Research team

Ongoing Projects

Project ETIS Project Members Duaration


SHERPA: SELFIE HElpeR & Pedagogical innovation Assistant

SHERPA is a two-year Erasmus+ project with a mission to strengthen the adoption and systematic use of SELFIE across Europe. SELFIE is the European Commission’s free, customisable self-evaluation tool helping schools to better understand their progress on digitally-enabled teaching and learning. SHERPA will provide schools with vitally-needed scaffolding for on-boarding SELFIE and will help them gain full benefits from their SELFIE report in terms of both strategy and practices.

SHERPA will develop and deploy two key outputs:

  1. SELFIE HELPER, a chatbot system that assists schools to use theSELFIE platform, providing them with real-time help in resolving their specific user issues;
  2. SELFIE PEDAGOGICAL TOOLKIT, a comprehensive package to help schools transform their SELFIE results into concrete innovation strategies and actions for employing digital technologies more effectively in teaching and learning.

Both services will be field tested with schools in each of the SHERPA partner countries and will be made available in five different languages: English, Estonian, Finnish, Greek and Italian.

TRU20001 Mart Laanpere 2020-2021

Re-designing and co-creating innovative cultural heritage services through libraries

Project code: 2018-1-LV01-KA204-047006

The aim of the project is to encourage society to become more involved in identification, preservation, and consumption of cultural heritage by developing training programs and educational materials for libraries and making them available via Massive Open On-line Course (MOOC) thus promoting or contributing in re- designing existing and co-creating new innovative services in cultural heritage institutions.

Further information

TRU19051 Sirje Virkus 2018-2020

GOPROSOCIAL - Neurocinematic system for assessing and training prosocial behaviors

What motivates people to help? Dual-process theories of cognition, characterized by Kahneman as "thinking fast and slow" represent an important advance in our understanding of the roles of emotion and reason in motivating human prosocial behavior and empathy. We will first examine affective chronometry underpinnings of two types of empathic reactions using subjective, behavioural and physiological measures. In parallel we will design, validate and optimize a novel interactive physiology-based neurocinematic system that uses videos, pictures, sound and virtual reality for assessing and training prosocial behavior based latest neurofeedback research. Once system mature, we will also explore other application areas including clinical (pain, depression) and neuroart domains. The expected results will help improve a wide range of important personal individual and societal decisions motivated by perceived efficacy (charitable giving, threats to human health or refugees crisis).
PUT1518 Aleksander Väljamäe 2017 - 2020


HUM@N - Digital Transformation in Humanities

The project aims to develop a set of tools and guidelines addressed to higher education educators/professors in the field of humanities (literature, history, geography, philosophy etc.) with the goal to improve their ICT skills, teaching performance and consequently the attainment of their students and motivation. Ultimately the project seeks to renovate the classic ways of teaching humanities subjects which are the least likely to be affected by the digital transformation, yet are those that can benefit the most, bringing our cultural heritage to a stake of European economy in different field


Linda Helene Sillat

2019 - 2021


INOS - Integrating open and citizen science into active learning approaches in higher education

The project is piloting open and citizen science activities in higher education context and develops learning resources, project contributes in increasing public engagement of HE students and staff to the society.



TKA19143 Kai Pata 2019 - 2022


TeaEdu4CT  - Future Teachers Education: Computational Thinking and STEAM

The project develops innovative educational approaches to practical STEAM education that are based on Computational Thinking (CT) as related to trans-disciplinary and holistic STEAM perspectives. We promote a pragmatic approach to CT as to a set of tools, techniques and approaches which enable a seamless transition from the early-aged child’s unplug activities to a comprehensive modelling and computer simulation activities of K-12 and early years university students.
Objectives: (1) to improve pedagogical skills and competencies of prospective teachers, that are related to the teaching and training of various aspects of CT; (2) improve CT skills of prospective teachers


Mart Laanpere

2019 - 2021

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. 


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.


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. 


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. 


Kairit Tammets, Adolfo Ruiz Calleja

2016 - 2018


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.


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.



Terje Väljataga, Priit Tammets

2015 - 2018


DesignIT - Design thinking in higher education for promoting human-centered innovation in business and society

DesignIT, aims at enriching entrepreneurial education at the tertiary level by introducing design thinking methodologies that help students empathize with target users, ideate how users will experience a proposed solution, identify opportunities for innovation, and synthesize creative solutions that successfully address needs.
TRU17095 Kai Pata 2017-2019

Ended projects

Nimetus ETIS Projekti liikmed Kestus



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

LanguageGames - Keeleõpet edendavad tõsimängud lasteaedadele

Rahastaja EK rahastamisprogramm Erasmus+ - Strategic Partnerships. LearningGames on suunatud mitmekeelsuse arendamisele aktiivsel ja avastaval moel varajases lapsepõlves, alates sõimest kuni koolieelikuteni välja. See projekt võtab kaasaegsed keeleoskuse arendamise praktikad ning viib need sammu võrra kaugemale kaasates uusimaid teadmisi tõsimängude õpiraamistikest, mis lähtuvad noorte õppijate kognitiivsetest arengutest. Aktiivse õppimise lähenemine kaasab noori õppijaid tegevustesse, mis on inspireeritud päriselulistest ja tuttavatest koolipraktikatest, mille eeliste hulka kuuluvad ka vahetu tagasiside teadmiste toetamiseks, mis aitab paremini mõista tehtud vigu; motiveerivad faktorid mängude auhindade kujul; koostöö tegemise võimalused ning mõistatuste lahendamisel arenev probleemi lahendamise oskus. Kavandatud vahendid kujundatakse klassiruumis kasutamiseks, vastupidiselt ainsale kasutuseesmärgile, laiemas keeleõppe kontekstis, mis võimaldab praeguste praktikate arendamist. Kavandatud keeleõppe tõsimäng integreerib eakohasuse aktsepteeritud silbipõhise keeleõppemetodoloogiaga, mis aitab noorukitel arendada sõnatundmise ja taasesitamise võimekust. 


