Most people on the planet would agree that educating young people is part of the greater good, something well worth supporting by society.

Our objective is to change the world, to better learning opportunities for young people. We are doing this because we aim for the future, for a better, more modern, education.

The project

TELL US, "Technology Enhanced Learning Leading to Unique Stories" is a 2-year project funded by the Seventh Framework Programme of the European Commission (Grant agreement n°619462). It aims at addressing the inertia of the TEL deployment in European formal education systems by organising a two stage contest process throughout Europe 28 and by demonstrating successful adoption and scaling-up of the awarded products and demand by the formal learning context.

There is no doubt that Technology Enhanced Learning (TEL) has created enormous changes in schools, universities and in vocational learning. However, these innovations have tended to be unsustainable. Too often, initiatives need a high degree of effort to be sustained, and are consequently endangered when funding stops. At the same time, mobile and social information and communication technologies are fundamentally changing our lives. Nowadays we use them naturally to keep in contact with our friends, to seek information, to buy things and to work. In many domains, these emerging technologies demonstrate that scaling is possible.

However few educational institutions have taken these technologies up in a systematic way in order to include them in their learning strategy. In spite of a huge amount of technologies available for learning purposes, teachers and students are NOT taking them up and the real breakthrough of new teaching and learning methods with new technologies has not happened.

To address this problem, the TELL US project will organise a range of contests aimed at finding technologies that have successfully been scaled up and have shown successful results in formal educational contexts, in order to help them grow in size and geographically.

The challenge offered by this contest approach will be to allow suppliers and producers to be open to new potentially risky ideas and create breakthroughs in TEL by demonstrating the depth and breadth of innovative and effective solutions available.

The contest

The TELL US contest is open for ALL participants from large companies, SMEs, innovators, formal education actors and students.

The competition will be subdivided into the “formal educational environment” which is centred on the three following main market segments:

  • Schools
  • Vocational Education and Training
  • Higher Education (High Schools and Universities)

The Contest will be designed as a two stage contest with correspondent services levels:

Stage 1) Regional contests - With each contest covering several countries: 4 regional contests will be organised by the project. 16 (4x4) winners will be selected for the Grand Final. 1st prize level is offered by the consortium to encourage winners to develop and to showcase their products in new EU countries, with the help of the experts from consortium networks in order to present the “best of their best” at the final competition.

Stage 2) Grand Final - 4 final winners will be selected by the jury at European level. Substantial second stage prizes will be also be offered to the four overall final winners. TELL US will work with these businesses, helping them to identify potential commercial agreements, pitch in front of investors & purchasers and advertising their product.

The European Jury composed from a selection of the stakeholders from EU countries will be judge both the Regional contests and the Grand Final.

Each regional and final competition will also have an exhibition element and will enable the general public to assess the entrants and vote for a special ‘people’s choice’ award.

The 4 regions:

The contest criteria will be drawn from the following foundations i.e. what we are looking for are solutions that:

  1. Meets the expected learning objectives
  2. Appearance
  3. Creativity
  4. Ease of use for the learner
  5. Interactivity
  6. Ease of updating and adding content
  7. Holds the learner's interest
  8. Potential impact of the course based upon category and potential audience.