learning 2.0 for an inclusive knowledge society
DESCRIPTION
Links-up is a two-year research project that is co-financed by the Lifelong Learning programme of the European Commission. The project started in November 2009 and is carried out by an international project team. The overall aim of Links-up is to combine and enhance the know-how of existing projects in the field of inclusion with learning 2.0 in order to promote better future e-inclusion projects and policies...TRANSCRIPT
Against the background of the increasing penetration of social computing and social networking into all aspects of modern life, the Links-up project investigates whether and under what circumstances ‘Web 2.0’ technologies can support lifelong learning for people who experience social exclusion or who are ‘at risk’ of social exclusion.This report, which covers the initial phase of the two-year project, draws together the evidence from research studies, evaluations and case studies of initiatives to present the main features of the ‘landscape’ of ‘Web 2.0 for inclusive learning’.
Links-up identifies ‘what works for whom under what circumstances’ and con-siders how the outcomes and impacts of using Web 2.0 for inclusive learning can be measured. Finally, on the basis of the ‘lessons learned’ and the pitfalls experienced in developing and implementing Web 2.0-based support for excluded groups, the Report provides practical recommendations for policy- makers and practitioners in order to help make future programmes and projects in this field more effective.
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This project has been funded with support from the European Commission. This publication refl ects the views only of the author(s), and the Commission cannot be held responsible for any use which may be made of the information contained therein.
Learning 2.0 for an Inclusive Knowledge Society – Understanding the Picture
Photos: Fotolia.com © Coka, Franz Pfl uegl, Jason Sitt, Miroslav, Mosquidoo, Yvonne Bogdanski
Edited by Guntram Geser, Salzburg Research
Authors: Davide Calenda, Clare Cullen, Joe Cullen, Thomas Fischer, Guntram Geser, Renate Hahner, Martijn Hartog, Damian Hayward, Wolf Hilzensauer, Else Rose Kuiper, Veronique Maes, Bert Mulder, Katharina Nasemann, Sandra Schön, Diana Wieden-Bischof
www.links-up.eu
Learning 2.0 for an Inclusive Knowledge Society –
Understanding the Picture
Learning 2.0 for an Inclusive Knowledge Society –
Understanding the Picture
Edited byGuntram Geser
AuthorsDavide Calenda, Clare Cullen, Joe Cullen, Thomas Fischer, Guntram Geser, Renate Hahner, Martijn Hartog, Damian Hayward, Wolf Hilzensauer,Else Rose Kuiper, Veronique Maes, Bert Mulder, Katharina Nasemann,Sandra Schön, Diana Wieden-Bischof
Copyright
This work has been licensed under a Creative Commons License: Attribution-NonCommercial-NoDerivshttp://creativecommons.org/licenses/by-nc-nd/3.0/
Project informationLinks-up
Learning 2.0 for an Inclusive Knowledge Society – Understanding the Picture
Lifelong Learning Programme
Sub-programme: KA3-ICT
Action: KA3 Multilateral Projects
Project Number: 505544-LLP-1-2009-1-DE-KA3-KA3MP
http://www.links-up.eu/
Work Package 2 – Case Study Report on inclusive Learning 2.0
Deliverable 2.1 – Report on in-depth case studies of innovative examples of the use of
Learning 2.0 and Web 2.0 for inclusive lifelong learning.
ISBN 978-3-902448-28-6
ContactThomas Fischer
Institute for Innovation in Learning (ILI)
Friedrich-Alexander-Universität Erlangen-Nürnberg
Editor
Guntram Geser, Salzburg Research Forschungsgesellschaft, Salzburg, Austria
Authors
Davide Calenda, Servizi Didattici e Scientifici per l’Università di Firenze, Prato, Italy
Clare Cullen, Arcola Research LLP, London, United Kingdom
Joe Cullen, Arcola Research LLP, London, United Kingdom
Thomas Fischer, Institute for Learning Innovation (ILI), Friedrich-Alexander-University Erlangen-Nuremberg,
Erlangen, Germany
Guntram Geser, Salzburg Research Forschungsgesellschaft, Salzburg, Austria
Renate Hahner, Institute for Learning Innovation (ILI), Friedrich-Alexander-University Erlangen-Nuremberg,
Erlangen, Germany
Martijn Hartog, The Hague University of Applied Sciences, The Hague, The Netherlands
Damian Hayward, Arcola Research LLP, London, United Kingdom
Wolf Hilzensauer, Salzburg Research Forschungsgesellschaft, Salzburg, Austria
Else Rose Kuiper, The Hague University of Applied Sciences, The Hague, The Netherlands
Veronique Maes, Arcola Research LLP, London, United Kingdom
Bert Mulder, The Hague University of Applied Sciences, The Hague, The Netherlands
Katharina Nasemann, Institute for Learning Innovation (ILI), Friedrich-Alexander-University Erlangen-
Nuremberg, Erlangen, Germany
Sandra Schön, Salzburg Research Forschungsgesellschaft, Salzburg, Austria
Diana Wieden-Bischof, Salzburg Research Forschungsgesellschaft, Salzburg, Austria
A digital version of this Summary Report can be downloaded from http://www.links-up.eu/
This project has been funded with support from the European Com-
mission. This publication reflects the views only of the author(s),
and the Commission cannot be held responsible for any use which
may be made of the information contained therein.
TABLE OF CONTENT
Executive summary....................................................................................................7
1 Theoretical and methodological overview...............................................................9
1.1 Learning, inclusion and Web 2.0..............................................................................9
1.2 Methodological approach .....................................................................................11
1.3 Research questions ...............................................................................................11
1.4 Research methods and case study design.............................................................12
2 Selection criteria and selected cases......................................................................15
2.1 Data collection and analysis...................................................................................15
2.2 Overview of selected cases....................................................................................16
3 Analysis of intervention concepts of Web 2.0 learning and social inclusion.............23
3.1 General observations on the intervention concepts.............................................23
3.2 Tabular overview of the intervention concepts.....................................................24
3.3 Important aspects of the intervention concepts...................................................27
4 Web 2.0 technologies used....................................................................................29
4.1 General observations on technology implementation and use ............................29
4.2 Tabular overview of tools and objectives...............................................................30
4.3 Patterns of technology implementation and use...................................................33
5 Problems encountered and lessons learned...........................................................35
5.1 Observations on major issues faced by the projects.............................................35
5.2 Tabular overview of problems encountered and lessons learned.........................35
5.3 Discussion of the main problem areas and lessons learned..................................43
6 Recommendation for successful projects in Web 2.0 learning and social inclusion...51
6.1 Overcoming resistance of organisational cultures.................................................51
6.2 Meeting user needs and requirements in e-skilling & inclusion............................51
6.3 Promoting open Web 2.0 based educational practices in schools........................52
6.4 Using appropriate e-learning & inclusion methods...............................................52
6.5 Driving participation on community websites.......................................................53
6.6 Securing sustainability and impact........................................................................54
7 The case studies and the landscape of Learning 2.0 for inclusion............................55
7.1 Introduction............................................................................................................55
7.2 The policy context..................................................................................................56
7.3 The theoretical context..........................................................................................60
7.4 The practices context ............................................................................................63
8 A ‘theory of change’ interpretation of the results...................................................67
8.1 Introduction: Theory of change and impact assessment.......................................67
8.2 Evidence on impacts...............................................................................................68
8.3 Summary of impacts: general theory of change analysis......................................71
9 Literature and sources...........................................................................................73
EXECUTIVE SUMMARY
Background and aims of Links-up
Links-up is a two-year research project that is co-financed by the Lifelong Learning pro-
gramme of the European Commission. The project started in November 2009 and is car-
ried out by an international project team: The project co-coordinator University of Erlan-
gen (DE), Arcola Research LLP (UK), European Distance and eLearning Network (UK),
Salzburg Research Forschungsgesellschaft (AT), Servizi Didattici e Scientifici per l’Uni-
versità di Firenze (IT) and University of the Hague (NL).
The overall aim of Links-up is to combine and enhance the know-how of existing pro-
jects in the field of inclusion with learning 2.0 in order to promote better future e-inclu-
sion projects and policies. More specifically, Links-up will
| collect and analyse information on projects that are using Web 2.0 tools and meth-
ods for learning and social inclusion,
| implement an “Innovation Laboratory” for “Learning 2.0 for inclusion” to support
knowledge-sharing between different existing initiatives,
| develop new approaches and tools building on the gathered expertise, and
| test identified success factors in five learning experiments examining whether and in
what ways they improve the efficiency and effectiveness of current learning 2.0 ap-
proaches for inclusion.
This research work reflects the increasing interest in the opportunities offered by “Web
2.0” for supporting innovative ways of learning, especially for those who are “hard to
reach” or “at risk” of social exclusion.
Links-up relates to, and aims to support, a number of current policy initiatives. On the
European level this includes the EU i2010 initiative (2005)1, the Riga Declaration on e-in-
clusion policy goals (2006)2; the Lisbon Declaration on e-inclusion (2007)3; the European
Commission’s Communication “Ageing Well in the Information Society” (2007)4 and the
“e- inclusion: be part of it” initiative5.
1 i2010 – A European Information Society for growth and employment. Available online at:
http://ec.europa.eu/information_society/eeurope/i2010/index_en.htm [2010-09-15]
2 Riga Declaration (2006). Available online at: http://ec.europa.eu/information_society/-
events/ict_riga_2006/doc/declaration_riga.pdf [2010-09-16]
3 Lisbon Declaration (2006). An Alliance for Social Cohesion through Digital Inclusion, Lis-
bon, 28-29 April 2006. Available online at: http://ec.europa.eu/europeaid/where/latin-
america/regional-cooperation/alis/documents/lisbon_declaration_en.pdf [2010-09-16]
4 EC Communication (2007) 332 final. Online available at: http://eur-lex.europa.eu/LexU-
riServ/site/en/com/2007/com2007_0332en01.pdf
5 e-Inclusion: Be Part of It! Online available at: http://ec.europa.eu/-
information_society/activities/einclusion/bepartofit/index_en.htm [2010-09-10]
7
Case study report on inclusive Learning 2.0
This report presents an in-depth case study analysis of 24 examples of innovative use of
Learning 2.0 and Web 2.0 for inclusive lifelong learning (project deliverable 2.1). A nar-
rative descriptions of the 24 case studies is free available for download from the project
website.6
The main objective of this collection and analysis of exemplary projects is to investigate
the potential of Learning 2.0 to support the social inclusion of groups at risk of exclusion
from society.
In particular, problems encountered and lessons learned by the projects are summar-
ised, and a number of practical recommendations provided on how to realise successful
projects in Web 2.0 learning and social inclusion.
The projects studied are also set within the current “landscape of Learning 2.0 for inclu-
sion”, i.e. the contexts of policy, theory and practices. Thus the extent to which the cases
support the major policies in the field, the conceptual thinking around social inclusion
and the needs of excluded groups is evaluated.
Moreover, the projects are reflected upon from the perspective of a “theory of change”
approach taking account of the evidence on impacts they provide.
6 http://www.linksup.eu or directly available http://tinyurl.com/linksup-cases
8
1 THEORETICAL AND METHODOLOGICAL OVERVIEW
1.1 Learning, inclusion and Web 2.07
‘Inclusion’ is a complex concept, not least, because it is intimately associated with its op-
posite – exclusion. As Glass (2000) observes, there is frequently a confusion in the liter-
ature between trying to measure social exclusion and trying to measure the effects of
policies aimed at eliminating it. The elimination of exclusion – inclusion – needs to ad-
dress complex multi-dimensional phenomena.
As the European Commission (2004) defined it, exclusion is ‘a process whereby certain
individuals are pushed to the edge of society and prevented from participating fully by
virtue of their poverty, or lack of basic competencies and lifelong learning opportunities,
or as a result of discrimination. This distances them from job, income and education op-
portunities as well as social and community networks and activities. They have little ac-
cess to power and decision-making bodies and thus often feeling powerless and unable
to take control over the decisions that affect their day to day lives.´
The growing ubiquity of ICTs in recent years, as a result of the burgeoning ‘Knowledge
Society’, has attracted the attention of initiatives and projects aimed at harnessing tech-
nologies to address exclusion and support inclusion. This has especially been the case
with regard to ´Web 2.0´, and ‘social networking’ technologies, with their potential to
support far greater social interaction than before.
As a range of studies have demonstrated (see Redecker et al., 2009); the Web offers a
lot of possibilities for self-expression and people are able to participate, e.g. to gain in-
formation, to communicate and to collaborate in many different ways. For example,
with the use of web 2.0 technologies, blind people are able to participate by using a
braille display, a device which transforms the information on the screen into embossed
printing. Also, migrants can use online tools to enhance their second language abilities
with informal learning activities.
Nevertheless, the ´digital divide´ between better-educated and higher-status groups and
involuntary off-liners or people with low digital literacy still exists and limits the possibil-
ities of participation. A recent report by the Oxford Internet Institute observed that:
“technological forms of exclusion are a reality for significant segments of the popula-
tion, and that, for some people, they reinforce and deepen existing disadvantages”
(Helsper, 2008).
There is strong evidence to suggest that significant numbers of people remain at the
margins of the ‘knowledge society’ – not least because the complexity and diversity of
their lives, and their roles in a ‘technologically rich’ society, remain poorly understood
(Facer & Selwyn, 2007). Digital inclusion itself is therefore a new field for inclusion initi-
atives, concerning e.g. the accessibility of web resources or digital literacy of people at
risk of exclusion.
Against this background, a number of initiatives have been established to support the
application of ICTs – particularly Web 2.0 – to inclusion. In tandem, a range of initiatives
aimed at awareness-raising and dissemination of good practices in the field have been
implemented, including, several awards schemes. For example, the European e-Inclu-
sion Award8 was established in 2008 in the following categories: ageing well, marginal-
7 The following text is a slightly revised version of parts of Schaffert, Cullen, Hilzensauer &
Wieden-Bischof, 2010, pp. 57–64.
8 European e-Inclusion Award – http://www.e-inclusionawards.eu/ [2010-05-18]
9
ised young people, geographic inclusion, cultural diversity, digital literacy, e-accessibility,
and inclusive public services. Altogether 469 European institutions had applied for the
e-Inclusion Award in 2008.
To build an overview of the results and lessons learned in the projects, the European
Commission initiated a study (Osimo, De Luca & Codagnone, 2010) on projects and initi-
atives in the whole field of inclusion by private and non-profit European organisations.
The majority of case studies are in the field of e-accessibility (ibid, p. 10). Another study,
published in 2008, gives an overview on the different fields of action and examples of e-
inclusion in Austria (The Federal Chancellery, 2008). Furthermore eLearning Papers No.
19, a publication of elearningeuropa.info, has published a number of articles on inclu-
sion and digital technologies (eLearning Papers, 2010).
Learning with ICT is to be seen as a key driver for inclusion. It is increasingly argued that
Web 2.0 can empower resistant learners and groups at risk of exclusion by offering them
new opportunities for self-realisation through collaborative learning, and by changing
the nature of education itself. This owes much to a notion that has come to the fore in
recent thinking on learning – the idea that education is now focusing on ‘new millenni-
um learners’ (NML), and that the future of learning is inextricably bound up with these
learners.
NML – those born after 1982 – are the first generation to grow up surrounded by digital
media, and most of their activities dealing with peer-to-peer communication and know-
ledge management are mediated by these technologies (Pedró, 2006). For example, it is
easier to take part in open learning initiatives, profit from open educational resources
and new tools that allow easy communication and collaboration for learners. There
seem to be fewer boundaries to take part in these opportunities compared with formal
education settings, where social milieu, family background, healthiness, socio-economic
possibilities and the accessibility of educational institutions as well as the geographic
location e.g. urban areas, are still the most important factors for (non) participation.
Yet, as noted above, the evidence base for these conclusions is fragmented and con-
tested. There is also counter evidence that Web 2.0 can reinforce exclusion and reduce
learning outcomes. For example, it seems that people with better education and socio-
economic backgrounds profit more from the new learning and participation opportunit-
ies than others. This effect – those who have more will get more – is called Matthew’s
effect based on a popular citation from the bible. Therefore, a sceptic view on projects
within this field is needed. Critical questions comprise: Is learning 2.0 really supporting
inclusive life-long learning? Can isolated experiments be mainstreamed and is learning
2.0 fundamentally changing the educational landscape?
Until now, there have only been a few studies that bring together experiences in this
field. For example, the aim of the project ´E-learning 4 E-inclusion´ is “to build a com-
munity for those with valuable expertise regarding the use of eLearning for digital inclu-
sion” (Casacuberta, 2007, 1). Another contribution which focuses on inclusion projects
dealing with learning and Web 2.0 is called ´e-learning 2.0´ (Downes, 2005) or in short
´learning 2.0´.
As a part of a wider project about learning 2.0 initiatives and their effects on innovation
(see Redecker et al., 2009) a study based on case studies of eight projects on learning
2.0 for inclusion was implemented by Cullen, Cullen, Hayward and Maes (2009). Within
this study, the described initiatives focus on learners ‘at risk’ of exclusion from the
knowledge-based society. For example, the alternative online-school “Notschool” fo-
cused on young people for whom 'school does not fit'. Another example “MOSEP”,
10
which developed training materials for trainers using the e-portfolio method, addressed
the growing problem of adolescents dropping-out of the formal education system
around Europe (Hilzensauer & Buchberger, 2009). The study delivered an overview
about approaches and experiences within eight case studies concerning the innovative-
ness, the barriers and success factors of the initiatives.
