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CURE - Curriculum Reform for Promoting Civic Education and Democratic Principles in Israel and in Georgia 

Project is funded by EC program Erasmus+. CURE is a multi-faceted program for curricular reform that aims to improve the level of curriculum for Civic Education and Principles of Democracy in teacher-training programs in Israel and in Georgia through: developing new courses, faculty training workshops, student leadership training, student activities, establishing Civic education clubs/centers at CURE’s Israeli and Georgian universities and colleges and in schools where students practice teach.

Sirje Virkus, Elviine Uverskaja, Silvi Metsar, Tiiu Pohl

2016 - 2019

EU-DO-IT - European Digital Online-Game for Intercultural Learning and Translanguaging 

Project is funded by EC program Erasmus+. EU-DO-IT objective is to use game based learning up roach in order to to promote multilingualism and multicultural aspects in the modern Europe. The main outcome of the project will be an graphical adventure game that can be used as interactive tool for learning languages and understanding the social, cultural, and educational aspects in different EU states. EU-DO-IT main focus is to provide engaging and innovative support to new immigrants.

TKA16155

Martin Sillaots

2016 - 2018

IC-Health - Improving digital health literacy in Europe 

The aim of this EC Horizon 2020 program funded project is testing a new model of digital health literacy intervention development and application based on co- creation of Massive Open Online Courses to enhance EU citizens’ skills on how to search, understand and appraise online health information.

TAU16120

Kairit Tammets, Jaanika Hirv

2016 - 2018

LEAP - Lean and Agile Practices linking Engineering Higher Education to Industry

This EC Erasmus+ program funded project aims at promoting engineering in higher education using Lean and agile learning design framework. The project is designing and developing the serious game and teacher support materials that integrate industry roles, real life problems, innovative solutions. Tallinn University is leading Good practices WP and is also responsible for Learning Framework, serious game development, instructional support and developing and validation of good practices.

TRU16183

Triinu Jesmin, Kai Pata

2016 - 2018

YCHANGE - Young Scientists as Change Explorers - Students Evaluating Environmental Change in Europe with Digital Space Technologies

Project is EC Erasmus+ program funded. The innovative educational materials and concepts developed within the YCHANGE project enable students to learn about local environmental phenomena, how they are changing and whether these changes are sustainable in a multi- and transdisciplinary way. The materials increase the awareness of teachers and students got the potential of satellite images and their importance for todays´ society. Both teachers and students will be enabled to perform basic satellite image analysis to address environmental issues.

Priit Tammets, Terje Väljataga

2016 - 2018

EduMap - Adult Education as a Means to Active Participatory Citizenship 

The aim of this EC Horizon 2020 program funded project is to understand and develop the real and potential impact of adult education on learning for active participatory citizenship in Europe. The main research question is: What policies and practices are needed in the field of adult education to include young adults at risk of social exclusion in active participatory citizenship in Europe? EduMAP will compile an inventory of the adult education policies and practices in EU Member States, with a particular focus on their relevance with regard to young adults at risk of social exclusion. Successful educational practices within and outside the EU will be mapped and investigated, in order to help educational agencies to design initiatives catering for the varied needs of vulnerable minority groups. To understand how the providers and users of educational initiatives are situated in the flows of information and communication, we will study and map communicative ecologies in the field of adult education and develop innovative forums for dialogue between educational agencies and young people. The research findings will be used to generate an Intelligent Decision Support System (IDSS) to give policy-makers and other stakeholders easy access to the information required to address the needs of vulnerable minority groups. The fundamental aim is to help policy-makers, educational authorities and educators to ensure that young generations as a whole will attain the competences needed to actively participate in society and the labour market. 

TRU16008 

Kai Pata

2016 - 2018

SHEILA - Supporting Higher Education to Integrate Learning Analytics 

This EC Erasmus+ program funded project aims at improving quality in education teaching and learning, which is one of the main priorities under the Modernisation of Higher Education Strategy (Communication published in September 2011). It also follows priorities on the Opening Up Education Communication. The project focuses on student centred learning and learners personalised guidance. Learning analytics holds a big potential to address the pressures and challenges confronting contemporary education institutions. 

