Knowledge gained from these studies has been shared with the sector in three key outputs: innovative practice with e-learning [via the UK Web Archive], a guide to blended learning with mobile learning and wireless technologies; learning in immersive worlds, a review of games-based learning; and designing spaces for effective learning, a guide to 21st century learning space design.
Find out more
Our archived pages give more details of the three projects funded under this programme [accessed via the UK Web Archive].
View Amanda’s story, a video case study capturing the impact of the Simulated Professional Learning (SIMPLE) project.
You might also be interested in the outcomes of our archived learning and teaching innovation grants programme and its partner in further education and skills. Between 2008 and 2011, these gave universities and colleges the opportunity to submit proposals for one-year projects on any aspect of e-learning.
Since the completion of the programme, we have continued to investigate the impact of new technologies and redesigned learning spaces. Our guide on learning spaces, updated in 2015, combines the latest on technology with guidance on design, supported by a library of images.
More from the archive
Our effective practice guides, effective practice in a digital age and emerging practice in a digital age have case studies on learning and teaching with mobile, simulation and virtual worlds technologies.
Via the UK Web Archive, you can also access our 2009 study on the use of social software to support student learning and engagement and our e-spaces study, which provided the background for the 2006 designing spaces for effective learning guide and its accompanying video case studies.
Keep informed
Follow the progress of our latest work on innovative technologies, such as augmented reality in further education and skills, and look out for further case studies in our detailed guide to mobile learning.