Building on the results of the above mentioned study by Cullen et al. (2009), the Links-
up project has been developed. Links-up will collect and enhance the know-how of se-
lected European projects in the field of inclusion through learning and Web 2.0. The
project aims at delivering recommendations for better projects and policies in the spe-
cial field of inclusion through learning 2.0. This report is one important step in achieving
this.
1.2 Methodological approach
From a methodological point of view, Links-up's recommendations will be derived
through a four-step-process:
Step 1: The project consortium will describe and analyse case studies of existing projects
in the field of inclusion through learning 2.0 using a detailed tool-kit for case studies.
Step 2: In five ´innovation laboratories´ Links-up partners will observe new Web 2.0 us-
ages within existing projects using ‘action research’. Action Research (Pedler, 1997) fo-
cuses on gathering and analysing data to assess the nature and scope of changes
brought about by an innovative intervention – in these cases the use of Web 2.0 to sup-
plement existing learning practices. Observations made by the project manager and by
participants will be collected, selected and reflected on. The data collection and analysis
will be linked to specific hypotheses posed by the initial Links-up research analysis. For
example, the action research will test the hypothesis that ‘motivational resistance to
participation in Web 2.0 learning environments can be reduced through peer support –
especially with older learners’. On the basis of the action research results, a list of re-
commendations will be developed as a guideline to make better projects and policies in
the future. Nevertheless, the first part of our investigations will be an analysis of case
studies.
1.3 Research questions
The overall research questions of Links-up are based on the assumption that, the usage
of Web 2.0 supports inclusive lifelong learning. Links-up will therfore explore three main
issues:
| Is Learning 2.0 really supporting inclusive life-long learning?
| Can isolated experiments be mainstreamed?
| Is Learning 2.0 fundamentally changing the educational landscape?
Other research questions providing additional input to the study are:
| What kinds of Learning 2.0 applications are currently being developed and imple-
mented to support lifelong learning and social inclusion?
| What are their characteristics, in terms of technical configurations; learning scenari-
os; pedagogic methods; institutional arrangements?
11
| What kinds of new digital skills are emerging as a result of the use of Learning 2.0 ap-
plications?
| What other, non-digital key competences for lifelong learning, are being supported
by Learning 2.0 applications?
| In what ways are Learning 2.0 applications equipping users with skills that will in-
crease their labour market opportunities?
| What examples of good practice can be identified and how can these be used to sup-
port future policy and practices in the field?
1.4 Research methods and case study design
The research design of this study is a slightly modified approach of the approach de-
veloped for Cullen et al (2009). The methodological approach adopted follows accepted
models and practices used in case studies (Yin, 2002), but incorporates additional ele-
ments chosen to suit the particular focus of this study – particularly the research ques-
tions outlined above – and the environment in which Learning 2.0 initiatives operate. Six
of these additional methodological elements applied were:
| Behavioural additionality analysis (Georghiou & Clarysse, 2006) – a method used to
measure both individual and aggregate changes in learning and social interaction be-
haviours, using self-reported measurements;
| Theory of change analysis (Chen, 1990) – an approach used to identify both the ex-
plicit and implicit paradigm of change that lies at the heart of an innovation – in oth-
er words the transformative model that is embedded within it;
| Cultural logic analysis (Habermas, 1981) – a ‘discursive’ approach used to supple-
ment the ‘theory of change’ analysis and aimed at de-constructing the conceptual
and theoretical paradigms underlying the initiatives, their ‘vision’ of Lifelong Learn-
ing, Learning 2.0 and e-Inclusion and their intended outcomes;
| Pedagogic audit – a tool for assessing learning outcomes (see as an example the Aus-
tralian Flexible Learning Community, 2004);
| Digital skills audit – a method focusing on capturing the extent to which Learning 2.0
applications are developing and supporting e-skills over and beyond the basic ICT
skills typically aimed at in conventional digital literacy programmes;
| Social capacity audit – an instrument designed to assess the effects of participation
in Learning 2.0 initiatives aimed at promoting social inclusion on promoting individu-
al capacity and social participation (see Freire, 1970 and Horton & Freire, 1990).
The case study methodology design is based on five inter-connected stages: (a) logistics,
(b) positioning and profiling, (c) data collection, (d) analysis, (e) synthesis. Table 1 sum-
marises the objectives of each phase together with the methods and tools used to im-
plement it.
12
Phase Objectives Methods and Tools
Logistics Establish protocols for implementing case studies Case study procedures
Identify key informants and data sources. Contact
key ‘gatekeepers’. Arrange site visit
Logistics audit
Positioning
and Profiling
Desk research to collect preliminary data on the
case
Case profile template
Situate the case in its cultural and organisational
lifeworld
Environmental Audit
Data
Collection
Collect preliminary data on key research questions
with main informant
Key informant Interview schedule
Collect data generated through utilisation of plat-
form and tools
Guideline for automated data col-
lection
Collect data on user experiences Self administered user question-
naire
Collect in depth data on user experiences User interview schedule
Collect group data on user experiences Focus Group Guidelines
Observe how the initiative operates on the ground Observation Guideline
Analyse content produced by the initiative Content analysis Guideline
Analysis Assess key outcomes and impacts for individual
users
Behavioural additionality analysis
template
Compare intended outcomes with actual outcomes Theory of change analysis tem-
plate
Evaluate the ‘vision’ of the initiative Cultural logic analysis
Assess learning outcomes Pedagogic audit
Assess innovative e-skills outcomes Digital skills audit
Synthesis Integrate the results of the data collection and ana-
lysis to answer key research questions
Case Summary template
Table 1: Case Study Design (see Chen, 1990)
13
14
2 SELECTION CRITERIA AND SELECTED CASES
24 cases were selected for a detailed analysis. The detailed narrative description of each
case is free available for download from the project website9. The selection of cases re-
flected the following priorities:
| Different Learning Settings – include formal and non-formal learning settings; differ-
ent target groups, in particular ‘at risk’ and ‘hard to reach’ groups; training situations
(i.e. workplace, at home; distance or face-to-face), training needs (i.e. general, voca-
tional, leisure; re-skilling, up-skilling) and interactions (i.e. learner-teacher, learner-
learner, teacher-teacher), organised learning (i.e. in schools, universities, training
centres);
| Different Social Computing Applications – include a variety of uses of social comput-
ing applications in learning contexts, involving wikis, blogs, podcasts, social book-
marking, editing and networking tools, virtual realities/immersive technologies, as
well as networking, sharing, reviewing, commenting, collaborative knowledge cre-
ation, editing or publishing;
| Maturity and Potential of the Initiative – include initiatives that provide examples of
sustainable development;
| Geographical Distribution – include a range of different geographical locations and
cultural environments.
The procedure adopted for case study selection was as follows:
| A first list of potential projects within the field of inclusion and learning 2.0 was com-
piled by our partner Arcola Research LLP, through intensive research for cases and
projects from a diverse range of European publications and repositories.
| The partners additionally looked for interesting projects within their language area.
This was a very productive step as the partners found a lot of projects from outside
the UK: Typically they are described and documented in their native language
without an English translation (which is normally only needed in European collabora-
tion's or in UK).
| Afterwards, the partners selected possible projects (with the help of the criteria de-
scribed above) and contacted project managers of potential case studies.
| Depending on the interest and agreement of the projects the final list of case studies
was discussed and decided by the project partners.
2.1 Data collection and analysis
As noted above, the study approach incorporates a multi-methodological design in-
volving the use of different data collection methods (quantitative and qualitative) and a
diverse range of actors that consider each of the examples from different perspectives.
As a result, data collection varies from case to case in terms of the type of data collec-
ted, the range of actors represented, the balance between ‘primary’ and ‘secondary’
data. However, the case study procedure involved synthesising and interpreting the res-
ults using a common template in order to promote standardisation and support cross-
case comparisons. This approach was successfully used (Cullen et. al., 2009), and we
slightly modified templates and procedures due to the partners' needs.
9 http://www.linksup.eu or directly available http://tinyurl.com/linksup-cases
15
2.2 Overview of selected cases10
Scope of Inclusion Ageing well
(e.g. generation
50+)
Marginalised
people
(e.g. educational
– school drop
out, gifted
people, illness,
economic, labour
market, social
exclusion risks...)
Geographic
inclusion
(e.g. regional fo-
cus, non-urban
or rural area)
Cultural diversity
(e.g. migrants,
ethnic minorit-
ies)
Digital literacy
(e.g. all popula-
tion groups)
ALPEUNED �
Assistive Technology
Wiki�
Avatar@School �
BREAKOUT �
Conecta Joven � � � �
Cyberhus �
EduCoRe �
FreqOut! � � �
HiStory � �
ICONET � �
Mixopolis �
MOSEP �
Mundo de Estrellas �
Nettilukio � �
Notschool �
Pinokio �
rePlay �
Roots & Routes � �
Savvy Chavvy �
Schome Park � �
Seniorkom.at � �
TRIO �
Web in the Hood � �
XenoCLIPse � �
Table 2: Classification of the cases according to the different categories of e-Inclusion
Table 2 gives an overview of the cases and shows the variety with respect to their ´scope
of inclusion´. The classification of inclusion scenarios is based on the categories of the e-
inclusion awards11. Table 2 shows that in this sample most of the projects focus on the
inclusion of marginalised people. Other important dimensions are cultural diversity and
digital literacy, whereas ageing well and geographic inclusion are (intentionally) less
present.
10 A detailled description of each case can be downloaded from the project website:
http://www.linksup.eu or directly available http://tinyurl.com/linksup-cases
11 http://www.e-inclusionawards.eu/
16
Target groups Young kids Teenagers12 Students13 (young)14 Adults Seniors
ALPEUNED �
Assistive Technology
Wiki�
Avatar@School �
BREAKOUT � �
Conecta Joven � �
Cyberhus � �
EduCoRe �
FreqOut! � �
HiStory �
ICONET �
Mixopolis � �
MOSEP � �
Mundo de Estrellas � �
Nettilukio �
Notschool �
Pinokio � �
rePlay � �
Roots & Routes � �
Savvy Chavvy � �
Schome Park � �
Seniorkom.at � �
TRIO � �
Web in the Hood � � � �
XenoCLIPse � � �
Table 3: Target groups addressed
Table 3 shows that all age groups are well represented, although most cases include the
category teenagers. Obviously, Web 2.0 strategies focus more on the Net-Generation as
well as on the adolescence. Most projects have more than one target group, which of-
fers a variety of implementation scenarios as well as transferability of results.
12 Persons between the ages of 13 and 19.
13 This category includes young people who attend a regular school or university curricu-
lum.
14 FreqOut! As well as Roots & Routs targets young people aged 13-25 years old.
17
Learning activities formal15 non-formal16 informal17
ALPEUNED �
Assistive Technology Wiki �
Avatar@School � �
BREAKOUT �
Conecta Joven �
Cyberhus � �
EduCoRe � �
FreqOut! � �
HiStory � �
ICONET � � �
Mixopolis � � �
MOSEP � �
Mundo de Estrellas � �
Nettilukio � �
Notschool �
Pinokio � �
rePlay � � �
Roots & Routes � � �
Savvy Chavvy � �
Schome Park � � �
Seniorkom.at � �
TRIO �
Web in the Hood � �
XenoCLIPse � �
Table 4: Category of the Learning Activities
Most of the learning scenarios focus on informal learning outcomes, often in combina-
tion with either formal or non-formal aspects. Although informal learning activities are
hard to categorise, the cases focus on the indirect acquisition of skills by ´doing´
something with the internet (in different settings) or by using Web 2.0 technology. The
documentation and reflection upon these activities allow for informal learning out-
comes.
15 Formal learning is learning that takes place within a teacher-student relationship and
educational setting (e.g. school).
16 Nonformal learning is organized learning outside the formal learning system. For exam-
ple: learning by coming together with people with similar interests and exchanging
viewpoints, e.g. in a youth organisation.
17 Informal learning occurs in everyday life, e.g. situations at work, conversations, playing,
etc.
18
Inclusion objective Educational
Re-insertion
Supporting
Disability
Digital
Literacy
Overcoming Low
ICT Use
Addressing So-
cial Isolation
ALPEUNED �
Assistive Technology Wiki � � �
Avatar@School �
BREAKOUT �
Conecta Joven � � �
Cyberhus � � �
EduCoRe � �
FreqOut! � �
HiStory � � �
ICONET � �
Mixopolis �
MOSEP �
Mundo de Estrellas � �
Nettilukio � � �
Notschool � � � �
Pinokio �
rePlay �
Roots & Routes �
Savvy Chavvy �
Schome Park � �
Seniorkom.at � � �
TRIO � �
Web in the Hood � �
XenoCLIPse � �
Table 5: Inclusion objective
With regards to the inclusion objectives, the cases are quite heterogeneous. Most of the
projects provide strategies against social isolation, accompanied with other measures.
Often the inclusion objective is combined with an educational focus, where up-skilling
and competence development are key. Also some cases with a focus on inclusion of
people with disabilities are included in the sample.
19
Tables 6 and 7 below present the fields of intervention combined with the different cat-
egories of learning activities and age groups:
Young kids Teenagers Students (young) Adults Seniors
Ageing well (e.g. gener-
ation 50+)Seniorkom.at
HiStory
Seniorkom.at
Marginalised people
(e.g. educational –
school drop out, gifted,
illness, economic, la-
bour market, social ex-
clusion risks...)
Avatar@School
BREAKOUT
Cyberhus
Mundo de Estrellas
rePlay
Web in the Hood
Pinokio
Avatar@School
BREAKOUT
Cyberhus
FreqOut!
ICONET
MOSEP
Nettilukio
Mundo de Estrellas
Notschool
rePlay
Roots & Routes
Schome Park
ALPEUNED
TRIO
ICONET
Assistive Techno-
logy Wiki
Conecta Joven
EduCoRe
FreqOut!
Roots & Routes
TRIO
Conecta Joven
TRIO
Geographic inclusion
(e.g. rural area)Nettilukio
Cultural diversity
(e.g. migrants, ethnic
minorities)
Pinokio
Savvy Chavvy
Web in the Hood
FreqOut!
ICONET
Mixopolis
Nettilukio
Pinokio
Roots & Routes
Savvy Chavvy
Schome Park
XenoCLIPse
Mixopolis
XenoCLIPse
Conecta Joven
FreqOut!
Roots & Routes
XenoCLIPse
Conecta Joven
Digital literacy
(e.g. all population
groups)
Web in the Hood
FreqOut!
Web in the Hood
XenoCLIPse
Conecta Joven
FreqOut!
Seniorkom.at
Web in the Hood
Conecta Joven
HiStory
Seniorkom.at
Web in the Hood
Table 6: Addressed age groups and fields of inventions of the case studies
20
formal non-formal informal
Ageing well
(e.g. generation 50+)
HiStory
Seniorkom.at
HiStory
Seniorkom.at
Marginalised people
(e.g. educational – school drop
out, gifted, illness, economic, la-
bour market, social exclusion
risks...)
Avatar@School
Cyberhus
ICONET
MOSEP
PINOKIO
Nettilukio
rePlay
Roots & Routes
Schome Park
TRIO
Avatar@School
EduCoRe
FreqOut!
ICONET
Mundo de Estrellas
Nettilukio
Notschool
rePlay
Roots & Routes
Schome Park
ALPEUNED
Assistive Technology Wiki
BREAKOUT
Conecta Joven
Cyberhus
EduCoRe
FreqOut!
ICONET
MOSEP
Mundo de Estrellas
rePlay
Roots & Routes
Schome Park
Geographic inclusion
(e.g. rural area)Nettilukio Nettilukio
Cultural diversity
(e.g. migrants, ethnic minorities)
ICONET
Mixopolis
Nettilukio
Pinokio
Roots & Routes
Schome Park
XenoCLIPse
ICONET
FreqOut!
Mixopolis
Nettilukio
Roots & Routes
Savvy Chavvy
Schome Park
Conecta Joven
ICONET
FreqOut!
Mixopolis
Pinokio
Roots & Routes
Savvy Chavvy
Schome Park
XenoCLIPse
Digital literacy
(e.g. all population groups)XenoCLIPse
FreqOut!
HiStory
Seniorkom.at
Web in the Hood
Conecta Joven
FreqOut!
HiStory
SeniorKom.at
Web in the Hood
XenoCLIPse
Table 7: Addressed learning and field of interventions of the case studies
21
22
3 ANALYSIS OF INTERVENTION CONCEPTS OF WEB 2.0 LEARNING AND
SOCIAL INCLUSION
The diverse project descriptions presented in the Links-up project contain theories and
models of change. The expectation is that introducing some innovative components into
a social environment – in our cases Web 2.0 tools and methods – will promote different
behaviour of individuals, social groups or organisations, achieving beneficial impact and
change. These changes include re-engagement in learning and greater achievement of
learners, which may lead to improved employment prospects.
Projects using Web 2.0 supported learning for social inclusion can be viewed according
to a macro-model and a micro-model of change. In the example above, the micro-model
is about the learner’s re-engagement and achievement (how can this be realised more
effectively) linked with a socio-economic macro-model that requires people with certain
qualifications and aspirations (how to provide the economy, business and other sectors
with knowledgeable and dedicated workers).
Similar models already exist for issues of social anomy (e.g. deprived communities) and
social exclusion (e.g. of ethnic minorities and migrant communities). In these situations,
the intended impact of using Web 2.0 tools and methods is to strengthen communities
and promote social inclusion. However, processes of social learning also play a key role
(e.g. activities that vitalise a social community, help develop mutual understanding
among social groups, etc.).
