
SESTEM (Supporting Equality in Science Technology and Mathematics related choices of careers) is built on the premise that the study of the uptake of Science, Technology and Mathematics (STEM) studies by girls and their retention in the field can benefit from investigation into the triangulation of family-individual and school (secondary and tertiary) factors. Under this scope SESTEM aims to conduct four interrelated comparative studies engaging students, pupils, parents and teachers (both secondary and tertiary levels). Both qualitative (in depth interviews, conceptual mapping, tandem based dialoguing and review into existing literature) and quantitative (collection and analyses of data from across the Member States using on-line survey methods, and meta-analyses of existing statistical data) methods will be applied.

Science Center to Go project aims to bring comprehensive learning experiences out of the Science Centers into a school’s classroom and everyone’s home. SCeTGo goals include crosscutting the boundaries between formal (schools, universities) and informal (SCs) learning settings and stimulating motivation of students of both genders and encourage students to consider science and science-dependent vocations as careers.

SoRuraLL (Rural Social Networking for Lifelong Learning) is a European research project that aims to investigate the potential for enhanced lifelong learning offered by social networking tools and platforms to those living in geographically and socio-economically disadvantaged rural areas. Experimental learning approaches will be developed and implemented, examining the potential offered by these new trends and tools for the alleviation of the disadvantage suffered by such populations in Europe. The project will bring together and further develop content, services, pedagogies and practices for social lifelong learning in rural areas, formulating specific scenarios of use of social networking tools and platforms which will be tested with real learners and their teachers. Several technological solutions will be tried including weblogs, wikis, podcasts, social software, virtual social sites, as well as tools such as mobile phones, and various usage schemes in the various sectors of lifelong learning, both formal (school, higher education, VET, adult education) and informal.

Rural Wings is a European research project that is developing an advanced learning platform through satellite DVB-RCS, with a user-centred methodological approach to support the creation of a new culture in rural communities promoting digital literacy and reducing resistance to the use of new technologies in dozens of pilot sites in 18 countries world-wide.

PREMA aims at deepening understanding of the socio-cultural and pedagogical factors that impede girls' achievement/performance in mathematics, which in turn effect women's under-representation in areas of social and economic importance. The project is particularly concerned with the emergence of the digital divide, which appears to be strongly linked to mathematics school performance. PREMA 2 is an attempt to build on the results of the PREMA project, making them more scalable and more useful (in the form of a model curriculum framework) to teachers.

Puente was a European project which goal was to design intergenerational learning activities in public places, fostering meaningful social interactions and rewarding learning experiences both for adults and youngsters. We aimed at engaging together older people and youth in informal learning activities (e.g. leisure, recreation, art festivals, exhibitions, sports).

Kaleidoscope was a Network of Excellence which brought together European teams in technology-enhanced learning. Its goal was to integrate 82 research units from around Europe, including a large range of expertise from technology to education, from academic to private research. Altogether, it constituted a community of more than 800 researchers in 23 countries, which joined in their efforts to develop new concepts and methods for exploring the future of learning with digital technologies.

The focus of La Piazza's research perspective was on the impact that a holistic conception of technology enhanced learning public spaces, with tools and approaches promoting intergenerational learning, has on the acquisition of social competences, such as the development of self-identity, autonomy and sense of belonging to a community, both by youngsters and adults.

Format was a content-based Kaleidoscope Joint Activity. This action proposed a reconsideration of the concept of lesson plan in education and the way this affects how learning takes place. The final aim was to build a digital library of educational formats, analyzing their rationale and the way they affect how educational activities and settings are designed, in order to promote the development of new formats and the related enabling technologies.

The Users' Group aimed at enhancing dialogue and mutual understanding between the world of research represented by Kaleidoscope members and the world of users, and making decision-makers aware of potential negotiation pathways. In the context of the Users’ Group, the world of users is defined by practitioners in the education and training field, be they involved as parents in the context of the Home market, involved as part of the teaching profession or as learners in whatever context, or involved as human resources managers at Company level, or Initial or Higher education levels.

PREMA aimed at the deepening of understanding of the socio-cultural and pedagogical factors that impede girls' achievement/performance in mathematics which in turn effect women's under-representation in areas of social and economic importance. This project was particularly concerned with the emergence of the digital divide which appears to be strongly linked to mathematics school performance.

