eCraft2Learn

Learning

for better tomorrow

ecraft2Learn

DIGITAL FABRICATION AND

MAKER MOVEMENT IN EDUCATION

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CREATIVE LEARNING

made accessible

Digital Fabrication and Maker Movement in Education
Boy repairing a robot

The eCraft2Learn project will research, design, pilot and validate an ecosystem based on digital fabrication and making technologies for creating computer-supported artefacts.

 

The project aims at reinforcing personalised learning and teaching in science, technology, engineering, arts and math (STEAM) education and to assist the development of 21st century  skills that promote inclusion and employability for youth in the EU.

 

The eCraft2Learn ecosystem will support both formal and informal learning by providing the appropriate digital fabrication.

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eCraft2Learn PROJECT UNIFIED VISION

For learners (13-17 year olds) and their teachers/instructors/coaches who want to learn by making in an engaging and rewarding environment supporting creativity, eCraft2Learn is an integrated learning ecosystem that provides tools, support and training for innovative learning, contributing to opening learning towards innovation through a craft- and project-based pedagogical approach in STEAM education.

Main Objectives
The eCraft2Learn project has a three-fold focus interrelated within the pedagogical, technical and business objectives as further explained below. The distinction between the three categories is therefore meant as a guiding structure. More informations can be found in About navigation section.

PEDAGOGICAL OBJECTIVES

 

Pedagogical objectives are focused on the following techniques and strategies:

 

 Developing innovation management techniques needed to support craft- and project-based learning.

 

 Developing a different approach to STEAM education.

 

 Enabling communication and collaboration through online support community platform.

 

✓  Ensuring a pedagogical practicability of learning designs.

 

✓  Developing the integration of an eCraft2Learn curriculum into already existing STEAM .

TECHNICAL OBJECTIVES

 

Technical objectives are focued on the following techniques and strategies:

 

✓  Facilitating positive changes in attitudes towards education in science, technology, engineering, arts and math.

 

✓  Allowing the learners to use breakthrough technologies for learning, i.e. 3D technologies (modelling, visualisation, simulation and printing).

 

✓  Supporting the teachers with real-time analytics containing information about the progress of each learner, and data from previous sessions.

BUSINESS OBJECTIVES

 

Bussines objectives are focused on the following techniques and strategies:

 

Enabling and making sustainable networks of collaboration among industry.

 

Enabling learners to become project-solving, ambitiously thinking entrepreneurs.

 

Increasing awareness on the need for digital fabrication and making technologies in education through industry-academy led workshops.

Project Results 

Overwatching goal

The project will research, design, pilot, and validate a learning ecosystem for making computer-supported artefacts in both formal and informal learning contexts. This learning ecosystem is engineered through the mechanisms for personalized and adaptive learning in STEAM education for assisting the development of 21st century skills.

Focus

The learning ecosystem proposed in this project will enhance craft- and project-based pedagogies through the integration into, contribution to and taking advantage of existing implemented technical platforms such as Arduino and Raspberry Pi electronics, cloud-based 3D printer simulators, and maker community generated content.

Our Consortium Partners