The models inform interventions aimed at tackling problems in learning and social inclu-
sion and realising favourable impacts and changes in attitudes, knowledge and beha-
viours. In the sections below, we analyse the intervention concepts of the projects stud-
ied. The intervention concept of each project comprises the problem addressed, the tar-
get group(s), the intervention using Web 2.0 tools and methods, and the intended im-
pact of the intervention.
The sections below are structured as follows:
1. provides general observations on the intervention concepts of the projects studied;
2. presents a tabular overview of the intervention concepts;
3. discusses and illustrates important aspects of the concepts.
3.1 General observations on the intervention concepts
Problems addressed: The main problems requiring intervention are understood to be
lack of competences and participation in social life, i.e. social inclusion which requires
active engagement by the individuals and social groups themselves. In particular, en-
gagement in education, vocational training and lifelong learning in many social groups is
seen as a core issue. Equally, acquisition of e-skills as a basis for employability and parti-
cipation in the information and knowledge society is also presented as highly important.
Furthermore, better counselling in critical situations as well as for vocational orientation
and job finding is seen as a vital need. There is also a trend for developing innovative ap-
proaches that challenge established ways of providing public services. Such approaches
should allow for re-evaluating education and new scenarios of schooling, as well as new
methods in crime prevention and offender rehabilitation services.
23
Target groups: Groups that stand out as intervention targets are ´hard to reach´ learners
in deprived communities, including ethnic minorities and larger groups of migrants.
Young people are a prime target for interventions because they are seen to be ´at risk´
(including ´at risk´ of offending), often present the necessary skills for a career in creat-
ive industries, and may strengthen their community by becoming role models of
achievement and a voice for their interests. Other intervention targets are children, stu-
dents and adults with disabilities or medical conditions.
Intervention approaches: A ´blended´ approach is the most common form of interven-
tion. The main reason for this is that in many interventions, target groups face barriers
to learning which need to be overcome, such as poor e-skills, lack of motivation and
trust. A ´blended´ approach also allows for developing social relationships and exchange
of experiences among participants (community building) that can be supported, facilit-
ated and enhanced by using Web 2.0 tools. ´Online only´ approaches are used in con-
texts where there is an established portal or community website and users can be ex-
pected to have sufficient e-skills already.
Intended impacts: Re-engagement in learning, vocational training and lifelong learning,
as well as improving employability and social inclusion are the strongest themes presen-
ted by the sample of case studies, as with a majority of similar projects across Europe.
3.2 Tabular overview of the intervention concepts
The table below provides an overview of the intervention concept of each project stud-
ied. The concept comprises the identified problem, the target group(s), the intervention
using Web 2.0 tools and methods, and the intended impact of the intervention. Details
about the particular Web 2.0 tools used are provided and analysed separately in the
next chapter.
Problems & target group addressed Web 2.0 supported intervention and inten-
ded impact
ALPEUNED Equal learning opportunities and social
inclusion of distance learning students
with disabilities
Promote peer communication and coun-
selling in forums on the distance learning
portal to address problems of disabled stu-
dents and increase social inclusion
Assistive
Technology
Wiki
Improvement of ICT and e-learning op-
portunities for disabled adults and chil-
dren through cooperation in a dedic-
ated membership organisation
Allow for active online participation of more
members on the organisation’s website to
create momentum and receive new ideas
and support
24
Problems & target group addressed Web 2.0 supported intervention and inten-
ded impact
Avatar
@School
Aggressive social exclusion (e.g. bully-
ing) requires competence in conflict
mediation of students and teachers
Provide a virtual environment as a safe place
for role-playing in conflict situations and
learning about how to behave and mediate
in such situations
BREAKOUT Need of new approaches in youth
crime prevention and offender rehabil-
itation services
Allow for Web 2.0 based communication in
“action learning” of students at risk, teach-
ers, probation services and youth offending
teams to prevent offending behaviour
Conecta Joven Vocational training and lifelong learn-
ing opportunities for marginalised so-
cial groups of adults to allow for em-
ployability and social inclusion
Provide hands-on ICT training combined with
online learning and exchange of experiences
to keep learners engaged and socially con-
nected
Cyberhus Meaningful leisure activities and coun-
selling for kids and teens “at risk”
Provide a save on-line environment where
kids and teens can connect, learn together
and get support by skilled counsellors in crit-
ical situations
EduCoRe Support employability and participa-
tion in society of people that suffer
from physical disabilities after an acci-
dent or illness
Blended training and counselling approach
for people in the physical rehabilitation pro-
cess (hospital, rehabilitation centre, home)
to allow for skills acquisition and social con-
nectedness
FreqOUT! Promote creative activity, social inclu-
sion, and employability of young
people from deprived communities
Blended approach to engage, train and con-
nect talented young people and provide a
platform for creative uses of technology, and
to encourage opportunities for careers in the
creative sector
HiStory E-inclusion/participation of seniors
that is also beneficial for the wider so-
cial community and society
Engage seniors to participate in the digital
sphere by telling their stories of personally
experienced historical events and develop-
ments online (active e-citizenship)
ICONET Recognition of informal vocational
skills of students gained in extra-cur-
ricular experiences to leverage em-
ployability
Develop validation procedures in a train-the-
trainer environment and promote adoption
of the procedures potentially raising employ-
ment prospects of students
Mixopolis Need of better vocational orientation
and job searching for young people
with migration background
Attract, inform and connect young people
from the target community through an on-
line career orientation portal
MOSEP Prevent early school leaving and help
students to recognise their educational
achievements. Support students with
preparation for vocational careers
Motivate and train teachers and vocational
counsellors to use e-portfolios and online
collaboration methods to better inform stu-
dents about their education and vocational
career choices
25
Problems & target group addressed Web 2.0 supported intervention and inten-
ded impact
Mundo
de Estrellas
Increase well-being and learning of ill
school-age children in hospitals
Provide the children with an online environ-
ment for learning, recreation and social com-
munity
Nettilukio Students and adults who cannot parti-
cipate in the regular school system
(e.g. parents with small children, shift-
worker, disabled persons, students liv-
ing abroad) but want to gain an upper
secondary school diploma
Provide a flexible learning environment for
self-directed coursework and communication
with tutors and peers to prepare for the na-
tional exam
Notschool Re-engage learners and remove barri-
ers to learning for young people who
have become disaffected in traditional
school environments or excluded from
school due to behaviour or other cir-
cumstances
Enable personalised and self-directed learn-
ing with community support (tutors, peers
and other community members) to allow for
resilience and educational achievement of
students
Pinokio Addresses the need to promote inter-
cultural dialogue against social exclu-
sion of migrants involving pre-school
and primary school children, teachers
and parents
Combine story telling (fables) with new me-
dia to co-create narratives that enable dis-
cussion and better understanding social ex-
clusion
rePlay Intervention programs for social (re-)
integration aimed at marginalised and
young people and those “at risk” of of-
fending.
Provide an environment for game-based so-
cial learning and integration in centres for
young offenders and schools in deprived
communities
Roots
&
Routes
Promote creative activity, social inclu-
sion, and employability of talented
young people from deprived com-
munities
Blended approach of face-to-face learning
and hands-on development of skills in creat-
ive production with online community and
presentation of creative products, which may
encourage careers in the creative sector
Savvy Chavvy Strengthen ethnic minorities by en-
couraging young people to take pride
in their culture
Provide a safe, self-managed environment
for young people from the Gypsy and Travel-
ler community to connect, share experi-
ences, and tell stories about their culture
Schome Park Explore new educational possibilities
for co-learning and peer mentoring of
young people with difficulties in main-
stream schooling
Provide a virtual world for open learning
practices that challenge traditional teacher-
student roles and assessment of learning,
providing a platform to re-evaluate educa-
tion and develop new scenarios of schooling
Seniorkom.at E-inclusion of seniors by providing op-
portunities for recreational, learning
and community activities
Engage seniors on a dedicated portal by al-
lowing for meaningful and largely self-organ-
ised activities with own contributions
26
Problems & target group addressed Web 2.0 supported intervention and inten-
ded impact
TRIO Retention of adults in vocational train-
ing and lifelong learning
Provide a regional portal with e-learning
courses and communication features that
help counter learner drop-out and improve
retention
Web in the
Hood
Strengthening deprived communities
through e-skilling and community-fo-
cused activities of adults
Blended approach of physical meeting places
for socialising and online activities for com-
munity members aimed to encourage people
to care for each other and form stronger
community ties.
XenoCLIPse Strengthen ethnic minorities and mi-
grant communities by encouraging
young people to produce their own
media images of their culture
Support media production and presentation
of young people from the target communit-
ies potentially opening up careers in media
organisations
Table 8: Overview of the intervention concepts
3.3 Important aspects of the intervention concepts
Problems addressed
At the most general level, the core problem is social inclusion that requires active parti-
cipation of the target groups addressed. More specifically, lack of engagement in educa-
tion, vocational training and lifelong learning of people in all age groups is seen as a
prime target for intervention.
The majority of the case studies addressed this area. Clearly, an inclusive knowledge so-
ciety cannot be realised if many people do not acquire the necessary e-skills and voca-
tional experiences needed for employability and participation in social and economic
life.
Additionally, there is a vital need for better counselling services to help people in crisis
situations, as well as services offering valuable careers advice. These issues are ad-
dressed by some of the projects (e.g. Cyberhus, ICONET, Mixopolis and MOSEP).
There are also several projects that respond to the demand for innovative approaches
that challenge established ways of providing public services. This includes Schome Park,
which aims to develop a new educational format, and Breakout, which tested new
methods in crime prevention and offender rehabilitation services.
Target groups addressed
The major intervention targets are a range of social groups that are understood as “hard
to reach” and comprise unemployed low-skilled adults, young people “at risk” that
should be re-engaged in learning, and ethnic minorities and migrant communities lack-
ing social inclusion and participation.
There is a strong focus on social groups in deprived (urban) communities. Young people
are seen as a priority group because of their potential to play a role in strengthening
27
their communities. They may become role models, encouraging others to respect ethnic
minorities and migrant communities, and serve as a voice for their culture and interests.
A particular focus of projects in this field is to recruit and train talented young people for
a career in the creative industries (e.g. FreqOUT!, Roots & Routes, XenoCLIPse).
Other particular intervention targets are children, students and adults with disabilities
or medical conditions (e.g. ALPEUNED, Assistive Technology Wiki, EduCoRe, Mundo de
Estrellas).
Intervention approaches
Most projects employ a “blended” approach, which is adapted for different target
groups and interventions:
At the base level there are interventions that primarily aim to overcome barriers to so-
cial inclusion and learning, and additionally support development of basic e-skills and
promote activities on the Web (e.g. Conecta Joven and Web in Hood).
A special case is Notschool, an initiative which has developed a whole system for re-en-
gaging school drop-outs in learning, allowing for: self-directed learning without fear of
failure or pressure to achieve; connecting with a supportive community (peers, tutors
and other community members) and securing formal accreditation and certification of
educational achievement.
Interventions that focus on young peoples’ talents and skills enable the acquisition of
skills in creative production (workshops, summer schools, etc.), online social networking
and presentation of products, potentially opening up a path towards a career in the cre-
ative industries (e.g. FreqOUT!, Roots & Routes, XenoCLIPse).
Furthermore, there are interventions which prepare teachers and vocational counsellors
to use innovative tools for better assisting students in education and vocational orienta-
tion and preparation, e.g. e-portfolios (MOSEP) or a method for validating informal vo-
cational skills of students gained in extra-curricular experiences (ICONET).
Also of note are examples of interventions that focus on teachers, students and parents
to develop awareness and skills (e.g. story telling, conflict mediation) for overcoming so-
cial exclusion (e.g. Avatar@School and Pinokio).
Approaches that mainly or only use online activities can be found in the context of es-
tablished online portals, for example, a distance learning university (ALPEUNED), an In-
ternet-based upper secondary school (Nettilukio), a regional portal for vocational train-
ing (TRIO), a career orientation portal for students (Mixopolis) or a platform for seniors
(Seniorkom.at).
Furthermore there are open or restricted community websites that implement Web 2.0
tools to allow more members to share ideas and collaborate on topics of interest (e.g.
Assistive Technology Wiki, Cyberhus, Savvy Chavvy).
In such cases the target groups are expected to already have sufficient e-skills for ac-
cessing information, participating in activities, and communicating with peers or a coun-
sellor.
28
4 WEB 2.0 TECHNOLOGIES USED
This section analyses what technologies, in particular, Web 2.0 tools have been used by
the projects. The observations concern what platforms and specific tools are used and
what similarities there are in terms of purpose, target groups and whether they use the
same or different sets of Web 2.0 tools.
The sections below are structured as follows,
1. provides general observations on how the projects are implemented and the range
of Web 2.0 tools used;
2. presents a tabular overview of what project objectives were supported by which
Web 2.0 tools;
3. discusses some patterns identified in the implementation and use of the tools.
4.1 General observations on technology implementation and use
Often several tools have been used – most often communication and collaboration tools
such as weblogs, wikis, forums, chat and podcasts.
Media sharing platforms such as YouTube, flickr, slideshare are also an important ele-
ment in many projects.
Such tools and popular platforms are seldom combined with “classical” e-learning
portals and course programs.
The Moodle platform has been used by several of the projects; others used Drupal or a
home-grown system (e.g. the social software inspired and highly user-friendly system of
“Web in the Hood”).
Social networking platforms were used by projects aimed at bringing together creative
people from marginalised communities, e.g. Facebook by FreqOUT! and Ning by Savvy
Chavvy.
Projects also explored how to use virtual worlds, e.g. Second Life by Schome Park and
OpenSim by Avatar@School.
