About the project
Project team
The CLASHE applications
CLASHE's Outcomes
Continuous Learning Anywhere Within A Collaborative, Knowledge Sharing and Enjoyable Context

Dive in the CLASHE applications!

Click here for the application for junior high school students on mathematics, geography and English language.

Click here for the application for first year university students on mathematics.

Click here for the application for professional learners on business plan development. 

In order to be able to access the applications you should request a username and password by sending an e-mail to clashe@exus.co.uk



Our website's main language is English. Selected information is also available in Greek, German and Spanish.

 Press here for Greek

 Press here for German

 Press here for Spanish


Keep moving, keep gaming, keep learning!

CLASHE is inspired by the potential offered by the current changes in learning technology, advent of mobile and portable devices and their effect on how people prefer to learn while using best this technology and devices. The project aims at the improvement of learning process and the interaction between young students, university students as well as executives and professional learners in Europe.

The main axis that CLASHE will be based on are:


  • media driven attractive and rich material with high levels of interactivity
  • a number of web 2.0 technologies supporting social interaction and enabling multimodal learning providing web conferencing, live chats, streaming videos, emotional icons, whiteboards, blogs and wikis
  • mobile and portable devices available anywhere, anytime transferring the learning at the point of need, at the field as opposed to the strict classroom in traditional learning or pc in traditional elearning


Gamification, a recent trend providing the benefit of intrinsic motivation, by simulations, game-like activities aiming to present realistic situations with multiple competing tasks and requirements in terms of learning culture and approaches:

  • shorter time of material presentation in average less than 10 min as opposed to today's greater than 45 mins
  • social aspects provide collaborative learning and team work, team idea and experience sharing or team problem solving
  • on demand available material for the learner's defined need as opposed to 80% pre-prepared material 'targeted' at the learner
  • informal learning is a learning approach describing learning opportunities away from predefined specific structures (presentations, face-to-face and web courses). These may happen in undefined time, are ad-hoc and spontaneous and are provided in business/need-driven format.
  • learning culture, which represents a variety of processes and practices that influence and motivate continuous learning. A culture of learning induces learners to seek out and share information, with multiple ways.

 Find us on Facebook at www.facebook.com/Clashe.Project


What's New!


Last update: 3 December 2014

This project has been funded with support from the European Commission. This website reflects the views only of the authors, and the Commission cannot be held responsible for any use which may be made of the information contained therein.

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