Martin Sillaots, Triinu Jesmin

2015 - 2017

EMPLOY - Tööhõivet ja sotsiaalset kaasatust soodustavad digitaalsed pädevused 

EK programmi Erasmus+ poolt rahastatav projekt. Muudatused tööturul mõjutavad kõige valusamalt madalate oskustega tööisi. Kesised arvutikasutamise oskused ning madalad sotsiaalsed võimad võivad saada takistuseks ümberõppes ning uue töö leidmisel. Et vähendada töötuse riske on soovitav õpetada töötegemisega seotud digitaalseid oskusi juba põhikoolis ja keskkoolis. EMPLOY projekti eesmärk on luua neid oskusi arendav õpimäng ja rakendada mängupõhist õpet põhikooli ja keskkooli tööalaste digitaalsete pädevuste tõstmiseks. 


Martin Sillaots

2015 - 2017

Learning Layers - Scaling up Technologies for Informal Learning

Esimene Euroopa Liidu raamprogrammidest rahastatav ja Eesti teadusasutuse poolt juhitav laiahaardeline integreeritud IKT projekt. Projekti peamiseks eesmärgiks on töötada välja uudne teoreetiline mudel töökohal õppimise analüüsimiseks, suunamiseks ja juhendamiseks väikeste ja keskmise suurusega ettevõtete (VKE) kontekstis, koos tarkvaralahenduse prototüübiga, mis koosneb serveritarkvarast ja sellega liidestatud mobiilitarkvarast (IOS ja Android platvormidel). Taotlusvooru eesmärkidest lähtuvalt keskendub LAYERS ehk nn. õppekihtide (Learning Layers) projekt tehnoloogia kaasabil toimuva õppimise ja teadmushalduse tõhustamisele VKE-des, mis tegelevad just sellistes valdkondades, kus seni e-õppel ja teadmushaldusel põhineva personaliarenduse vastu vähest huvi on üles näidatud: ehitus ning meditsiin. Projekti käigus loodav teoreetiline mudel ja sellel tuginev tarkvaralahendus pakuvad lahendust selliste VKE-de tüüpilistele personaliarenduse probleemidele nagu näiteks tööjõu liikuvusest ja valdkonna uuendustest tingitud pidev koolitusvajadus, VKE-dele sobivate koolitusvõimaluste nappus, organisatsioonis olemasoleva varjatud teadmuse kättesaamatus uutele töötajatele jne.


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

2012 - 2016

EMMA - European Multiple MOOC Aggregator

Euroopa Liidu 7. raamkavast finantseeritud projekti eesmärk on väljatöötada ühine Euroopa avatud massikursuste (MOOCs) agregaator. EMMA käitub kui majutussüsteem, mis koondab erinevate Euroopa ülikoolide ja äriorganisatsioonide poolt pakutavad MOOCid ning teisalt on platvorm kasutatav kui õpikeskkond, kus on võimalik tasuta osaleda erinevatel kursustel. Tallinna Ülikool vastutab kahe MOOCi välja töötamise eest ning õpianalüütika lahenduse kontseptsiooni ja rakendamise eest. 


Kairit Tammets, Priit Tammets, Pjotr Savitski, Sander Aldo

2014 - 2016

Incoming - Interdistsiplinaarsed õppekavad informaatikas

Tempus programmi poolt rahastatud projekt, mille eesmärk on tugevdada Serbias kõrgharidusmaastikku ning suurendada tööhõivet ja õpilaste ja õpetajate mobiilsust. 


Mart Laanpere Peeter Normak

2012 - 2016

Three C - Ringleva majandusega seotud pädevuste arendamine

Eramus+ programmi poolt rahastatud projekt, mille eesmärk on integreerida ringleva majanduse kontseptsioon Euroopa kooli haridusse, kombineerides atraktiivset ja kaasajastatud sisu koos enesejuhitava õppimise mudelite, sobivate IT lahenduste ja terviklike õpikeskkondadega.


Terje Väljataga, Mart Laanpere

2014 - 2016

Creative Classroom - Loov klassiruum

Eramus+ programmi poolt rahastatud projekt, mille eesmärk on arendada ning läbi viia koolitusmoodulid õpetajatega, mis aitavad neid omandada oskusi ja teadmisi, kuidas rikastada õppimist IKT vahenditega, mis võimaldaks toetada õpilaste arengut enesejuhtivaks õppijaks, valmistada neid ette koostööks ja kujundada õppijates vastutusrikast IKT vahendite kasutamist


Kai Pata, Terje Väljataga, Mart Laanpere

2014 - 2016

Mitmekeelne Euroopa - MeLang - Multilingual Exploration of Languages in Europe

Erasmus+ programmi poolt rahastatud projekt, mille raames luuakse mänguline keskkond 6. - 8. klassi õpilastele inglise keele kui lingua franca õppimiseks. Keele õpetamiseks rakendatakse linna kujundit. Keskkond hakkab sisaldama multimeedia ja interaktiivseid elemente - videolugusid linnade tutvustamiseks ning interaktiivseid dialooge. Näiteks teesuuna küsimine, rahvustoidu tellimine jne


Martin Sillaots

2014 - 2016

Kõrgharidus online: MOOCsid Euroopa viisil 

EK LLP programmi raames rahastatava projekti eesmärgiks on välja töötada viisid ja mudelid massiivsete siduskursuste (MOOCs) pakkumiseks vastavalt Euroopa kõrgharidusinstitutsioonide ja õppijate vajadustele. 


Sirje Virkus

2014 - 2016