29
4.2 Tabular overview of tools and objectives
Web 2.0 tools used Objective for which the technology has
been used (and by whom)
ALPEUNED Interactive forums on a distance learn-
ing portal
Support student peer counselling related to
issues of disabled students (Spanish National
University for Distance Learning - UNED)
Assistive
Technology
Wiki
Wiki and media sharing on a Moodle
platform; wiki related features in-
cluded Wetpaint, a „Wiki Weekly Di-
gest“ e-mailed to members, a „Com-
munity Spot-light“ introducing a mem-
ber
Engage members of AbilityNet that focuses
on improving ICT for people with disabilities
(registered national charity, UK)
Avatar
@School
OpenSim virtual world with avatars for
role playing of students
Trial a virtual learning approach for conflict
mediation in situations such as bullying and
other social aggression (EU Socrates project)
BREAKOUT Weblog, forum and podcasts function-
ality on a EU project website
Allow for communication among teachers,
probation services, youth offending teams
and others who work with young people at
risk (EU Socrates project)
Conecta Joven Weblog, forum, co-authoring and me-
dia sharing on a regional portal dedic-
ated to adult workplace and lifelong
learning
Offer 23 community support centres collab-
orative and blended learning opportunities
aimed to overcome “digital divide” (large-
scale regional project in Catalonia, Spain)
Cyberhus Several tools such as weblogs discus-
sion forum, Q&A, instant messaging
clients and others, implemented on
Drupal
Provide a save online club environment for
kids and teens including counselling by vo-
lunteers (non profit organisation)
EduCoRe Weblogs, forum, wiki, implemented on
Moodle
Trial e-inclusion of people that suffer from
physical disabilities after an accident or ill-
ness; e.g. Weblog as learning diary, online
collaboration and e-counselling (EU Gruntvig
LLL project)
FreqOUT! Uses a wide range of tools such as
weblogs, social networking (Facebook
group), YouTube and other content
production, sharing and presentation
tools
Support creativity projects with marginalised
young people (13-25 yrs) in deprived com-
munities (Vital Regeneration, UK, funded by
public grants and private sponsorships)
HiStory Weblogs for writing, aggregating and
commenting on personal stories
Trial e-inclusion of senior people who tell
their stories of personally experienced his-
torical events and developments, promote
inter-cultural/generational exchange (EU
Lifelong Learning project)
30
Web 2.0 tools used Objective for which the technology has
been used (and by whom)
ICONET Web 2.0 features in a train-the-trainer
tool, forums to share ideas and access
material for counselling of students
Trial vocational counselling tools aimed at
documenting relevant vocational skills of
secondary general school students that are
not covered in school leaving certificates (EU
Leonardo project)
Mixopolis Wiki, forums, weblogs, chat, poll, so-
cial bookmarking and other tools and
functionality
Portal for accompanying young people with
migration background (but also others) in vo-
cational orientation and job finding (part of
the German national “Schulen ans Netz” ini-
tiative)
MOSEP E-Portfolio software (Mahara), Wiki,
video podcasts
Train teachers and vocational counsellors on
e-portfolio work with students who prepare
the next phase of their education or a voca-
tional career (EU Leonardo project)
Mundo
de Estrellas
Personal Learning Environment, inter-
active forums, online games and other
features
Support learning and well-being of school-
age children in 32 public health service hos-
pitals in Andalusia (Spain) since 2000
Nettilukio Learning management system with vir-
tual classroom technology, wikis, for-
ums, weblogs, Skype; recently a virtual
conference room for remote participa-
tion in a classroom at Otava Folk High
School has been added
Allow students and adults who cannot parti-
cipate in the regular school system to gain an
upper secondary school diploma (start fund-
ing by ESF, national funding for regular oper-
ation)
Notschool A range of tools such as weblogs,
“MySpace” functions (notes, book-
marking, etc.), podcasting; implemen-
ted on First Class plat-form; parti-
cipants also received an iMac com-
puter and a printer (also access to di-
gital media equipment) and internet
access at home
Work with young people who have become
disaffected in traditional school environ-
ments or excluded by behaviour or circum-
stances from school (UK DfES funded-pro-
ject)
Pinokio Weblogs, ebooks, podcasts, slide-share
and other tools for producing and
sharing stories
Promote intercultural dialogue against social
exclusion of immigrants involving pre-school
and primary school children, teachers and
parents (EU Comenius project)
rePlay 3D game environment for learning
situations aimed to prevent anti-social
behaviour
Develop and trial a game platform for social
(re-)integration of marginalised young
people, meant to be used by secondary
schools in deprived areas and centres for
young offenders (EU FP7-ICT project)
31
Web 2.0 tools used Objective for which the technology has
been used (and by whom)
Roots
&
Routes
Weblogs, social networking and multi-
media sharing tools; the web tools
were used in combination with voca-
tional internships, summer schools and
other face-to-face learning opportunit-
ies
Engage marginalised young people between
15 to 25 in creative activities, bring them in
contact with professionals from the arts and
creative sector, and pave a route towards
further learning and career development (EU
Leonardo project)
Savvy Chavvy Social networking (Ning based com-
munity), weblogs, discussion forums,
podcasting and video sharing (via You-
Tube/Blip.tv); leaders from the online
community were trained to adminis-
trate and moderate the site
Provide young people from the Gypsy com-
munity with a safe place to share stories,
podcasts and blogs about their culture (fun-
ded and promoted by On Road Media, UK,
based on School for Social Entrepreneurs
and Unltd awards)
Schome Park Second Life virtual world, wiki, web-
logs, forums, media-sharing (YouTube,
blip.tv, Flickr)
Explore new educational possibilities of co-
learning and peer mentoring in an inclusive
community; participants were young people
aged 13-17 with difficulties in mainstream
schooling (Open University project, UK – fun-
ded by the National Association for Gifted
and Talented Youth, the Innovation Unit,
Becta)
Seniorkom.at Portal with a broad range of function-
ality from weblogs to web radio, and
ensuring easy access to features and
content
Engage senior people in recreational, learn-
ing and community activities such as contrib-
uting content (articles, photos, videos), keep-
ing a diary, participate in forums and chats,
games, etc. and offering news and advice on
special themes (funded and promoted by
several Austrian senior organisations and
media, software and communications pro-
viders)
TRIO Forums and wiki on a Moodle based
platform offering e-learning courses
Lower school drop-out rates and increase
learner retention through a vocational train-
ing portal by allowing communication among
learners and tutors (portal funded and man-
aged by the Administration of the Region of
Tuscany)
Web in the
Hood
Web toolbox with which people can
create their own website in ‘4 clicks’
and then develop their profile, use a
logbook, add content, etc.; there is
also a module for starting an activity
and inviting people to join
Provide e-skills training for adults and help
them create their own web pages aimed at
promoting social inclusion in the neighbour-
hood; “animators” connect the people be-
hind the websites (funded by the Commissie
dag indeling [NL], Oranje Fonds, EQUAL-ESF)
32
Web 2.0 tools used Objective for which the technology has
been used (and by whom)
XenoCLIPse Online course and hands-on training in
video clip creation; the videos were
made accessible online and a special
Web 2.0 element was a geo-referenced
directory for people interested in
reaching clip producers (e.g. journal-
ists, media companies)
Empower and make visible interests of eth-
nic minority and migrant communities and
promote media careers of students from
these communities (EU eLearning project)
Table 9: Overview of tools and objectives
4.3 Patterns of technology implementation and use
Use of Web 2.0 tools and features on existing institutional platforms
The majority of the projects use Web 2.0 tools in the context of EU projects (e.g. EU Le-
onardo, Socrates and other) and have set up a dedicated project website. Yet there are
also a number of initiatives that use Web 2.0 tools and features on existing institutional
platforms, e.g. ALPEUNED, Assistive Technology Wiki, Cyberhus, Mundo de Estrellas,
Nettilukio, Seniorkom.at, TRIO.
The fact that a platform is already implemented can be an advantage or a hindrance to
the full use of a Web 2.0 approach. Open platforms with Web 2.0 tool modules (e.g.
Drupal, Moodle and others) ease the setup, customization and interoperability of tools.
Other platforms may considerably limit what tools a project can use (and in which ways)
and, even, impede a Web 2.0 approach.
An illustrative case is Cyberhus, which in 2009 changed to a flexible platform (Drupal)
and, as their project manger reported, “saw an explosion in use of our forums and ques-
tion and answers columns”.
Another example may be TRIO: Managed by the Administration of the Region of Tuscany
this platform has offered traditional e-learning courses since 1998. TRIO has over
120,000 registered users and provides thousands of hours training each month. TRIO re-
cently moved from a proprietary system to Moodle and implemented forums and wikis.
Do similar projects use the same set of Web 2.0 tools?
We tried to identify if projects that are similar in terms of purpose and target groups use
the same set of Web 2.0 tools. The answer for our sample of projects is “no”. It is more
the case that a core set of tools is used by very different projects, although most of the
projects want to engage and support people in community building.
The core set of tools comprises weblogs, wikis, forums/chat and is used by projects with
purposes and target groups as diverse as e-inclusion of people that suffer from physical
disabilities (EduCoRe), support of young people with a migration background in voca-
tional advice and finding a job (Mixopolis) and online engagement of seniors (Seni-
orkom.at).
33
Use of one core tool
A couple of projects illustrate that simple tools, as well as more advanced environments,
may be used as the core tool:
For example, HiStory used Weblogs to engage seniors in history telling; ALPEUNED im-
plemented a dedicated forum on their distance learning portal to support student peer
counselling related to issues of disabled students.
Among the advanced environments are an OpenSim virtual world with avatars for role
playing of students used by Avatar@School, and a 3D game environment developed and
trialled by rePlay for purposes such as re-education programmes in centres for young of-
fenders.
“Low tech with high touch”
Among the outstanding examples are uses of “low tech” (yet still state-of-the-art) tools
such as weblogs, social bookmarking and slideshare. For example, Notschool’s success
at re-engaging teens in education or Pinokio’s success at engaging kids and parents to
work on themes related to the social exclusion of immigrants.
34
5 PROBLEMS ENCOUNTERED AND LESSONS LEARNED
The projects studied encountered a number of problems and learned some interesting
lessons that are of interest to other Web 2.0 based e-learning and e-inclusion initiatives.
The sections below present and discuss these problems and lessons learned. They are
structured as follows:
1. provides general observations on major issues faced by the projects;
2. presents a tabular overview of the main problems and lessons learned;
3. summarises and illustrates the main problem areas and lessons learned.
5.1 Observations on major issues faced by the projects
Organisational cultures: The most fundamental issues have to do with organisational
cultures. Projects may face resistance by such cultures to use Web 2.0 communication
and collaboration tools. Often a change in mindsets and practices would be necessary in
order for Web 2.0 approaches to be successful and beneficial.
User needs & requirements: Identifying and meeting the needs & requirements of the
target groups is one of the key success factors. Some cases that used Web 2.0 tools for
e- inclusion were seemingly unable to properly identify and address them until later
phases of the project.
Level of participation: Some projects did not reach the expected level of participation of
target groups. Sometimes, project managers had higher expectations about the active
participation of the users of a portal or community website. In some cases high motiva-
tion and self-organisation of participants can drive an online community, others need
moderation by skilled community managers.
Measuring learning gains and securing formal certification: Projects that use Web 2.0
approaches usually imply that students have more freedom than in a traditional learn-
ing environment. However, there are considerable issues with regards to assessment
and formal recognition of learning outcomes.
Project-to-project work with difficult to reach communities: A number of cases demon-
strate critical issues with regards to sustainability and impact of initiatives that work
with hard to reach social groups under the pressure of sourcing and maintaining funding
Working with socially excluded groups: Successful work with social groups such as ethnic
minorities and migrants requires buy-in and self-organisation of leading members of the
excluded groups.
Availability of ICT: Last but not least, there are issues relating to out-dated ICT in some
places (e.g. schools), lack of access to ICT by people in deprived areas, and the need for
more adaptable and easy-to-use tools.
5.2 Tabular overview of problems encountered and lessons learned
The tabular overview below notes the specific context and focus of each project (e.g. EU
project focused on particular objectives, regional e-skills initiative, etc.), and summar-
ises the Web 2.0 elements, the main problems encountered and most important lessons
learned by each project.
35
Context / focus Web 2.0 elements / main problems en-
countered / most important lessons learned
ALPEUNED Initiative of the Spanish National Uni-
versity for Distance Learning (UNED)
aimed at supporting peer counselling
of students with disabilities
Web 2.0 elements: The university implemen-
ted interactive forums on the distance learn-
ing portal to allow for peer communication
and counselling.
Problems: Student motivation and engage-
ment was felt to be low. Only 482 disabled
students out of a total of 4026 enrolled were
interested and visited forums.
Lessons learned: There was much „chatting“
(e.g. about the university administration)
which was not moderated and channelled
towards productive ends.
Assistive
Technology
Wiki
Membership organisation (registered
national charity, UK) that aims to im-
prove ICT for people with disabilities
and supports e-learning opportunities
for disabled adults and children
Web 2.0 elements: The organisation imple-
mented a wiki and media sharing to allow for
active online participation of more members.
Problems: The level of participation was
much lower than expected, most content
was generated by only a few members.
Lessons learned: Web 2.0 applications do not
necessarily drive participation. Diverse in-
terests of different potential users must be
taken into account and their needs and re-
quirements addressed thoroughly.
Avatar
@School
EU Socrates project focused on conflict
mediation in situations such as bullying
and other forms of social exclusion
Web 2.0 elements: An OpenSim virtual world
with avatars was used as a safe place for pu-
pils to role-play in conflict situations and
learn about how to communicate in and me-
diate such situations.
Problems: Some technical problems in
schools that lacked up-to-date computers or
had restrictions due to internet firewalls or
filters.
Lessons learned: An application such as
Avatar@School should be used as part of a
wider social integration strategy.
36
Context / focus Web 2.0 elements / main problems en-
countered / most important lessons learned
BREAKOUT EU Socrates project focused on crime
prevention and offender rehabilitation
Web 2.0 element: The project used applica-
tions such as weblogs, forums and podcasts
to promote communication among students
at risk, teachers, probation services and
youth offending teams.
Problems: Resistance of organisational cul-
tures to adopt the project approach („action
learning“) – lack of sufficient participation on
the collaboration platform.
Lessons learned: Established practices of
hierarchic organisations are difficult to over-
come. Yet, Web 2.0 applications can provide
an environment for students at risk that is
external to their normal patterns and
vehicles of social interaction and they may
engage in a self-help support culture.
Conecta Joven Large regional project in Catalonia
aimed at e-inclusion of marginalised
social groups involving 23 community
support centres focused on adult
workplace and lifelong learning
Web 2.0 elements: The project provides
hands-on ICT training and blended learning
opportunities with Web 2.0 features.
Problems: Difficulty of attracting funding to
secure sustainability and potential extension
of the activities to other localities.
Lessons learned: The key success factor of
the project is voluntary participation of
young trainers and motivators and continuity
of their work on the local level.
Cyberhus Non profit organisation that provides a
safe online club environment for kids
and teens including counselling by vo-
lunteers
Web 2.0 elements: The online environment
offers a wide range of tools such as weblogs,
discussion forum, instant messaging and oth-
ers.
Problems: Good online counselling (e.g. on
how to face problems in school) required
better and different interaction tools.
Lessons learned: Implementation of a flex-
ible platform and tool set allowed enriching
the interaction with the youngsters.
37
Context / focus Web 2.0 elements / main problems en-
countered / most important lessons learned
EduCoRe EU Gruntvig project focused on people
that suffer from physical disabilities
after an accident or illness that
threaten their employability and parti-
cipation in society
Web 2.0 elements: A set of Web 2.0 tools
(e.g. blog, wiki, forum) allowed a blended
training and counselling approach for people
in the physical rehabilitation process (hospit-
al, rehabilitation centre, home).
Problems: Initial training content and setting
was not appropriate for patients with physic-
al disabilities; some scepticism amongst
medical staff.
Lessons learned: User needs & requirements
must be analysed thoroughly and organisa-
tional contexts fully taken into account.
FreqOUT! Initiative managed by the independent
charity Vital Regeneration that works
with deprived communities in bor-
oughs in London (funded by public
grants and private sponsorships)
Web 2.0 elements: Use of several tools for
communication, social networking and con-
tent sharing and presentation.
Problems: Project-by-project based work
with hard to reach social groups under the
pressure of funding programmes. For ex-
ample, longer intervention is often needed
to reach, train and engage creative people
from deprived communities.
Lessons learned: Strong barriers to learning
require differentiated methods of involve-
ment; importance of demonstrating impact
to sponsors and mainstreaming of successful
projects.
HiStory EU Lifelong Learning project focused
on e-inclusion of senior people who
tell their stories of personally experi-
enced historical events and develop-
ments
Web 2.0 elements: Primarily weblogs for
writing, aggregating and commenting on
personal stories.
Problems: Some reluctance of seniors to
commit to personal contributions with ICT;
difficult to customise tools (e.g. multilingual-
ity).
Lessons learned: Good guidance and support
is necessary, e.g. workshops with seniors to
explain the project approach, step-by-step
guide on how to use tools.
38
Context / focus Web 2.0 elements / main problems en-
countered / most important lessons learned
ICONET EU Leonardo project aimed to develop
and promote tools for evaluation of in-
formal vocational skills of students
gained in extra-curricular experiences
Web 2.0 elements: Web 2.0 features in a
train-the-trainer tool, forums to share ideas
and experiences.
Problems: Scepticism about adoption of the
interview and validation tools in routine
practice.
Lessons learned: Adoption of the tools and
recognition of validated informal skills by po-
tential employers will require changes in
mindsets and practices.
Mixopolis Portal of the German national Schulen
ans Netz initiative that wants to ac-
company young people with migration
background (but also others) in voca-
tional advice and finding a job.
Web 2.0 elements: Portal with several com-
munication and networking tools (e.g. wiki,
forum, poll, social bookmarking).
Problems: Attracting and retaining users
from the target groups.
Lessons learned: Need to systematically in-
volve third parties and multipliers such as
schools, migrant organisations, youth centres
and others.
MOSEP EU Leonardo project focused on teach-
ers and vocational counsellors working
with students who prepare the next
phase of their education or a vocation-
al career
Web 2.0 elements: E-Portfolio software (Ma-
hara), Wiki and video podcasts for train-the-
trainer approach.
Problems: Different educational cultures and
requirements of participating institutions, tu-
tors and learners necessitated developing a
broad picture of possible e-portfolio uses,
processes and outcomes.
Lessons learned: E-portfolio adoption re-
quires promoting a collaborative teacher role
and a change in institutional mindsets and
practices.
Mundo
de Estrellas
32 public health service hospitals in
Andalusia that since 2000 provide ICT
to school-age children to allow for
learning, social community and well-
being
Web 2.0 elements: Personal Learning Envir-
onment with access to forums, online games
and tools for sharing of experiences.
Problems: Mainly technical issues and in-
creasing expectations of users of online fea-
tures, i.e. upgrade infrastructure to provide
new applications, services and a wider range
of content.
Lessons learned: A well-balanced platform
offering (i.e. learning, community and recre-
ation), integration within hospital environ-
ment, and engagement of families and carers
must be achieved.
39
Context / focus Web 2.0 elements / main problems en-
countered / most important lessons learned
Nettilukio The Internet Upper Secondary School
(Finland) that allows people with diffi-
culties to attend a regular school cur-
riculum to gain a school diploma (start
funding by ESF, national funding for
regular operation)
Web 2.0 elements: Virtual classroom and
conferencing, wikis, forums, weblogs (incl.
personal learning portfolio and diary).
Problems: Some initial problems with the vir-
tual classroom and conferencing technology
(loading time, communication features, etc.).
Lessons learned: Importance of finding a
good balance between self-directed learning
and communication with tutors, peers and
the wider school community in order to stay
in contact and encourage the learners.
Notschool UK DfES funded-project aimed to re-
engage young people who have be-
come disaffected in traditional school
environments or excluded from school
due to behaviour or other circum-
stances; involves some 500 young
people each year
Web 2.0 elements: Several tools for virtual
presence, enhancing basic skills and allowing
for social community (tutors, peers and oth-
er community members).
Problems: Intermediaries between home
and school must be dedicated to following
innovative and unconventional methods. Ini-
tial difficulties in assessing measurable learn-
ing gains and securing formal certification.
Lessons learned: Disengaged students per-
form better when taken out of a standards-
driven school environment, as there is no
fear of failure or pressure to achieve. A con-
structivist approach with personalised, self-
directed and community-supported learning
empowers learners and removes many of
the barriers to learning.
Pinokio EU Comenius project involving pre-
school and primary school children,
teachers and parents to promote inter-
cultural dialogue against social exclu-
sion of immigrants
Web 2.0 elements: Weblogs, ebooks, slide-
share and other tools for producing and
sharing stories.
Problems: Promoting co-creation in a school
environment where traditionally the teacher
is expected to mediate content and assess
learning achievements.
Lessons learned: Combining traditional story
telling (fables) with new media provides fer-
tile ground for pedagogical innovation, e.g.
co-creation of narratives allows for discuss-
ing and better understanding of processes
such as social exclusion.
