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Aims and Objectives

The CLASHE project will offer the next generation ICT learning tool for different target groups: school pupils, university students and professional learners. The CLASHE takes into account the needs of these diverse groups of learners and the current learning and market trends mentioned above: informal and social learning, gamification, portable and mobile devices, rich media.

The CLASHE learning technology offers the next generation of learning which is provided on a more interactive and social/collaborative learning model that is integrated in the context of learner's work or other activity, in the form of game-enabled, collaborative projects, with mobile access, in a location- and context-aware way. CLASHE transforms learning from an isolated event to a continuous collaborative process, whereby learner is engaged in seeking, sensing, exploring and sharing information within a very dynamic and attractive environment.

In more specific, the CLASHE learning technology will aim at effectively integrate, facilitate and enable informal learning tools and practices to greater degree than formal learning in an effort to validate the theory  and practice in different learning contexts (students at schools and university, professionals at enterprise) by developing:

  • small pieces of learning content, (which is provided to a larger degree by learner and smaller degree by instructors )
  • learning framed in the context of daily work for professionals or activities (visiting a museum, traveling with plane, etc. for students (location and context aware), which are related and reflected in learner's social, civic, situational and cultural awareness
  • material and knowledge such as video, video-conferencing, music, simulations, games, digital content, blogs, forums, wikis, etc as contributors to the learning process. This material is accessible anytime, anywhere so that learning is a continuous process and not a single event thus, exploiting the portability of the modern devices which allow the learning beyond the computer labs and the classroom, on the field and anywhere
  • establishing and supporting a learning culture within the learners, enforced by collaboration and knowledge sharing tools integrated within the learning process. This learning culture will empower and self-motivate continuous learning. Tools like virtual rooms, web conferences, archives and libraries of reference material and resources, live chats, blogs, etc.
  • incorporating all the above tools and materials within an single infrastructure such as MS SharePoint
  • design usage scenarios for each specific target groups demonstrating effective new learning processes and providing the ground for evaluating learning impact and effectiveness.

The target learners are:

  • professional learners mainly knowledge workers who must update their knowledge regularly and whose main task is to do productive work. So, learning is an activity that they perform on top of their hectic deadline-driven project work.
  • school and university students, for whom learning is their main activity.

Both groups of learners have in common that they are very grateful for didactical and technical support that they can obtain in order to facilitate their learning tasks.

Teachers and professors, school and academic students, managers and professionals from partner organisations will be involved with regard to: the specification of learners' needs, the individual and collective needs of the different target groups, the demands of the different learning objectives, the pedagogical methods to be applied, the game and simulation scenarios (content, context and strategies), reference material and learning processes, and finally the integration within the school, university and business environment in the partners' organisations. Towards the end of the project, the evaluation methodology will be developed for each target group regarding the usability aspects of the gaming environment as well as (and even more importantly) the impact on learning during related activities in each of the target group.

The system will be designed taking into account all requirements provided by the end-users (teachers and students and professional learners). Early prototype and final versions of the application will be delivered at the target audiences to be evaluated by the learners which will provide feedback for the improvement of the system's efficiency and effectiveness. Finally, exploitation and dissemination activities will be carried out by the consortium with the aim to achieve successful market launch.


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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