Increasing engagement in the learning process

EXUS transforms learning activities into unique experiences, by adopting the latest trends in technology, developing innovative applications and having a close collaboration with user groups. The outcomes of our research work enable individuals at any stage of their life (pupils, students, professionals, adults, elderly) to take part in stimulating learning experiences.
Over the years we have contributed to the evolution of technology-enhanced learning through our collaboration with numerous users and renowned international partners. Thanks to this collaboration EXUS has developed a Learning Management System that supports content creators in the authoring and delivery of learning activities.
We excel in the application of strategic management, quality control and efficient coordination of multinational projects. Our projects aim at empowering non-technical people to express their creativity seamlessly, at extracting creativity triggers from learning resources and at increasing engagement in the learning process.

Projects

EXUS actively participates in the H2020 research and innovation programme, as well as in national funding schemes. In its projects EXUS invests in crowdsourcing and investigates concepts around micro-multinationals, as these will be central in driving product development in creativity worldwide. The aim of EXUS Innovation is to build omni-channel learning solutions providing seamless and effortless, high-quality experiences to their users. Find more details about our research work in Creativity & Learning in the following projects:

CRISS

Develop, evaluate and certificate digital competence in your school.

Demonstration of a scalable and cost-effective cloud-based digital learning infrastructure through the Certification of digital competences in primary and secondary schools

Magellan FTI

MAGELLAN. The World, Your Playground!

MAGELLAN redefines LBEs on mobile devices worldwide, by leveraging a codeless platform for the rapid and cost-effective creation and promotion of LBEs/games, harnessing a global ecosystem of authors. 

EMOTIVE

Emotive Virtual cultural Experiences through personalized storytelling

The principal objective of the EMOTIVE project is to research, design, develop and evaluate methods and tools that can support the cultural and creative industries in creating Virtual Museums which draw on the power of "emotive storytelling".

Get in Touch

Would you like to ask something about the projects we run? Are you interested in commonly exploiting our project results? We would like to hear from you!
Please contact us at: innovation@exus.co.uk
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