TÕA16007 

Kairit Tammets, Adolfo Ruiz Calleja

2016 - 2018

LanguageGames - Serious Games for Fostering Multilingualism in Early Childhood Education

Project is funded by EC program Erasmus+ - Strategic Partnership. LanguageGames aims at the development of multilingual skills in early childhood learning, spanning pre-primary and early primary education, in an active and experiential manner. The project takes current practices for language skill building a step further by exploiting emerging state-of-the-art serious games-enhanced learning frameworks adapted to the cognitive development level of young learners. The proposed active learning approach will immerse young learners in activities that take inspiration from real-life and familiar school practices offering benefits that include immediate feedback for scaffolding knowledge by better understanding mistakes, motivational factors in the form of game rewards, collaboration opportunities, and the development of problem-solving skills through puzzles. The proposed tools will be designed for classroom deployment, as opposed to standalone use, in the context of wider language learning activities thus enhancing existing school practices in language education. The proposed serious game for language learning will integrate age-appropriate, well accepted syllabic language learning methodologies that help youngsters build word recognition and reproduction capacity.

Martin Sillaots, Triinu Jesmin

2015 - 2017

PT&SCHE -  Introduction of part-time and short cycle studies in Serbia 

Funded by EC program Erasmus+. Project aims to propose, currently missing, the legislation framework for both PT & SCHE studies in Serbia (EQF Level 5). Two project partners, authorized for HE legislation (Ministry of Education, Science and Technology Development, and National Council of Higher Education) will be actively involved in this project.
The Strategy on Education Development till 2020 in the Republic of Serbia identified the need for part-time (PT) and short cycle (SCHE) studies and the appropriate action plans were adopted. With this project, they will be implemented, as their legislation framework will be specified, tested and prepared for adoption, and supported by recommendations for their implementation. As the final result, the HE system will become more relevant and adaptable to the labour market in Serbia.

TÕA15166 

Vladimir Tomberg

2016 - 2018

SmartZoos - Cross-border services for creative adventure learning in the zoos of the Central Baltic Region 

Funded by ERF program Interreg Central Baltic 2014 - 2020. Zoos are important institutions of preserving the natural heritage of the CB region - protecting and preserving
endangered species and at the same time increasing the environmental awareness. At the moment, the use of mobile technologies for learning by visitors of the zoos is very traditional, mainly providing static information. There is an active cooperation network between the zoos of the CB region, but at the moment it is limited mainly on exchanging animals and conducting joint research.
Therefore the main objective of the current project is to integrate the zoos of the CB region into joint tourist attraction through developing and implementing a cross-border service package for creative adventure learning with mobile devices. It consists of a set of online game-based learning tools and related apps for mobile devices. The service package is innovative, because:

  • the visitors of the zoos are not treated as passive learners, they participate in active knowledge creation through designing different gamified assignments e.g. memory puzzles, video/photo telling assignments, quizzes etc.
  • these assignments can be then compiled into outdoor learning games and used for setting up the challenges to other visitors
  • the visitors can arrange tournaments and competitions also with visitors of partner zoos in another country
  • the achievements of the players will be awarded by Open Badges in all 3 zoos.

In the current project the service package will be designed, developed, piloted among 100 visitors of the zoos and jointly marketed by the 3 zoos of the CB region. In the dissemination phase the service package will be also introduced to other zoos of the region. The SmartZoo mobile learning service provides a reason for visitors to return to zoo several times a year and visit several zoos in one year. Thus, the SmartZoo enhances both the environmental awareness and economical growth of the CB region.

TRU15126

Terje Väljataga, Priit Tammets

2015 - 2018

EMPLOY - Digital Skills for Employability and Social Inclusion  

Funded by EC program Erasmus+. Changes in labour market have strong impact on low skilled workers. Lack of digital skills and low social abilities can cause problems in retraining and lead to the long term unemployment. To reduce the risk of unemployment it is important to develop digital skills according to the industry needs already in the level of primary and lower secondary school. The objective of EMPLOY project is to develop serious game and implement game based learning approach to support the development of industry related digital skills among primary and secondary school students. 

TKA15159  

Martin Sillaots

2015 - 2017

Learning Layers - Scaling up Technologies for Informal Learning

Scaling up Technologies for Informal Learning in SME Clusters - Project develops a set of modular and flexible technological layers for supporting workplace practices in SMEs that unlock peer production and scaffold learning in networks of SMEs, thereby bridging the gap between scaling and adaptation to personal needs. By building on recent advances in contextualised learning, these layers provide a meaningful learning context when people interact with people, digital and physical artefacts for their informal learning, thus making learning faster and more effective.

