Phase 1 – Selection results

3D Virtual STE(A)M Laboratory

3D Virtual STE(A)M Laboratory is all about making science education more attractive and motivating to young people by giving students an opportunity to experience phenomena in an authentic, immersive, and fun environment. 3D Virtual STE(A)M Laboratory will provide a learning environment, learning games, and simulations for biology, chemistry, math, science and arts. By extending existing technology, 3D Virtual STE(A)M Laboratory will apply injury, phenomenon based learning and gamification in a project working atmosphere. Virtual worlds and immersive learning experiences are being connected to the real world through technologies such as VR glasses.

Lead: Finpeda OY (Finland, United Kingdom)


Almerin Personal Learning Environment

The Almerin Personal Learning Environment extends traditional learning environments by focusing on the user experience, the extensive utilization of gamification, and the automatic adaptation to students learning styles. To increase the user experience, Almerin Personal Learning Environment provides an innovative user interface in the form of a virtual school. Students have their own characters to interact with this virtual world and have the possibility to change the appearance of their character and classrooms through rewards they earn from learning games and virtual labs. Through the continuous analysis of the students’ behavior, enables Almerin Personal Learning Environment to automatically adapt to each student’s needs.

Lead: Almerin Ltd (Finland)


STEM it your way! (SiWay)

SiWay aims at supporting STEM teaching and learning in European schools by providing an innovative learning environment combining curriculum-based and self-regulated learning approaches. The vision of the SiWay project is focusing the learning process around the needs of each individual student. Extending existing technology, SiWay will develop a personal and collaborative learning environment supporting (1) teachers in preparing customized learning scenarios, and mentoring and assisting students during the learning process, (2) students in defining their learning goals and learning paths, and (3) parents in supporting their children and monitoring their process. SiWay will enable students to get involved in real research activities, investigate topics of their interest and gain hands-on experience of doing science.

Lead: imc information multimedia communication AG (Germany, Switzerland, Greece, The Netherlands)



MP is all about being student centric, providing persistent storage of learning records, multichannel communication, and user-generated content. By extending existing technology, MP aims at providing a platform that tracks students, delivers the knowledge and skills they need to acquire, and measure and track their individual progress. Through this, MP identifies in which subjects a student requires extra attention and which learning style is best suitable. Further more, MP aims at providing a digital safe or digital portfolio in the control of parents and students which contain evidence and results of the entire educational career.

Lead: DigiLoket (The Netherlands)


smArt steM learnInG ecOsystem (AMIGO)

Based on the combination and extension of existing technology, AMIGO aims at developing an immersive environment that provides primary and lower secondary schools with a student centered learning approach. AMIGO integrates the six modules STEM enriched dynamic profile, STEM personal learning environment, Authoring tool, STEM social network, Learning chart and analytics, and Life-Long Learning ePortfolio from a visual and functional point of view. Accordingly, AMIGO aims at delivering a holistic ecosystem providing the next generation personal learning environment for STEM subjects including multiple different functionalities aiming at increasing the motivation of students to learn STEM and increasing the study results by adapting the learning to the students’ needs.




On the basis of existing components and concepts, a system is going to be developed that is all about usability. The idea is that the learning environment is a supporting tool instead of something additional to learn. The aim is to develop a system that is curriculum driven but provides enough freedom to create personalized learning paths, schedules, and timelines. This ensures that the critical content of the school education is learned while learning and teaching styles and activities can be freely selected. To support his, openness of the system is a key aspect. The system is designed for content authoring and easy integration of existing content for all users.

Lead: Sunstone Technologies Oy (Finland)


Beyond the horizon – Learning and Teaching in a new way

Beyond the horizon provides a story and game driven canvas design that will be based upon the concept of branched story design. Based on existing technologies, an adaptive learning environment based on socio constructive learning design will be developed. Based on an adaptive content model including user behavior, preferences, special needs and many more will be used to create personalized learning paths. One major aim of beyond the horizon is to give the freedom and power to the students to let them control the look and feel of their learning environment and learning. Gamification will be used to ensure user engagement and high students’ motivation.

Lead: Linfre Education AB (Sweden)