40
Context / focus Web 2.0 elements / main problems en-
countered / most important lessons learned
rePlay EU FP7-ICT project that develops and
trials a game platform for social (re-)
integration of marginalised young
people, meant to be used by schools in
deprived areas and re-education pro-
grammes in centres for young offend-
ers
Web 2.0 elements: Social interaction mainly
within the game and face-to-face with ther-
apist, teacher or social worker, however, on-
line applications such as a discussion forum
may be integrated.
Problems: Some initial problems were tech-
nical robustness and design for boys and
girls; possible difficulty to achieve market
take-up.
Lessons learned: Need for high flexibility of
the learning environment, e.g. different user
profiles and con-tent related to specific pre-
ventive and intervention programs.
Roots
&
Routes
EU Leonardo project aimed to engage
marginalised young people between
15 to 25 in creative activities, bring
them in contact with professionals
from the arts and creative sector, and
pave a route towards further learning
and career development
Web 2.0 elements: Weblogs, social network-
ing and multi-media sharing tools supple-
ment and build upon vocational internships,
summer schools and other face-to-face
learning opportunities.
Problems: Engaging the target groups and
establishing close connections with vocation-
al training centres and the professional world
of cultural and creative production.
Lessons learned: Success requires high visib-
ility (branding), ambassadors and multipliers
in the communities, and role models for the
talented young people.
Savvy Chavvy Initiative of On Road Media (UK) that
provides young people from the Gypsy
community with a safe place to share
stories, podcasts and blogs about their
culture (funded by School for Social
Entrepreneurs and UnLtd awards)
Web 2.0 elements: Social networking (Ning),
discussion forums and media sharing tools
(e.g. YouTube); leaders from the social com-
munity administrate and moderate the site.
Problems: Initial lack of interest and buy-in
by the target community that had faced ra-
cism and exclusion on other social network-
ing platforms.
Lessons learned: Importance of gaining cred-
ibility and trust, finding community ‘champi-
ons’, ownership and moderation of the regis-
tration-based social networking environment
by the community.
41
Context / focus Web 2.0 elements / main problems en-
countered / most important lessons learned
Schome Park Open University UK project that ex-
plored new educational possibilities of
co-learning and peer mentoring in an
inclusive community; participants were
young people aged 13-17 with diffi-
culties in mainstream schooling (fun-
ded by NAGTY, The Innovation Unit,
Becta)
Web 2.0 elements: Second Life virtual world
with several communication and media-shar-
ing features.
Problems: Lack of fast internet access and e-
skills by some members of the target group;
educational staff asked for more direction
(e.g. clearer alignment to curriculum) and
technical support; difficult to monitor and
assess learning progress and outcomes.
Lessons learned: Open learning models chal-
lenge traditional school settings, in particu-
lar, teacher-student roles and assessment of
learning outcomes. Teachers are likely to fear
loosing control and need pedagogical as well
technical training to develop collaborative e-
learning skills.
Seniorkom.at National portal for engaging senior
people in a broad range of recreation-
al, learning and community activities
(funded and promoted by several Aus-
trian senior organisations and media,
software and communications pro-
viders)
Web 2.0 elements: Portal with a broad range
of functionality from weblogs to web radio,
also taking care of easy and barrier-free ac-
cess to features and content
Problems: Providing, marketing and main-
taining many opportunities for e-participa-
tion. Keeping the high-level of support by
promoters and sponsors.
Lessons learned: Strong motivation from,
and self-organisation by, the user community
is key („a web-site of seniors for seniors“).
TRIO Regional vocational training portal fun-
ded and managed by the Administra-
tion of the Region of Tuscany
Web 2.0 elements: Moodle based platform
offering e-learning courses with additional
features such as forums and wikis.
Problems: Constant concerns are learner
drop-out and retention rates in vocational
training and lifelong learning.
Lessons learned: Communication and collab-
oration features have been implemented, yet
they are more frequently used among tutors.
The learners must be motivated and skilled
in using the tools as part of the curriculum.
42
Context / focus Web 2.0 elements / main problems en-
countered / most important lessons learned
Web in the
Hood
E-skills training and community build-
ing initiative for adults in deprived
communities in the Netherlands fun-
ded by the Commissie dag indeling, Or-
anje Fonds, EQUAL-ESF
Web 2.0 elements: A web toolbox that al-
lows easy creation and enrichment of user
websites and communication (e.g. a module
for starting an activity and inviting people to
join).
Problems: Social community workers are not
necessarily interested in ICT for their clients;
also the approach to address all (not only
marginalised people) and encourage people
to care for each other was much harder to
implement than the initiators thought.
Lessons learned: The core of the initiative is
the „blended“ approach with physical meet-
ing places for socialising and exchanging
ideas as well as the online community. The
idea that the participants could eventually
organise and manage Web in the Hood
themselves has not yet been realised. A pro-
fessional “animator” is still very important to
drive participation.
XenoCLIPse EU eLearning project aimed to em-
power and make visible interests of
minority and migrants communities
and promote media work/careers of
students from these communities
Web 2.0 elements: Video clips created by the
participants are presented online and a Web
2.0 based directory is offered for people in-
terested in reaching the producers (e.g.
journalists, media companies).
Problems: Facilitating access to digital pro-
duction tools and development of media
skills and products is only the first step.
Lessons learned: Involvement of mainstream
media organizations and associations is ne-
cessary so that community empowerment
has societal impact.
Table 10: Overview of problems encountered and lessons learned
5.3 Discussion of the main problem areas and lessons learned
Below we summarise main problem areas of, and lessons learned by, the projects. Selec-
ted examples illustrate critical issues. Many lessons learned about success factors may
be transferable to other projects contexts.
Resistant organisational cultures
The majority of case studies present projects that involved individual or a group of or-
ganisations from the educational sector, i.e. schools, universities, vocational and adult &
lifelong learning centres. Other projects involved rather different organisational cul-
tures, for example, social workers (Web in the Hood), offending and drugs services
(Breakout), hospitals and physical rehabilitation centres (EduCoRe).
43
Some of the projects had to face reactions by the organisational cultures that ranged
from active resistance (e.g. against using collaboration tools) to a moderate, and prob-
ably realistic, degree of scepticism by the professional staff (e.g. about usefulness of the
results in routine practice).
The strongest resistance was felt in the Breakout project, which involved organisations
that are focused on crime prevention and offender rehabilitation. For example, there
were tensions between and within professional groups because of „territorial boundar-
ies“, hierarchy and competition among units. This contributed to a lack of sufficient
commitment and participation in the project’s „action learning” approach.
The need to instigate change in organisational thinking and practice was also experi-
enced by the Notschool initiative, where intermediaries between the young people and
the project team had to commit to following innovative and unconventional methods.
A less obvious example is Web in the Hood, which challenged current social work prac-
tices (at least in the Netherlands). It could be expected that social work organisations
would be very positive about an initiative aimed at increasing e-skills and Web activity
of members of deprived communities. However, the experience of this project demon-
strates that this is not always the case, or at least not always a priority. Most import-
antly, Web in the Hood took a different approach to the dominant paradigm. While pro-
fessional social workers mainly focus on marginalised people, the Web in the Hood ad-
dressed everybody and aimed to foster a sense of community spirit and encourage
people to care for each other (Kuiper, 2007).
Projects that involved educational organisations, e.g. schools, distance learning uni-
versities and vocational training platforms also identified issues of organisational cul-
ture.
Those issues relate to the open educational approaches for which Web 2.0 environ-
ments and tools were used. Open learning models challenge traditional school settings,
in particular, teacher-student roles and assessment of learning outcomes.
A good example is Schome Park, which used a Second Life virtual world to explore new
educational possibilities of co-learning and peer mentoring in an inclusive community.
Some staff members and students found it difficult to re-imagine teacher-student roles
and how education is delivered. Teachers asked for more coordination and pedagogical
and technical support.
The need to promote a collaborative and co-creative teacher role not only to teachers
but also to students, parents and other stakeholders was also expressed in projects
which experienced “no resistance”. For example, in the Pinokio project, which involved
primary schools that establish a rather traditional image of the teacher.
It should be clear that in the school environment, projects often face problems that are
associated with timetabling and additional burdens of staff. School staff working under
pressure with time constraints are very likely to see new projects as a nuisance rather
than a potential benefit.
Key lessons learned: Projects involving organisations such as offending and drugs ser-
vices may have to cope with considerable resistance by organisational culture and ten-
sions because of professional rivalry, competition for resources, disciplinary differences
and disputes.
44
Introducing an online collaboration platform will very likely have no impact on their or-
ganisational culture and practices; only little use of such platforms can be expected.
In order to promote unconventional approaches and methods, ingrained paradigms of
professional communities must be identified and addressed, whether from medical
staff, social workers or teachers.
Open educational approaches that use Web 2.0 environments and tools will challenge
traditional school settings and teacher-student roles, encouraging much-needed
change. Teachers are likely to fear loosing control and need pedagogical as well as tech-
nical training to develop collaborative e-learning skills.
Measuring learning gains and securing formal certification
Some of the projects had to deal with issues of measuring learning gains (e.g. to demon-
strate impact) and of securing formal certification of outcomes. These issues are closely
related to the objectives of educational institutions and their core role of providing cer-
tified qualifications.
ICONET developed and promoted procedures and tools that enable validation of relev-
ant vocational skills gained by students during extra-curricular experiences. The project
focused on teachers in secondary general schools and careers counsellors. There re-
mained some scepticism about the impact on routine practices, i.e. wider adoption and
use of the interview and validation tools. Recognition of learners’ informal skills by po-
tential employers also seemed relatively uncertain, e.g. if the formal school leaving cer-
tificate was not convincing.
Schome Park found it difficult to identify progress in learning in the Second Life virtual
world, because the explorative and communicative methods allowed students much
more freedom than a traditional learning environment. Teachers asked for more direc-
tion (e.g. clearer alignment to curriculum) and worried about how to assess learning
outcomes.
Notschool also experienced initial difficulties in assessing measurable learning gains and
secure formal accreditation. Yet these difficulties could be overcome by developing a
scheme of point scoring qualifications that enable initiatives to award certificates recog-
nised by a national awarding body.
Key lessons learned: Projects that use Web 2.0 approaches must address the issue of
how to assess learning progress and outcomes. As such, projects are often considered to
be pilots, with the expectation that some of the experiences are transferable into
routine practice. Yet such practices will not flourish if alignment with curriculum goals is
missing, or cannot be adequately assessed.
Measuring learning gains is also important in contexts other than formal educational in-
stitutions such as social inclusion programmes for deprived communities or social work
with talented young people from migrant and ethnic minority groups. While formal cer-
tification may not be an issue in such cases, demonstrating some form of impact usually
is (e.g. re-engagement in learning, presentation of creative products, etc.).
Active participation of target groups
Some projects found it difficult to reach the expected level of participation by their tar-
get groups.
45
In the ALPEUNED project, the Spanish National University for Distance Learning (UNED)
implemented forums for disabled students to allow for peer communication and coun-
selling. Yet there was a lack of student motivation, only 482 disabled students out of a
total of 4026 enrolled visited a forum. There was much „chatting“ which was not moder-
ated and channelled towards productive ends. As the communication also included is-
sues concerning the university administration the “chatting” may also have been unwel-
come and a potential threat of community lobbying.
AbilityNet implemented Assistive Technology Wiki to allow for active online participa-
tion of more members, but the level of participation was rather low; most content was
generated by only a few members.
TRIO, the regional vocational training portal of the Region of Tuscany implemented com-
munication and collaboration features to counter learner drop-out and increase reten-
tion. Yet the features were more frequently used among tutors than students.
Mixopolis, a portal of the German national Schulen ans Netz initiative that wants to ac-
company young people with migration background (but also others) in vocational ori-
entation and job finding also found it difficult to attract and retain the target group in an
online community.
Seniorkom.at seems to fare much better by not only providing seniors with a broad
range of Web 2.0 functionality but motivating and empowering them to self-organise.
HiStory faced some reluctance by seniors to commit to personal contributions with ICT,
which could be overcome by offering workshops to explain the project approach and
how to use tools.
Sometimes project managers have too high expectations of active participation by the
users of a portal or community website. According to the widely accepted 90-9-1 rule
for user participation in online communities, 90% of users do not contribute at all, 9%
from time to time, and 1% a lot and account for most contributions. Important is to re-
tain and motivate the 9%, and probably more, of occasional contributors (Nielson,
2006). This may to the “stickiness” of a website.
Some further issues in community participation that relate to the special situation of
working with groups such as ethnic minorities are addressed in a separate section be-
low.
Key lessons learned: Web 2.0 applications per se do not necessarily drive participation
and communication among members of the target community.
Existing diverse interests of different potential users must be identified and taken into
account and the particular needs and requirements of the users addressed thoroughly.
According to the project objectives, third parties and multipliers such as schools, cultur-
al organisations, community and youth centres must be involved systematically.
Strong motivation and empowerment of users may help to achieve self-organisation,
“stickiness” and growth of an online social community. In most cases, however, support
by dedicated “community managers” will be needed.
Web 2.0 applications invite “chatting”. This can be a starting point of peer communica-
tion and community building, but often there is need of moderation and channelling the
communication towards productive ends. Unwelcome and threatening contributions
must be dealt with seriously.
46
User needs and requirements
User needs and requirements must be analysed thoroughly. Some cases seemingly were
unable to identify and address them until later phases of the project.
EduCoRe worked with people in the physical rehabilitation process (hospital, rehabilita-
tion centre, home) and experienced that the initial training content and setting was not
appropriate for the patients.
Mundo de Estrellas seems to have achieved a well-balanced offering of tools and ser-
vices for learning, community and recreation of children, integration within hospital en-
vironment, and engagement of families and carers only after some trial and error.
Online learning and inclusion programmes using Web 2.0 tools and methods will often
have to cope with lack of digital literacy of participants young and old. (cf. Breakout,
Conecta Jovens, HiStory, Web in the Hood and others).
Initial lack of e-skills in any case necessitates a “blended approach”, which also must
tackle other barriers to learning and convince people that it is worth the effort.
For example, Web in the Hood found that quite some time of their „animators“ is neces-
sary to convince people that they can make websites that support their own activities
and are beneficial in their daily life.
Young people “at risk” in the first place need a web of supportive social relationships
they accept and Web 2.0 approaches may provide elements of such as web.
Breakout experienced that young people „at risk“ are unlikely to consult public services
(e.g. drug misuse prevention), but a Web 2.0 environment may allow for providing a
“self-help support culture” that is external to their normal patterns and vehicles of so-
cial interaction.
Notschool proved that a constructivist approach with personalised, self-directed and
community-supported methods can empower learners and remove many of the barriers
to learning.
Cyberhus found that providing more and better online counselling (e.g. on how to face
problems in school) required a Web 2.0 environment for rich input by, and interaction
with, the youngsters.
Key lessons learned: Identifying and meeting the needs and requirements of the target
groups is one of the key success factors of projects that use Web 2.0 tools for e-inclusion
and learning. The tools as such are not a panacea.
The organisational frameworks and working conditions of organisations such as hospit-
als, offending and drugs services, schools and other institutions of formal education
must be taken into account. Such organisations and their staff have their own needs and
requirements.
Initial lack of e-skills always requires a “blended approach”. In the first place barriers to
learning must be addressed and people convinced that engagement in learning and so-
cial activity on the Web is worth the effort.
If there are already some e-skills, they may still vary considerably (level, selectivity, tools
used) because of differences in social background and cognitive factors such as learning
styles. Use of a peer mentoring approach can drive learning gains as well as community
building.
47
Because Web 2.0 applications can be used to connect, communicate and co-create they
are more likely to meet students’ needs and expectations of new tools and allow for
constructivist pedagogical approaches.
A constructivist approach with personalised, self-directed and community-supported
learning can remove many of the barriers to learning people young and old experience
with formal educational settings.
Project-to-project work with hard to reach communities
Some projects found it difficult to secure continuous funding to allow for sustainability
and potential extension of the activities to other social groups and localities. These are
projects that work with deprived communities and are funded by regional agencies, city
councils, foundations and individual private sponsors.
Conecta Joven focuses on e-inclusion of adults in 23 Catalan community support
centres. Young people are trained and then serve as trainers and motivators for the
adults. The success of the initiative largely depends on ensuring continuity of the work
of the trainers and motivators on the local level.
Roots & Routes works with talented young people from deprived communities in the
city area of Rotterdam and received funding by the city’s Art and Culture Service and EU
Culture and Leonardo da Vinci programmes. The work follows a mixed approach that
combines vocational internships, summer schools, etc. with Web 2.0 elements. Sustain-
ability and impact depends on many factors, in particular, role models of success as mo-
tivation for the target communities, participating organisations and funding bodies and
sponsors.
FreqOUT! runs a similar project-to-project programme and experienced that funding re-
gimes have significant impact: Small funding streams and strict output targets make it
difficult to recruit and engage hard-to-reach groups, manage a number of fragmented
projects that work with artists, cultural centres and funding sources, and demonstrate
the impact of the programme with hard data.
Savvy Chavvy provided young people from the Gypsy community with a safe place on-
line to share experiences and creative expressions. The project found it difficult to gain
trust and buy-in by the target community. In order to prevent racism, the social net-
working platform had to be restricted to legitimate users and leaders from the com-
munity trained to administrate and moderate the site themselves.
XenoCLIPse enabled members of ethnic minorities and migrant communities to produce
and present online video clips about their culture. In order to get from community em-
powerment through media skills to societal impact a strong involvement of mainstream
media organizations and associations would be necessary.
