer the questions of the opposing team, add comments to their answers, discuss, reflect on the game and decide how to continue. - Post visit activities are of vital importance in the learning approach; pupils in groups with their teacher discuss the results of the game, evaluate themselves, organize the material they selected during the preparation and implementation phase and use it as additional material to that of the standard curriculum -Username and password are obligatory; in case you wish you use the platform please contact Anna, azoakou@ea.gr to provide you with the credentials.

.Learn2Learn competencies
Thinking, problem solving and decision making
Ability to handle obstacles and change
Being creative
Communication (reading and writing)

.Advantages of such a use for Transition. Innovative use
The COLLAGE project brings to secondary school students and their teachers a mobile learning platform for context-dependent games. Fun, interdisciplinarity, collaboration, and challenge beyond the four walls of the classroom create new learning opportunities. The COLLAGE platform supports the authoring and playing of a board-like game on a site of educational interest. The game is played with the aid of mobile learning technology (mainly mobile phones and PDA's, and GPS technology) with direct communication with players situated on site or in the classroom. It should be also mentioned that this scenario prepares pupils to independent, less-controlled work during the higher education

.Disadvantages of such a use
As the implementation of such a scenario takes place outside school, certain resources for outdoor activities should be reserved.