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.

The eCraft2Learn ecosystem consists of a series of documentation, tools and resources that are completely open-source and accessible to all educators and students who wish to set-up, run and participate in STEAM based maker educator projects. eCraft2Learn can enable you to embed maker technology into the curriculum or provide you with a STEAM based extra-curricular program.

This series of ten education guides will introduce and help you to get started with eCraft2Learn.

  1. Introducing eCraft2Learn – The project, pedagogy, tools, resources and outcomes.
  2. Getting Started with eCraft2Learn.
  3. Setting up an eCraft2Learn learning environment – hardware, software, tools and materials.
  4. Using the eCraft2Learn Digital Platform (The UUI)
  5. Designing and running an eCraft2Learn Project
  6. Integrating DIY electronics into an eCraft2Learn project.
  7. Integrating 3D printing into an eCraft2Learn project.
  8. Using the eCraft2Learn teachers interface and learning analytics tools.
  9. Collaborating and sharing in the eCraft2Learn connected community.
  10. The eCraft2Learn Research – documentation, outcomes, impacts and recommendations.

In The Classroom

eCraft2Learn can enable you to embed maker technology into the curriculum or provide you with a STEAM based extra-curricular program. These guides will take you step by step through how to set up an eCraft2Learn environment and run maker projects with your students.