Key lessons learned: Funding schemes often lack awareness of the difficulties in devel-
oping and sustaining skills development and social inclusion programmes. Longer inter-
vention time and differentiated methods of involvement are necessary to reach, train
and engage creative people from deprived communities.
Projects with communities that have faced racism and social exclusion in the first place
need to build trust and achieve buy-in by leading community members. Web 2.0 envir-
onments for such communities require strict management to prevent racist attacks or
48
being taken over by hardliners of the community that do not commit to the objectives
of the project.
A series of projects that tend to fragment and become unmanageable needs evaluation
and mainstreaming of successful approaches and methods.
Regular collection of data on interventions and results over a longer period of time is
necessary to allow for demonstrating the impact of skills development and social inclu-
sion programmes.
A wider societal impact requires involvement of many organisations and businesses.
Media and other organisations of the cultural and creative sector can play an important
role as young people are often trained in skills for a job career in these sectors.
Issues of technology access and flexibility
Several projects faced issues that had to do with technical infrastructure, implementa-
tion of new tools and lack of sufficient technical support.
The large-scale and long-term project Mundo de Estrellas found it difficult to upgrade
ICT infrastructure in the hospitals for providing new applications, services and a wider
range of content.
Avatar@School reported some technical problems in schools that lacked up-to-date
computers and because of internet firewalls or filters.
Nettilukio had to overcome some problems with virtual classroom and conferencing
technology.
HiStory found it difficult to customize their weblogs to allow for multilingual interfaces
and contributions.
TRIO and Cyberhus needed to implement a more flexible platform to offer new tools for
enriching the interaction between users and tutors or counsellors.
Schome Park noted that in work with members of deprived communities availability of
state-of-the-art computers and fast internet connection cannot be taken for granted.
FreqOUT! reported about lack of state-of-the-art technical equipment and support in
several of their projects because of low funding.
Web in the Hood wanted to make it possible for everybody to create an own website
very easily and developed a special web toolbox to achieve this goal.
Breakout had to implement a hierarchical website structure in order to comply with de-
mands of high security and confidentiality, but the interface, navigation and low inter-
activity was felt to be off-putting by young participants.
RePlay developed and trialled a high-tech game platform for simulating consequences of
offending behaviour. The original plans for the Breakout project included using such in-
teractive games, yet costs were found to be prohibitive.
Avatar@School found that the students liked their OpenSim virtual world for role play-
ing with avatars in social conflict situations, yet that the use of such technology should
be embedded in a wider social integration strategy.
49
Key lessons learned: Appropriateness of particular technical tools to the project pur-
poses must be reflected and in most projects the use of ICT can be but one element, e.g.
as part of a blended learning approach.
Projects that target deprived communities must be aware of lack of ownership or access
to state-of-the-art computers and fast internet connection in such communities.
Web 2.0 projects that want to use a range of tools in an integrated and scalable manner
may have to implement a robust and flexible platform.
Hierarchical website structures with off-putting interfaces, navigation and low interactiv-
ity or barriers such as internet firewalls or filters can get in the way of Web 2.0 ap-
proaches.
Large-scale and long-term projects will very likely face issues of technology obsoles-
cence and increased user expectations of connectedness, interactivity and richness in
media.
50
6 RECOMMENDATION FOR SUCCESSFUL PROJECTS IN WEB 2.0
LEARNING AND SOCIAL INCLUSION
The sections below provide recommendations on how to realise successful projects in
Web 2.0 learning and social inclusion. The set of recommendations is not a comprehens-
ive checklist of “to do’s” or meant as a project management tool.
Rather the intention is to emphasise and make productive important lessons learned by
a larger number of projects which used Web 2.0 tools and methods for promoting learn-
ing and social inclusion of different groups of participants.
Many of the projects focused on social inclusion by developing e-skills and Web-based
activities as part of a blended approach. Not every e-learning project will have social in-
clusion as a core objective, but will certainly benefit also from recommendations drawn
from such e-inclusion projects.
6.1 Overcoming resistance of organisational cultures
Expect facing resistance by organisational cultures to adopt a Web 2.0 approach of open
collaborative practices. Dominant paradigms, mindsets and practices of many organisa-
tional cultures, in particular, hierarchical and bureaucratic ones, will work against such
an approach.
Be prepared that among participants who are willing to participate there can be consid-
erable tensions because of professional rivalry, competition for resources among units,
disciplinary differences and disputes.
Identify objectives and practices of the organisational cultures that could benefit partic-
ularly from using Web 2.0 tools. Demonstrating tangible benefits may be the trigger to
impact on and achieve some change in organisational cultures.
Also secure support by important intermediaries (e.g. school directors or social workers)
who should commit to following innovative and unconventional methods.
6.2 Meeting user needs and requirements in e-skilling & inclusion
Identify properly the needs and requirements of the primary target groups of the pro-
ject (e.g. students and teachers; young people “at risk” and their families). Meeting their
needs and requirements is the most important criteria of success.
Understand and take account of the specific organisational frameworks and working
conditions of the involved organisations (e.g. hospital, probation service, school or voca-
tional training centre). Such organisations and their staff have their own specific needs
and requirements.
Consider thoroughly the appropriateness of particular technologies to the project pur-
poses. In most projects the use of ICT can be but one element, e.g. as part of a blended
learning approach.
Use a blended approach if there is an initial lack of e-skills by target groups and also oth-
er barriers to participation must be overcome (e.g. lack of motivation and trust).
Consider also differences in gender roles and patterns of behaviour in ethnic minorities
and migrant communities that may determine levels of participation and learning styles.
51
Be aware that a project in a deprived community cannot expect ownership or access to
state-of-the-art computers and fast internet connection by the target groups. Also ICT in
schools and other places of learning may be out-dated. Thus appropriate access to ICT
must be organised and secured for the duration of the project (and beyond).
Be prepared that specific software, equipment for creative work, etc. may be needed
and that tools may need to be customized (e.g. to allow for easy use, multilinguality,
etc.).
Re-evaluate the user needs and requirements in the course of the project. Some import-
ant elements may have been overlooked or not fully addressed in the first phases of the
project.
6.3 Promoting open Web 2.0 based educational practices in schools
Be aware that open educational approaches that use Web 2.0 tools challenge the dom-
inant paradigms and practices of schools, in particular, teacher-student roles.
Help teachers re-envision and change their professional role from dispenser of subject-
based knowledge to facilitator (coach, mentor) of students’ self-directed and collaborat-
ive learning.
Address the issue of how to monitor progress in learning and assess learning outcomes
allowing for formal certification. Innovative educational practices will not flourish if
alignment with curriculum goals is missing and learning outcomes cannot be adequately
assessed.
Be prepared that teachers will fear loosing control and need institutional commitment
and appropriate pedagogical as well as technical support.
Demonstrate to teachers how to facilitate successfully self-directed and collaborative
learning of students. Also point out how the teachers can benefit new competences and
skills they acquire themselves.
Make sure that Web 2.0 initiatives are not left to individual teachers and that those who
lead by example and share expertise are recognised appropriately.
Provide boards and supervisors of educational institutions with suggestions on how to
scrutinise whether an institution is employing Web 2.0 approaches. That teachers and
students use weblogs, wikis or e-portfolios to document and communicate project res-
ults may serve as a good indicator.
6.4 Using appropriate e-learning & inclusion methods
Convince people that gaining e-skills and engaging in social activity on the Web is worth
the effort (e.g. easier access to vital information and services, connect and learn togeth-
er with peers, role models for job careers, etc.).
Identify already available e-skills and other competences which may vary because of dif-
ferences in social background, gender, and cognitive factors such as learning style.
Combine face-to-face meetings of participants (e.g. workshops, summer schools, etc.)
with Web presence and activity (e.g. Weblogs, social networking, media sharing on pop-
ular platforms such as YouTube or Flickr).
52
Use a peer mentoring approach that can drive learning as well as community building.
Privilege constructivist approaches of self-directed and community-supported learning
that can remove many of the barriers to learning people young and old experience with
formal educational settings.
Allow for relevant learning experiences, learning in which real world problems are ad-
dressed, learners work collaboratively, and learning content and results are reflected
critically.
Suggest learners to use an e-portfolio or weblog for documenting and reflecting on
learning progress and results as well as sharing creative work they are proud of.
6.5 Driving participation on community websites
Be aware that Web 2.0 applications per se do not drive participation and communica-
tion among members of the target community.
Provide for a robust and flexible technical platform particularly if several Web 2.0 tools
should work in an integrated fashion and the environment capable to scale and respond
to new demands in the future.
Consider that different users groups will have diverse interests and want to use the web-
site for different purposes.
Do not nourish the notion of “build it and they will come”, rather expect to not immedi-
ately achieve a high level of active participation of the envisaged target groups of the
website.
Gain trust and buy-in by leading members of the target user community. This is particu-
larly important with communities that have faced severe social exclusion (e.g. ethnic
minorities or migrant communities).
Identify and involve people who are highly motivated to work on certain issues and help
them to self-organise with Web 2.0 tools and achieve “stickiness” of the online com-
munities.
Empower website users to achieve something themselves and share experiences and
own content. Websites that nourish a top-down approach of delivering content (e.g.
learning material) typically show little growth in terms of user base and contribution.
Provide or train online community managers that are skilled to identify topics of inter-
est, understand online user behaviours, can engage users and moderate discussions.
Moderate and channel discussions towards productive ends, e.g. mutual understanding
of different concerns of participants, consensus about critical issues, etc.). Address un-
welcome and threatening contributions seriously.
Provide a safe place for communities that have faced severe social exclusion such as ra-
cism. Such websites for social networking and sharing experiences require strict (self-)
management and moderation to prevent unwelcome visitors or being taken over by
hardliners of the community that do not commit to the objectives of the project.
53
6.6 Securing sustainability and impact
Make clear to policy makers that ICT supported learning and social inclusion allows
people to develop competences that are necessary to participate successfully in the
knowledge society.
Expect that policy makers and funding agencies will lack an understanding of the diffi-
culties in working with hard to reach target groups. Explain what such work demands
and provide eye-opening examples of problem situations and how they might be over-
come.
Be prepared that small funding streams will make it difficult to develop and sustain a
learning and social inclusion programme for such social groups. It may be hard to recruit
and engage participants, longer intervention time and differentiated methods of in-
volvement may be necessary, and strict output targets not met.
Systematically identify and involve third parties and multipliers that are important for
achieving the core project objectives.
Consider that a wider societal impact requires the involvement of many organisations
and businesses. Media and other organisations of the cultural and creative sectors can
play an important role, as young people can be trained for careers in these sectors.
Regularly collect data on interventions and results (e.g. re-engagement of people in vo-
cational training, participation of talented young people in creative activities, media cov-
erage, etc.)
Identify and present role models of success as motivation for the target communities,
participating organisations, funding bodies and sponsors.
If undertaking a series of different projects that work with several supporting organisa-
tions and different funding sources, observe if they become increasingly fragmented
and unmanageable.
Evaluate the projects and try to mainstream particularly successful approaches and
methods.
54
7 THE CASE STUDIES AND THE LANDSCAPE OF LEARNING 2.0 FOR
INCLUSION
7.1 Introduction
In this section, we draw together the results of the profiling and analysis of the Links-up
case studies in order to summarise their features and characteristics, and set these
within the ‘landscape of Learning 2.0 for inclusion’. We re-visit the key dynamics and
processes that have shaped this landscape and assess the extent to which the cases
covered reflect these dynamics and processes. We consider the extent to which and in
what ways the cases support the major policies in the field; the conceptual thinking
around social inclusion and the needs of excluded groups.
Against this background, we also re-visit the review of the ‘landscape’ of Learning 2.0 as
portrayed in the Links-up Report on ‘Review of State of the Art’, which was carried out in
work package 1 of the project, and discuss what further contribution the case study
analysis has made to our understanding of this ‘landscape’ and what are the remaining
‘gaps’ in our knowledge.
The case studies provided in this Report can be seen as ‘exemplars’ of a ‘landscape of
Learning 2.0 for inclusion’. The whole description of each of the 24 cases is free available
from the project website18. This landscape is embryonic and still-evolving. It represents
different views on the causes of social exclusion and different positions on how exclu-
sion can be addressed through the use of ICTs and particularly the use of ‘Web 2.0 for
learning’. As noted in our previous review of the literature and research in the field, this
‘landscape’ of ‘Inclusive Learning 2.0’ in Europe is driven by four inter-connected dy-
namics or drivers, as illustrated in the ‘inter-connectivity map’ show in Figure 1. These
drivers are:
| the policy fields shaping programmes and interventions in the domain;
| conceptual and theoretical work in the field, mainly derived from the academic liter-
ature and from research;
| the ‘lifeworlds’ of excluded groups, which shapes their situation and needs;
| the world of ‘communities of practice’ where programmes and interventions are de-
livered to support excluded target groups.
18 http://www.linksup.eu or directly available http://tinyurl.com/linksup-cases
55
Figure 1: Key drivers in the ‘landscape’ of Inclusive Learning 2.0
7.2 The policy context
State of the art
First we will present some policy figures:
| 75 % of the population aged 20-64 should be employed.
| 3% of the EU's GDP should be invested in R&D.
| The share of early school leavers should be under 10% and at least 40% of the young-
er generation should have a tertiary degree.
| 20 million less people should be at risk of poverty.
There are seven ‘flagship’ initiatives specified to implement the programme, and both
education and ICTs are seen as key drivers in these initiatives. Again, several of these
flagships directly relate to ICTs, learning and inclusion. These are:
| "Youth on the move" to enhance the performance of education systems and to facil-
itate the entry of young people to the labour market.
| "A digital agenda for Europe" to speed up the roll-out of high-speed internet and
reap the benefits of a digital single market for households and firms.
| "An agenda for new skills and jobs" to modernise labour markets and empower
people by developing their of skills throughout the lifecycle with a view to increase
labour participation and better match labour supply and demand, including through
labour mobility.
| "European platform against poverty" to ensure social and territorial cohesion such
that the benefits of growth and jobs are widely shared and people experiencing
56
poverty and social exclusion are enabled to live in dignity and take an active part in
society.
The main EU E&T policy instrument is the strategic framework for European cooperation
in education and training ("ET 2020"), which sets key targets for education and training
in the EU. The strategic framework takes a holistic approach of education and training,
one that explicitly links education objectives to social inclusion, and which highlights the
role that can be played by ICTs.
ET2020 places ICTs at the heart of its efforts to link education objectives to social inclu-
sion through initiatives that: promote access to quality services, e.g., transport, e-inclu-
sion, health, social services within the sphere of education and training; make effective
use of information and communication technologies to broaden and deepen participa-
tion of a spectrum of people, particularly young people; make new technologies readily
available to empower creativity and capacity for innovation.
The education and training policy field is also one of the main sources of funding for
programmes and projects aimed at addressing issues around exclusion – particularly
through the Lifelong Learning Programme. However, the emphasis placed on excluded
people and those at risk varies across the sectoral and transversal sub-programmes of
the LLP.
Policies specifically targeted at particular excluded groups include ‘youth’ policies,
policies for the unemployed and policies for older people. The key EU policy document
on youth is the 2009 Communication "An EU Strategy for Youth – Investing and Em-
powering. A renewed open method of coordination to address youth challenges and op-
portunities". The new strategy forms the basis for the ‘Youth in Action’ programme – a
major initiative that will take youth policy forward to the year 2013. ICTs are ‘hidden’
rather than ‘up front’ in the Youth in Action programme.
Policy for older people is supported through the ‘Active Ageing’ programme. The other
EU policy fields where there is a focus on ICTs and excluded people are in employment,
social affairs and equal opportunities; health and regional policy. These fields are less
widely developed and the attention and resources devoted to ICTs and inclusion at risk
varies across them.
The case studies in the policy context
Our earlier review of the policy context identified five key transversal themes in which
the case studies could be situated:
| Job and education mobility: Equipping people with skills to move across European
borders and across jobs in line with the ‘flexicurity’ principles appear regularly across
the policies and programmes. This entails equipping people – particularly young
people with e-skills, education and training in STEM subjects, language and other
measures which support job and education mobility.
| Modernised education and training systems: there is a policy focus on job and educa-
tion mobility that emphasizes how education and training systems can support
people to enter the labour market in their country of origin or elsewhere (e.g. the
Bologna process, ongoing work on a European Qualification Framework, Erasmus
programmes etc.). Furthermore, the policies focus improving the quality of educa-
tion systems and ensuring that young people are equipped with the right skills that
57
make young people employable now and in the future (i.e. New Skills for New Jobs
agenda and ‘flexicurity’). Finally, this also implies provision of apprenticeships, lower-
ing of drop-out rates/increased participation rates and deploying new learning tools.
| Modernised employment and labour markets are key to supporting the above and
are at the heart of Europe 2020 and the majority of policy documents addressing
people’s inclusion in society and the knowledge economy. This indicates a policy logic
in which opportunities in life are closely associated with labour market participation.
| Cultural dialogue and awareness is at the heart of both education and training
policies in the EU as well as culture policies. This component focuses on inter-cultural
dialogue and cultural awareness.
| E-inclusion has been on the forefront of European information society policies for
the last couple of years, but the focus is still mainly on economic aspects of inclusion:
access to the ICT infrastructure and e-services as well as e-skills to make people able
to participate and contribute to the European knowledge economy. This also sup-
ports the other components of the policy typology mentioned above (modernised la-
bour markets, education systems and job/education mobility).