The COLLAGE project brought to secondary school students and their teachers a mobile learning platform for context-dependent games. Fun, interdisciplinarity, collaboration, and challenge beyond the four walls of the classroom created new learning opportunities. The COLLAGE platform supported the authoring and playing of a board-like game on a site of educational interest. The game was played with the aid of mobile learning technology (mainly mobile phones and PDA's, and GPS technology) allowing direct communication among players situated on site or in the classroom.

NEMED was a transnational network supported by the Comenius 3 Action of the Socrates Programme of the EU. NEMED brought together educators and researchers from ten European countries, who shared an interest in researching, enhancing and supporting multigrade education in their countries and at the European level.

MIAPP’s main goal was to increase e-learning effectiveness and users’ satisfaction, as well as to reduce school drop-out rates; the shift from technology to learner oriented solutions and the focus on human potential and abilities requires new cognitive approaches, such as Multiple Intelligences approaches, which have been successfully utilized in traditional education. In the course of the project a model for the application of MI in e-learning was developed, implemented and finally evaluated. The emphasis was on developing a model that could be cost-effectively implemented on the basis of existing solutions.

The aim of MASSIVE was to design a model of support services for European traditional universities to successfully implement the virtual component of teaching, focusing on the following specific objectives:
· To define the conceptual model of virtualisation;
· To identify and classify good practices in the organisation of support services to the
university community regarding university virtual components;
· To explore and compare the elements for transferability;
· To validate the approaches to develop the support services;
· To guarantee the wide dissemination of the practices and use of the model.

DELPHI was built on the concept that e-Learning and the implementation of e-Learning schemes can benefit from the research results generated by ICT-based innovation in education. The diverse nature of the results obtained via EU supported projects makes it difficult to transform results into research and policy orientation; therefore, the activity of DELPHI was an attempt to cluster, synthesize, analyze and then disseminate ICT-based research findings of socio-economic value. The central concerns of DELPHI were: learning/teaching issues; institutional perspectives on the introduction and scalability of innovation in learning contexts; and socio-cultural issues, including those of lifelong learning. DELPHI, through its investigative activity, aimed at the establishment of an Internet-based Observatory on e-Learning Innovation.

The objective of I Curriculum was to establish a European framework for defining information skills and a curriculum appropriate for living and learning in the digital age: to identify the key metaskills and metaknowledge needed for living in the digital age in detail; to explore digital tools and artifacts and pedagogical practices that could lead to the development of broad digital literacy; to develop a framework for the description of curricula in terms of the information/metaknowledge they encompass; to develop curriculum in information technology that may have more appeal to young women; and to disseminate findings to policy makers, teachers and other educators, as well as the producers of digital resources.

The Objective of the SEEKS project was the production of a transnationally validated taxonomy of ICT-related information-seeking behaviour (ISB) among learners in formal and informal distributed learning environments, a census mapping the transnational distribution of these behaviours and two sets of guidelines aimed at ODL system developers and tutors. The proposal was oriented to the Minerva goal of "Understanding Innovation" and also contributed to the goal of "Designing, developing and testing new methods and educational resources". The target group of users of the outputs encompassed: Course Developers, Teachers, Pedagogues, Information Scientists, Educational Psychologists, Market Researchers, Internet Providers, and Software Developers.

The project MERLIN looked at establishing a framework for a European-wide discussion on the research done in learning mediated by ICT. By disseminating MERLIN outcomes, the researchers and practitioners together with the Commission and other interested parties, created synergies for promoting a wider knowledge-base in this area. The project allowed the educational community to access a pool of diverse scientific results on different technology-based learning innovations in Europe, and highlighted the social implications of ICT-based learning innovations in the educational systems for better understanding of the emergent knowledge society. MERLIN defined an instrument to identify trends, strengths and weaknesses in research done in the area of ICT-based learning innovations, while contributing to identification of socio-economic issues and needs for future research.

The central objective of the IVETTE project was to investigate the issues involved in the implementation of Virtual Learning Environments (VLE) in post-secondary educational public institutions, as well as in training institutions.

With the aim of gathering a group of European specialists to share their opinions with those of IVETTE participants, the University of Barcelona organised the IVETTE Workshop. We were interested in the transformations that traditional Higher Education institutions need to undertake in the near future in order to adapt themselves to the lifelong learning paradigm. These changes need a holistic view and should take into consideration the areas IVETTE proposed for further discussion. The Workshop also provided policy recommendations to the European Commission.