AU/10212

Tobias Ley, Adolfo Ruiz-Calleja, Kai Pata, Vladimir Tomberg

2012-2016

EMMA - European Multiple MOOC Aggregator

European Multiple MOOC Aggregator - Project aims to showcase excellence in innovative teaching methodologies and learning approaches through the large-scale piloting of MOOCs, providing a system for the delivery of free, open, online courses from diverse European universities with the goal of preserving Europe’s rich cultural, educational and linguistic heritage and promoting cross-cultural and multi-lingual learning. Building on existing and proven technology, EMMA will provide an opportunity, even for smaller institutions, to share high-quality content. EMMA will operate in two main modes; as an aggregator and hosting system of courses produced by European universities; and as a system that enables learners to construct their own courses using units from MOOCs as building blocks. The pilot will operate in 2 steps, first by making available a significant number of existing courses from project partners and/or MOOCs providers and then by bringing on board a second tier of universities keen to experiment with MOOCs. Pilots will run in 7 countries with a total of 16 MOOCs and will involve at least 60.000 users. Advances in learning analytics will feature in the analysis and evaluation work and a series of innovative approaches will be trialed to make the piloted service sustainable in the medium to long term.

RU/11213

Kairit Tammets,
Priit Tammets, Pjotr Savitski, Sander Aldo

2014-2016

Incoming 

Interdisciplinary Curricula in Computing to Meet Labor Market Needs - It is a Joint Project / Curricular Reform (JPCR) project with the objective to initiate capacity building for interdisciplinary studies at universities in Serbia, to be offered both in English and in Serbian, at all three levels of study (BSc, MSc, PhD), and in at least one of the following three modes of study: face-to-face mode, distance learning, and blended mode. To do that, the project will develop, accredit, implement and evaluate several interdisciplinary study programmes, at four different universities in Serbia (see the page 'About the project' for details). By developing and implementing these programmes, the project intends to enhance employment opportunities for graduates of the new programmes, targeting specifically Serbian labor market needs in interdisciplinary computing.

ÕA/10912

Mart Laanpere Peeter Normak

2012 - 2016

Three C 

Creating competences for a circular economy - The “Circular Economy” refers to the concept of saving natural resources and to reuse and recycle them. The project ThreeC aims at integrating the concept of the Circular Economy as attractive new learning field in European school education. ThreeC seeks to combine attractive and relevant content (the Circular Economy) with modern, self-guided learning formats using state-of-the art IT based, holistic learning environments that also include validation of learning outcomes and competence developments.

ÕA/13124

Terje Väljataga,
Mart Laanpere

2014 - 2016

Creative Classroom 

The project aims at tackling the challenge of how to enable teachers not only to overcome the technology barriers but also to empower them to integrate appropriate technology into the learning process. The project develops and provides teachers with training module, which help teachers to gain the capacity to plan and deliver ICT-enriched learning experience for students to become self-directed and collaborative learners, as well as nurtre students to become discerning and responsible ICT users.

ÕA/10514

Kai Pata,
Terje Väljataga, Mart Laanpere

2014 - 2016

MeLang - Multilingual Exploration of Languages in Europe

Multilingual Exploration of Languages in Europe - Global English (English as lingua franca) gamified online language learning platform city-metaphor for 6th-8th grade students. When visiting different „cities“, learners can access language learning content tailored to that city and experience in semi-authentic discourse situations how they get along with their languages.

TKA15017

Martin Sillaots

2014 - 2016

Higher education Online: MOOCs the European Way

Funded by EC Lifelong Learning Program. The goal of the project is to work out methods and models to offer Massive Online Cources (MOOCs) according to the needs of European higher education institutions and learners. 

RU/10014

Sirje Virkus

2014 - 2016

Know-Center 

Social Semantic technologies for knowledge development in enterprise contexts - Know-Center GmbH is based on competences in the area of modern information and communication technologies. For the orientation of the Know-Centre, a particular thematic emphasis is placed on research and development projects in the environment of knowledge- based applications and systems focusing on IT knowledge management. The thematic fields of competence extended within the framework of the Know-Center are, in particular:
  • knowledge services and
  • knowledge relationship discovery.

AR/1113

Tobias Ley

2013 - 2015