The case studies show that the programmes and initiatives currently being implemented
in the EU that use Learning 2.0 to support social inclusion are making a contribution to
all of these thematic policy areas. However, a number of gaps can be identified. The
policy gaps we have identified come in two forms. First, the gaps in the actual provision
of EU policies and policy instruments that can support the development and implement-
ation of Learning 2.0 to support social inclusion. Second, the gaps in policy agendas and
priorities in the field that are not currently effectively supported and addressed by cur-
rent practices.
In the first case, the following findings can be summarised:
| Although EU policy has in recent years become more ‘joined-up’ and integrated, in
line with what is known in the theoretical and practitioner field as the multi-dimen-
sional nature of social inclusion, there is still a sense that some areas of policy pursue
‘parallel lines’. Whereas education and training policy links key agendas and goals in
learning with inclusion policy, e-inclusion policy and ICT policy, the same cannot be
said for employment, health and regional policies. There is a case for more ‘joined-
up’ thinking and bridging between these policy domains to help address social inclu-
sion issues.
| The knowledge base of ‘Learning 2.0 for inclusion’ is embryonic, evolving, fragmen-
ted and contested. Little is known about ‘what works’ and a culture of knowledge-
sharing has not taken root. Provision exists, for example, within the OMC, for sup-
porting trans-national co-operation between stakeholders in the field. This needs to
be built on to support better co-operation, dissemination and knowledge-sharing
and the cultivation of a stronger evidence base. This could be done, for example,
through publicising opportunities available to support knowledge sharing through
the PROGRESS Programme; working more closely with EU-funded European net-
works to build European resource/knowledge centres on specific priority themes
| Securing funding for start-ups and later securing further funding to ensure the sus-
tainability of initiatives is a common problem identified by the cases. The evidence is
that the major sources of EU funding in this field – the Lifelong Learning Programme;
the ‘Youth in Action’ Programme; the ‘Ageing Well’ programme and the IST pro-
gramme in FP7 – attach little priority to ‘Learning 2.0 for inclusion’. Dedicated action
58
lines in this field and in these programmes would greatly increase the likelihood of
innovative initiatives being developed and sustained.
In the second case, the initiatives currently being implemented in the field suggest that
further work could usefully be done to support the following policy priorities and ob-
jectives:
| EU Strategy for Youth. Action field 1: Education – states that ‘Complementary to
formal education, non-formal education for young people should be supported to
contribute to Lifelong Learning in Europe, by developing its quality, recognising its
outcomes, and integrating it better with formal education.’ The results of the case
studies suggests that, at present, initiatives in Web 2.0 for inclusive learning focus on
non-formal education as an alternative to formal education, mainly providing sup-
port for school drop-outs and those who are not able to attend school. There has
been very little work in using Web 2.0 to complement and add value to formal edu-
cation. In this case Learning 2.0 could provide a valuable contribution to reducing risk
of exclusion by improving educational performance.
| EU Strategy for Youth. Action field 2: Employment – states that “Employment policy
action in Member States and at EU level should be coordinated across the four com-
ponents of flexicurity in order to facilitate transitions from school to work or inactiv-
ity or unemployment to work. Once in work, young people should be enabled to
make upward transitions. Increase and improve investments in providing the right
skills for those jobs in demand on the labour market, with a better matching in the
short term and better anticipation in the longer term of the skills needed”. Again,
very little work appears to have been done in using Web 2.0 to develop training that
will develop ‘flexicurity’ and to link inclusion objectives to the changing needs of la-
bour markets.
| EU Strategy for Youth. Action Field 6: Social Inclusion – aims to “prevent poverty and
social exclusion among disadvantaged youth groups and break their intergeneration-
al transmission by mobilising all actors involved in the life of youth (parents, teach-
ers, social workers, health professionals, youth workers, young people themselves,
police and justice, employers.” The case studies suggest that much of the current
work targets ‘end users’ – i.e. excluded people. Although many initiatives involve ‘in-
termediaries’ – for example youth workers – their representation is lower than might
be expected. In addition, not enough initiatives work with the broader spectrum of
inter-relationships between at risk people and ‘mediators’ (family; friends; teachers
etc.).
| Europe 2020 Strategy – a key target in the strategy is “20 million less people should
be at risk of poverty”. The results of the review of literature in the field clearly high-
light the significance of poverty as a key structural dynamic in the ‘causes’ of social
exclusion. Although poverty is represented in Learning 2.0 initiatives analysed in the
case study examples, it is regarded as a ‘mediating factor’ rather than a primary in
exclusion. Initiatives directly targeting poverty and using Web 2.0 to address it are
not represented.
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7.3 The theoretical context
State of the art
Our review of the literature showed that the theoretical and conceptual knowledge
base is contested and contradictory; it is fragmented, and there is a lack of a sound evid-
ence base on ‘what works’. In social inclusion theory, opinion is divided into three
camps: the ‘structuralists’, who emphasise the operation of structural inequalities, and
the persistence of an ‘e-underclass’; the ‘social capital’ perspective, which emphasizes
community resources and the development of community resilience to combat exclu-
sion; and the ‘life politics’ approach, which emphasizes ‘risk’ behaviours and the cultiva-
tion of individual resilience.
The first perspective has long linked social exclusion to structural factors that lead to so-
cial deprivation, albeit often mediated through family practices (Coleman & Hendry,
1999; Schoon & Bynner, 2003) This emphasizes the notion that the risks of social exclu-
sion are multi-dimensional in nature. (Burchardt, Le Grand & Piachaud, 2002) Sustained
and repetitive exposure to social and economic ills – poverty; ill-health; upheaval; un-
employment – itself saps the collective spirit and therefore ultimately increases the vul-
nerability of those exposed to social and economic pathologies. (Elstad, 1998; Berkman
& Kawachi, 2000)
The second perspective shifts the focus from an ‘underclass’ perspective to a ‘social cap-
ital’ perspective. The three main authors – James Coleman, Robert Putnam and Pierre
Bourdieu – argue in various ways that social capital is achieved through the formation of
social relationships built up over time which enable individuals to achieve more than
they would be able to achieve if they acted solely on their own (Coleman, 1988); that
social capital is linked to a community’s capacity to tackle social and economic problems
such as unemployment, poverty, educational non-participation, and crime (Putnam,
1995); and that social capital, or the lack of it, is a tool of cultural reproduction in main-
taining inequalities, for example through unequal educational achievement (Bourdieu,
1992).
The third perspective, exemplified by the work of Beck, Giddens and Lash, argues that
changes in post-industrial society have led to the emergence of ‘risk’ society. As the old
institutions of industrial society - family, community, social class - are undermined by
globalization, each individual must learn to navigate society for themselves. The most
vulnerable groups in this are the old and the young. (Giddens, 1999) On the one hand,
this allows unprecedented freedom and opportunities. On the other, self and identity
become fragile, and the pressures it generates in terms of having to achieve, conspire to
promote sense of failure, marginalisation and, for some, mental ill-health (Rutter &
Smith, 1995; EGRIS 2001; Lash 2000; Tulloch & Lupton, 2003).
In learning theory, the field has been dominated by constructivism, and a focus on de-
veloping collaborative systems that actively engage the excluded as co-producers of
knowledge. However, there is a counter-prevailing school which emphasizes context and
‘pragmatism’.
Our review of the literature on Learning 2.0 and social exclusion showed that there are
two polarized position around how ICTs and Web 2.0 link to social exclusion. The ‘Utopi-
an’ perspective suggests that ‘evolutionary progression’ and the increasing ubiquity of
ICTs embedded within everyday social, economic and cultural life, are making the notion
of e-inclusion more and more redundant. For example Redecker et al. (2009) cite nu-
60
merous examples to support the view that projects using Learning 2.0 strategies have a
high potential to re-engage excluded groups in learning.
However, the ‘pessimistic’ perspective argues that ICT access, use and quality of use is
highly correlated with social exclusion. The overall conclusion from research is that we
are now witnessing a new ‘exclusion dualism’ where the long-established structural
factors associated with exclusion – family background; education; employment; income
- are being mutually reinforced through lack of access to ICTs and lack of access to digital
skills. For example, the evidence suggests that access patterns for young people are
shaped by ‘habitus’ and lifeworld. Eurostat shows, in 2009, that more than 90 % of
young Europeans aged 16–24 who accessed the Internet within the past 3 months did
so from home and almost 50% from a place of education, whereas a much larger pro-
portion of the older age groups did so from work. This suggests that young people who
are homeless, or NEET (not in education and employment) are much more likely to ex-
perience a ‘dual exclusion’. Data from EU Kids Online, from Eurobarometer 2009 and
from national studies show a clear link between individuals' socio-economic background
and their use of the internet.
A report by Oxford Internet Institute observed, “that technological forms of exclusion
are a reality for significant segments of the population, and that, for some people, they
reinforce and deepen existing disadvantages. Technology is so tightly woven into the
fabric of society today that ICT deprivation can rightly be considered alongside, and
strongly linked to, more traditional twentieth century social deprivations, such as low in-
come, unemployment, poor education, ill health and social isolation. To consider ICT
deprivation as somehow less important underestimates the pace, depth and scale of
technological change, and overlooks the way that different disadvantages can combine
to deepen exclusion”. (Helsper, 2008)
There is a substantial body of evidence to suggest that actual usage of ICTs – and in-
creasingly Web 2.0 – reinforces this process of ‘dual inclusion’. (Facer & Furlong, 2001;
Facer & Selwyn, 2007) Danah Boyd, for example, argues that, in the USA, utilisation of
social networking technologies reflects complex class and status stratifications in Amer-
ican youth. Whereas MySpace is the spiritual home for the culturally and socially mar-
ginalised, Facebook attracts “upwardly mobile hegemonic teens”. As she puts it;
“MySpace is still home for Latino/Hispanic teens, immigrant teens, ‘burnouts’, ‘alternat-
ive kids’, ‘art fags’, punks, emos, goths, gangstas, queer kids, and other kids who didn't
play into the dominant high school popularity paradigm….. MySpace has most of the
kids who are socially ostracised at school because they are geeks, freaks, or queers.”
(Boyd, 2007) Livingstone and Helsper (2007) suggest that even though increased access
and usage to ICTs will increase opportunities for children, children from affluent back-
grounds learn better and faster, so that, in the long run, ICTs actually increase social dis-
parities rather than decrease them.
61
Figure 2: e-exclusion spectrum
Other studies show that, although social class and income are key determinants in shap-
ing e-exclusion patterns, cultural factors make the picture even more complex. For ex-
ample, women even in affluent households are less likely to use Web 2.0 because they
are socialised into the perception that ICTs are the territory of husbands and sons. (Cr-
amner, 2008) Similarly, the EU Kids Online studies suggest that there is a growing ‘bed-
room culture’ for teenagers and solitary use of the internet is increasing, particularly for
boys.
These findings suggest that the structural determinants of ‘e-inclusion’ are further com-
plemented by cultural and behavioural factors. Figure 2 provides an illustration of how
this process might work. At one end of a polarity of e-exclusion are people who are ex-
cluded from ICTs by their socio-economic status. However studies suggest that a signific-
ant proportion of EU citizens are ‘self-excluding’ – they have no inclination to participate
in the ‘Knowledge Society’, or who are ‘uninformed’ about opportunities. At the other
end of the spectrum are people who are socially excluded because they are ‘always on-
line’.
The case studies in the theoretical context
The case studies have not provided much evidence to shed further light on the efficacy
of these different perspectives on social inclusion and the role of learning and Learning
2.0 in it. The continuing gaps in our knowledge highlighted by the case studies are:
| How initiatives using ICTs and Web 2.0 contribute to the production of social capital
and community cohesion. Most of the case studies we analysed focus on individual
behaviour changes – even in cases, like TRIO, Conecta Joven and Web in the Hood,
that are specifically located within community environments.
| None of the cases we analysed consider the ‘life politics’ perspective on social inclu-
sion. The ways in which Web 2.0 changes how ‘identities’ are constructed, and how
these link to risk behaviours and risk scenarios, is not covered in the case studies.
| Evaluation and assessment methodologies – the evidence base in the Learning 2.0
field is poorly-developed; fragmentary and contested. An evaluation culture has not
62
yet taken root. Robust and appropriate impacts assessment approaches, methods
and tools are unevenly applied.
| Much of the knowledge that is derived from the case studies is about ‘excluded
groups’. The literature makes a strong case for ‘prevention’ rather than cure. Not
enough is known about ‘risk scenarios’ – the factors that make certain groups in cer-
tain situations more vulnerable to exclusion, and how ICT is being and can be used to
support activities that reduce risk.
| What methodologies and tools can be used to engage excluded people more actively
in the design and implementation of methods, approaches and tools supporting
‘Learning 2.0’ for inclusion?
| The use of 3D and immersive worlds is growing and has produced some positive out-
comes. Yet some of the case studies highlight issues about which little is known.
These cover: new forms of accessibility issues (since many of these technologies are
‘high-end’ and expensive); issues around accessibility for disabled people; issues
around governance and participation of users.
| As noted above, the evidence base in this field is poorly developed. More research is
needed on how learning and practices can be effectively disseminated and valorised.
| The work on NEET and on early-school leaving and how ICTs can address this signific-
ant set of issues is currently under-developed.
7.4 The practices context
State of the art
Our review of the practices carried out in work package 1 showed that five broad
clusters of practices can be distinguished. To some extent these represent relatively
autonomous Learning 2.0 ‘spaces’, with little overlap between them. They can be
defined as follows:
| Personalised Learning Environments - the evidence does suggest the embryonic de-
velopment of ‘PLE’s’. There were a number of initiatives identified in the review that
exhibit a highly individualized approach to inclusion through learning, employing so-
cial networking technologies to support self-directed learning.
| Adult Learning – a primarily institutional learning space that targets adults with low
educational levels and status, and which generally supports informal and non-formal
learning albeit through formal settings such as training centres.
| Special Needs – a significant number of initiatives target distinctive target groups
with particular profiles – mainly covering immigrant and ethnic minorities; people
with disabilities; ex-offenders. The main inclusion approach aims at social re-engage-
ment, using a variety of Web 2.0 tools and approaches.
| Youth at Risk – young people have become the main focus of attention for Web 2.0
for inclusion. The review identified a significant number of initiatives targeting a
range of exclusion and at risk scenarios. A common feature of these initiatives is the
emphasis on cultivating digital literacies.
| NEET – a distinctive sub-category of initiatives aimed at young people are those
aimed at young people not in education or training (NEET). What is distinctive about
63
this cluster is the more intensive use of novel forms of Web 2.0, like virtual reality en-
vironments, and the exploration of innovative forms of pedagogy, for example
‘Notschool’, that create new roles for both student and teacher.
The case studies in the practices context
The case studies analysed in Links-up shed further light on how learning and social inclu-
sion objectives are linked to the use of different combinations of Web 2.0 approaches
and tools. Figure 3 summarises how these practices are related together.
Figure 3: Inter-relationships of the case studies
There are four key clusters that reflect how Web 2.0 use is seen as providing solutions to
the complex social exclusion scenarios outlined above, and the key policies and meas-
ures that are being driven forward at the macro-level to support social and e-inclusion.
These are:
| Reducing social isolation,
| Promoting educational re-insertion,
| Improving health and well-being, particularly for people with disabilities,
| Improving life-chances and opportunities, particularly in the field of employment.
Analysis of the case studies shows that the expected outcomes derived from these inter-
ventions focus primarily on increasing various forms of capital: individual capital (for ex-
ample the acquisition of new digital skills and ‘soft skills’ like team-working); the acquisi-
tion of ‘social capital’ (for example increasing the resilience of communities) and the ac-
quisition of technological capital (for example through improving access to
technologies).
Two dominant implementation activities are carried out by these interventions. The first
one involves delivering courses. These cover a spectrum of subjects and content areas –
particularly IT skills and digital literacy. The second main category, ‘social interaction’, fo-
64
cuses on developing and applying ways of getting people to share experiences, know-
ledge and skills. A number of initiatives support people in ‘telling their stories’. The ap-
proach used reflects a number of desired outcomes, such as encouraging sharing and in-
teraction with others; getting people to valorise their life experiences; using their stories
to create learning content; dealing with ‘otherness’ and promoting acceptance of di-
versity. A similar approach can be found with projects that use multi-media within a
community context. In this way, dealing with difference and supporting interaction
between culturally diverse groups is taken out of the personal space and expanded to
the community and societal level.
Less frequently found are implementation activities involving awareness-raising, coun-
selling, personal development and networking and good practice sharing. With aware-
ness-raising, the aim is to provide people with information that is seen as essential in
providing them with tools to empower themselves, for example their rights under the
law.
A minority of projects provide specific counselling or personal development. Personal
development approaches can be seen in some ways as a ‘social’ variant on counselling,
for example, by providing advice and counselling on finances, social behaviour, mental
health issues, physical condition, motivation, practical skills and daily activities.
Finally, networking and good practice sharing is a small but important category of inclu-
sion strategy operated by projects. The main focus here is not on direct end users, but
on making available to the wider user groups and communities of practice resources,
and evidence-based knowledge, that can support the development and implementation
of actions supporting social inclusion.
The inclusion approaches adopted, and the pedagogic models applied, reflect specific
ideas about which platforms, and which combinations of Web 2.0 are likely to yield the
best results. Virtually all of the cases analysed are web-based, though some use other
forms of technologies, such as community-based broadcasting and mobiles. A number
of initiatives involve some form of audiovisual media, such as videos and video confer-
encing. The applications most commonly used are social networking applications like
Facebook and media-sharing, like YouTube. Blogs and wikis are becoming more com-
monly used, as is the use of virtual environments, like ‘Second Life’, to develop innovat-
ive approaches to ICT-based support for at risk young people. Most projects use a com-
bination of tools to support an integrated approach to inclusion.
