UniSchooLabS aimed to improve the quality of science education in Europe, by promoting collaboration between universities and schools in the provision of remote access to science laboratories for primary and secondary schools through Internet-based services and mobile learning devices.

Concentrating on chemistry and physics, Xperimania aimed to boost young people's interest in science. The project helped students in secondary school and their teachers to understand the wide range of chemistry applications in our day-to-day life.

One-to-one (1:1) computing in education refers to the current trend where low-cost computer devices, ranging from mobiles and handhelds to laptops or netbooks, have gained ground in educational contexts.

The TASK project aims to support secondary school teachers in assessing their students' key competences by developing a self-assessment online tool for students.

In iTEC (Innovative Technologies for Engaging Classrooms), European Schoolnet worked with education ministries, technology providers, and research organisations to transform the way that technology is used in schools.

The I-LINC project has been created with the aim of developing a sustainable and all-encompassing platform on the topic of ICT (for) learning and inclusion.

The CO-LAB (Collaborative Education Lab) project gives practitioners and policy makers the opportunity to experiment and better understand what Collaborative Teaching and Learning (CTL) means in policy and practice.

The Digital Skills and Jobs Coalition brings together Member States, companies, social partners, non-profit organisations and education providers, who take action to tackle the lack of digital skills in Europe.

Serious games have become a popular tool for knowledge transfer, behavioural, perceptual or cognitive change. Confidence in behaviour changes through serious games, referred by its acronym eConfidence, was a project that aimed to test and research whether and how the use of serious game can have an impact on positive behavioural changes.

The DIS-CODE (Disconnected, discouraged, disenabled? Let's code!) project intended to deliver an innovative training system based on gamification and interactive tools.

Projects