Overall, the ‘landscape’ of ‘Inclusive Learning 2.0’ shows many similarities. Indeed, a key
finding of the case study analysis is the extent to which initiatives adopt a multi-dimen-
sional approach to the use of ICTs and Web 2.0 to address social exclusion. Many of the
initiatives analysed are ‘composite’ entities, drawing funding from a range of sources; in-
corporating a range of platforms and tools; pursuing a mixed set of inclusion and learn-
ing objectives and multi-targeting strategies and implementing an integrated set of ser-
vices and activities to realise their objectives. This could reflect the increasing recogni-
tion in the field that social exclusion is multi-dimensional in nature and scope, and that
the needs of socially excluded and at risk people are complex and similarly multi-dimen-
sional and require a holistic and integrated response.
The case studies suggest that the main gaps in the provision of programmes and initiat-
ives in the field of ‘Learning 2.0’ are as follows:
| There is still a strong focus on developing and implementing initiatives aimed at spe-
cific target groups – people with disabilities; the unemployed, and so on. This reflects
the persistence of a prevailing view that social inclusion is homogeneous. However, it
65
is clear from the evidence that social exclusion is complex and multi-dimensional;
that people present ‘multiple needs’, and that these needs change over time and in
different situations. Initiatives need to be more flexible and responsive to the fluidity
of social inclusion.
| Very little attention has been paid to the ‘cultural’ dimension of inclusion and learn-
ing, beyond the broad identification of macro-cultural concepts for example the pri-
oritization of Immigrant and Ethnic Minorities. Virtually no work has been done, and
no initiatives identified that addresses, for example: women’s position of e-exclusion
within the household environment; the position of ‘technophobes’ and ‘uninformed’
and ‘disinclined’; how ‘extremists’ – those who are ‘always on-line’ – are affected by
immersion in the Web 2.0 world.
| Few initiatives address the role of organizational culture within the educational en-
terprise. There is some evidence, for example, in schools, that organizational resist-
ance is inhibiting the use of Web 2.0 in teaching. There is also evidence that the use
of Web 2.0 in the classroom is actually exacerbating differences in educational per-
formance between students from higher status backgrounds and those from lower
status backgrounds.
| Many initiatives take an individuated approach to inclusion. Few of them, with the
exception of TRIO, Web in the Hood and Conecta Joven, consider the broader com-
munity and societal issues, and how Web 2.0 can impact on social capital and com-
munity cohesion.
| As noted above, the role of multipliers, mediators and intermediaries is critical in
successful initiatives. Very few projects address the need for training of these key
actors.
| Many initiatives are ‘insular’ in the sense that they fail to bridge the gap between the
inner world of the initiative and the harsh realities of the external environment. For
example, initiatives that provide training in e-skills for ethnic minority women can fail
when these newly-acquired skills cannot be used within the local labour market be-
cause there is no demand for them. There is a need for new initiatives that take into
account and address how research and R&D results in the field can be effectively ap-
plied to external conditions.
66
8 A ‘THEORY OF CHANGE’ INTERPRETATION OF THE RESULTS
8.1 Introduction: Theory of change and impact assessment
In work package 1, we developed an approach to assessing the ‘effects’ of initiatives us-
ing Learning 2.0 to support social inclusion that was based on a ‘theory of change’ mod-
el. Theory of change approaches seek to identify both the explicit and implicit paradigm
of change that lies at the heart of a programme or initiative – in other words the ‘trans-
formative model’ that is embedded within it.
Theory of change involves unpacking the theory behind interventions - i.e. the intended
outcomes – that underpin their ‘vision’ and their ‘intervention logic’ (Weiss, 1995; Sulli-
van & Stewart, 2006). On the one hand, the theory of change method helps to identify
what are the intended outcomes and impacts of the policies and initiatives that are be-
ing implemented using Web 2.0 to support excluded people and those at risk. On the
other, it represents a methodological strategy that aims to solve some of the problems
that crop up in research in trying to establish ‘cause and effect’ in complex and dynamic
situations – for example what kind of technology works best in supporting inclusion.
It can be defined as a systematic and cumulative study of the links between activities,
outcomes and context. It involves the specification of an explicit theory of how and why
an intervention is intended to or might have caused an effect. The focus of the theory of
change approach is therefore on causal pathways.
Theory of change is particularly useful in situations where impacts measurement data is
variable, and where evaluations of interventions have not followed ‘experimental’ ap-
proaches, for example using ‘control-comparison’ methods. This was the situation with
the Links-up case studies. Some of the cases had not carried out impacts assessment at
all. In many cases, the impacts assessment is based on ‘self-reported’ data provided by
the projects themselves and based on, for example, the subjective opinions of project
managers.
Following Jan Steyaert (2010), we looked at how the cases are positioned in terms of the
approaches taken to impacts assessment in terms of the ‘effectiveness ladder’ model.
This has five levels to reflect the ‘robustness’ of the evidence used on impacts assess-
ment, as follows:
| Level 0: ‘Marketing information’ – spreading good news about how things are done.
| Level 1: Expert opinion; descriptive studies; case studies.
| Level 2: Cohort studies – surveys; correlation analysis for example between participa-
tion in an initiative and educational performance.
| Level 3: Experimental studies – for example user surveys and baseline statistical ana-
lysis done before and after the intervention (pre-test/post-test).
| Level 4: Randomised controlled trials.
In relation to the ‘effectiveness ladder’, the majority of initiatives are placed on the low-
est level of the effectiveness ladder – Level 0. This typically involves the use of ‘market-
ing information’ – spreading good news about how things are done; providing anecdotal
evidence of positive outcomes. A small proportion use ‘Level 1’ assessment, which is
mainly carried out through ‘external’ evaluation done by experts; through descriptive
studies, and through case studies. Around a third use ‘Level 2’ assessment, involving co-
hort studies – user surveys; correlation analysis of statistical data that measures the re-
67
lationship for example between participation in an initiative and educational perform-
ance. A small proportion use ‘Level 3’ approaches, entailing experimental studies – for
example user surveys and baseline statistical analysis done before and after the inter-
vention (pre-test/post-test). One example is ‘Replay’, which carried out extensive before
and after testing of the user game. We found no initiative that had implemented the
‘gold standard’ of assessment – randomised controlled trials.
Most impacts assessment methods used in the case studies involves carrying out sur-
veys with users. The other two most frequently used assessment methods involved
‘technology utilisation’ data analysis and interviews. The analysis of the use patterns of
platforms and tools used to deliver services to young people is a convenient way of find-
ing out how effective the initiative is. A common method is to analyse website visits and
hits using ‘Google analytics’ or a similar monitoring tool. Analysis of Web 2.0 tools and
applications is also often applied. This involves statistical analysis of participation and
utilisation rates in social networking sites, as well as qualitative analysis of applications
like podcasts and discussion forums, using techniques like content analysis. For example,
Cyberhus registers and analyses each chat session when it is completed. This provides
statistics on duration, age, sex, and topic.
Most of the cases used ‘triangulation’ – combining a number of methods in order to ar-
rive at a more systematic evidence-based view of impacts. For example, Notschool have
developed a very sophisticated monitoring system which enables them to track all pro-
gress made by students, from their activity around the site, to emails from their tutors
as well as their replies. Annual evaluation includes: analysis of attendance rates; analysis
of course completions; socio-economic profiling of participants; user surveys.
On the basis of the available data, we present below the results of our analysis of the
‘impacts’ identified in the case studies.
8.2 Evidence on impacts
As noted above, the impacts assessments carried out by the initiatives selected for case
study analysis vary considerably in approach, relevance and credibility. Many of them
employed ‘self-assessment’ approaches and methods, rather than more objective ways
of evaluating evidence. Against this background, we have applied ‘triangulation’ to the
data drawn from the initiatives survey. This involves cross-checking of data to search for
regularities in the research data. We have distinguished between the outputs, outcomes
and impacts of initiatives in our approach to reviewing the ‘effects’ of initiatives. We
have also reviewed the ‘expected’ outcomes and impacts as set against the actual out-
comes and impacts as reported by the initiatives themselves.
Our analysis suggested two dominant implementation activities carried out by projects.
The first one involves delivering courses, for example Conecta Joven. These cover a
spectrum of subjects and content areas – particularly IT skills and digital literacy. The
second main category, ‘social interaction’, focuses on developing and applying ways of
getting users to share experiences, knowledge and skills. Some of the cases – for ex-
ample HiStory and Pinokio- support people in ‘telling their stories’. The approach used
reflects a number of desired outcomes, such as encouraging sharing and interaction
with others; getting people to valorise their life experiences; using their stories to create
learning content; dealing with ‘otherness’ and promoting acceptance of diversity. A sim-
ilar approach can be found with projects that use multi-media within a community con-
text – for example ‘Web in the Hood’. In this way, dealing with difference and supporting
interaction between culturally diverse groups is taken out of the personal space and ex-
panded to the community and societal level.
68
Less frequently found are activities involving awareness-raising, counselling, personal
development and networking and good practice sharing. With awareness-raising, the
aim is to provide people with information that is seen as essential in providing them
with tools to empower themselves, for example the products and training available for
disabled people, as illustrated by the Assistive Technology Wiki. Counselling services are
either on-line one-to-one services providing support on things like self-harm, or services
where ICTs are used to supplement other counselling methods, like group therapy, for
example Cyberhus. Personal development approaches can be seen in some ways as a
‘social’ variant on counselling, for example EduCore.
On terms of expected short-term outcomes, one group of cases aim to support inclusion
through developing technical skills, primarily through providing courses, for example
ICONET and Conecta Joven. Another group focus on addressing social isolation. These
cover a range of risk scenarios – from the estrangement of immigrant and ethnic minor-
ity groups from their ‘host’ culture through to issues associated with young people who
have problems in going to school, for example Notschool. A third group aims to improve
the social skills of participants, through team-working and social interaction, for ex-
ample Avatar@School. A fourth category anticipates increasing participants’ chances of
success in the labour market, for example FreqOut!.
The actual short term outcomes reported by initiatives are difficult to quantify, since
data are not readily available across cases. That said, the main areas in which positive
outcomes were reported by the initiatives were as follows:
| Re-engagement in education and training – some initiatives reported that parti-
cipants had taken up further study.
| Social skills and social interaction – some initiatives reported improvements in parti-
cipants’ social skills and social engagement.
| Physical, psychological and emotional well-being – most projects reported improve-
ments in user confidence and self-esteem.
| Technical skills and digital literacy – most of the projects reported improvements in
the acquisition of technical and ICT skills.
| Employment – a small number of initiatives reported that participants had gone on
to find work.
Examples of the outcomes reported include:
| Schome Park – a virtual world for young people who have dropped out of the educa-
tion system showed clear evidence that users developed their knowledge age skills
throughout the project and included communication, leadership, collaborative learn-
ing, creativity, development of analytical skills.
| Notschool – the alternative on-line school has successfully enabled 98% of young
learners to re-engage in learning. Other evidence suggests: increasing in motivation
to learn; increasing confidence and self-esteem; developing advanced technical skills;
acquire qualifications.
| MOSEP – an initiative using Web 2.0 to develop the competences of trainers engaged
in supporting the inclusion of young people with poor education through e-portfolios
reported that teachers and trainee teachers involved in the project were able to de-
velop their own e-portfolios and help their students create e-portfolios. Students in-
69
volved in the partner institutions learned how to collect and organise evidence for
their e-portfolio, make choices about what to select and omit, as well as reflecting on
and evaluating their own work as well as the work of their peers. 93% of students felt
‘proud’ of their E-Me portfolio, 81% felt that it helped them to ‘record what I have
learnt and done’, 64% ‘enjoyed’ working on their E-Me and 67% felt that they would
continue using and developing their E-Me without school involvement.
| Avatar@School - aims to develop capacities in conflict mediation for young people
through the use of a 3D virtual platform as well as increasing ICT skills and indirectly
improving intercultural and language skills. In general, according to the project man-
agers the project seems to have achieved its aims. School peer mediation and virtual
role plays have proven to be excellent learning methods if combined together. In
total, 94% of respondents said that they had a “very good” (36%) or “good” (58%)
impression.
| BREAKOUT – an initiative aimed at reducing youth offending – reports that the areas
in which BREAKOUT has worked particularly well, and has had a ‘High impact’ for
users include: raising awareness amongst young people of key issues around crime,
drugs and how they effect life choices and life chances; providing e-skills and social
skills training to serving inmates in prisons via a blended e-learning model. Areas
where BREAKOUT has made a moderate contribution include: Contributing to im-
proving offenders’ personal relationships, for example by raising self-esteem and so-
cial skills; contributing to improving the effectiveness of service administration.
The expected longer-term impacts reported by initiatives reflect three main visions: the
vision of social cohesion and social capital; the vision of improving lifelong learning and
the vision of increasing employment. These goals are consistent with current EU
policies, as reflected in EU 2020; the ET 2020 agenda and the renewed Lisbon goals. Less
highly prioritised are impacts in ICT access and skills; crime reduction; health improve-
ment; reducing homeless and the integration of immigrants and ethnic minorities.
Virtually all of the cases had no evidence to assess whether these long-term impacts are
being realised. In almost all cases, the projects reported that ‘it was too early to say’.
However, a number of the initiatives reported evidence of ‘potential impacts’. For ex-
ample, the Notschool project reports that 50% of students entered into further educa-
tion, 26% entered college related employment and 18% entered full time employment.
This suggests that the initiative has contributed investment to young people’s future.
The FreqOut! project reports anecdotal evidence of ‘breaking down the barriers
between different groups’, e.g. inter-generational; gang cultures.’
However, the initiatives survey identified a number of barriers to realising objectives.
The key problems are:
| Getting target groups motivated and then retaining their interest;
| Accessing intermediaries with the skills necessary to deliver objectives;
| |Securing funding and ensuring sustainability;
| Technical problems, associated with: poor equipment; technical support; the rapid
obsolescence of ‘high end’ technologies;
| Getting young people from disadvantaged backgrounds to engage with other young
people from different cultures;
| Managing initiatives and promoting good governance;
70
| Getting innovative and unconventional educational and training initiatives accred-
ited.
8.3 Summary of impacts: general theory of change analysis
In this final section, we provide an integrative summary of the impacts identified from
applying the ‘theory of change’ approach to the case study analysis using a ‘logical mod-
el’. This presents the overall linkages across the case studies as a whole between:
| Objectives and goals,
| The activities planned or being implemented to achieve the objectives and goals,
| The expected outputs associated with the activities,
| The expected outcomes and impacts realised by using the outputs,
| The indicators used to measure the outcomes and impacts,
| The means of verification – the data collected to verify indicators.
Key objectives / goals Key activities Key outcomes Key expected impacts
Reduce isolation Awareness-raising and
communication
Counselling & Personal
development
Social interaction
Improve social skills and
social interaction
Integration of isolated
and IEM
Increase social cohesion
and social capital
Educational re-insertion Training
Counselling & Personal
development
Re-engagement in edu-
cation and training
Supporting and improv-
ing lifelong learning
Improve well-being Counselling & Personal
development
Social interaction
Improve social skills and
social interaction
Improve physical, psy-
chological and emotional
well-being
Improve health
Increase employability Training
Counselling & Personal
development
Improve technical skills
and digital literacy
Find new employment
Increasing employment
Table 11: Summary of case study results based on ‘theory of change’ analysis
As table 11 shows, the case studies have identified four main clusters of objectives of
‘Learning 2.0 for inclusion’. These are associated with a set of implementation activities
that are to some extent common across the different objectives clusters. The four sets
of objectives are in turn linked to four main sets of outcomes and expected impacts.
However, the case study analysis suggests that most initiatives have not clearly identi-
fied the indicators and means of verification that are required to assess the extent to
which and in what ways these outcomes and impacts are being achieved. Therefore
these aspects are not included in the table.
71
72
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Against the background of the increasing penetration of social computing and social networking into all aspects of modern life, the Links-up project investigates whether and under what circumstances ‘Web 2.0’ technologies can support lifelong learning for people who experience social exclusion or who are ‘at risk’ of social exclusion.This report, which covers the initial phase of the two-year project, draws together the evidence from research studies, evaluations and case studies of initiatives to present the main features of the ‘landscape’ of ‘Web 2.0 for inclusive learning’.
Links-up identifies ‘what works for whom under what circumstances’ and con-siders how the outcomes and impacts of using Web 2.0 for inclusive learning can be measured. Finally, on the basis of the ‘lessons learned’ and the pitfalls experienced in developing and implementing Web 2.0-based support for excluded groups, the Report provides practical recommendations for policy- makers and practitioners in order to help make future programmes and projects in this field more effective.
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This project has been funded with support from the European Commission. This publication refl ects the views only of the author(s), and the Commission cannot be held responsible for any use which may be made of the information contained therein.
Learning 2.0 for an Inclusive Knowledge Society – Understanding the Picture
Photos: Fotolia.com © Coka, Franz Pfl uegl, Jason Sitt, Miroslav, Mosquidoo, Yvonne Bogdanski
Edited by Guntram Geser, Salzburg Research
Authors: Davide Calenda, Clare Cullen, Joe Cullen, Thomas Fischer, Guntram Geser, Renate Hahner, Martijn Hartog, Damian Hayward, Wolf Hilzensauer, Else Rose Kuiper, Veronique Maes, Bert Mulder, Katharina Nasemann, Sandra Schön, Diana Wieden-Bischof
www.links-up.eu