All the R&D outputs from our projects, eg context, objectives, methodology, results from trials, lessons learnt, development potential. Click on the project names or images for further background details on each one.
This project researches adult learners' needs and aspirations and the role of digital technologies in supporting these activities.
Adult Informal Learning report for educators (265kb pdf)
Adult Informal Learning policy recommendations report (81kb pdf)
Adult Informal Learning poster:
order online or download pdf version (1.2mb pdf)
Astroversity is a multiplayer game that enables children to take on collaborative problem-solving roles in a scenario set in outer space.
Astroversity research report (642kb pdf)
The Create-A-Scape website offers inspiration, free software and guides for teachers and pupils to start using mediascapes.
Create-A-Scape evaluation report (378kb pdf)
The goal of Debating the Evidence is to create a safe environment that encourages students to critically evaluate and discuss scientific evidence.
Debating the Evidence research report (422kb pdf)
The Enquiring Minds guide gives a description of the project and its philosophy, as well as practical advice about how to use the approach in the classroom.
Enquiring Minds guide (2.8mb pdf)
Year 4 report (418kb pdf)
Fizzees (Physical Electronic Energisers) is a prototype project that enables young people to care for a 'digital pet' through their own physical actions.
Fizzees 'mini' report (291kb pdf)
Fizzees context paper (260kb pdf)
Fountaineers is a prototype project which engages pupils and staff in a primary school as co-designers of an interactive and programmable water fountain.
Fountaineers case study (2) (867kb pdf)
Fountaineers case study (1) (1.3mb pdf)
Future Landscapes is an interoperable, responsive tool that allows young people to discuss and represent ideas about humans' influence on future landscapes.
Future Landscapes context paper (160kb pdf)
Future Landscapes research report (725kb pdf)
The aim of this project is to stimulate discussion about using computer games for learning, and to identify challenges, opportunities and practical actions.
Games and Learning report for educators (268kb pdf)
Games and Learning policy recommendations report (91kb pdf)
Games and Learning survey analysis (344kb pdf)
Games and Learning poster:
order online or download pdf version (1.2mb pdf)
The Futurelab Innovations Workshops bring experts together to investigate how new technologies can impact upon learning in 5, 10 and 15 years' time. A number of reports can be found in the Innovations Workshops outcomes section.
Iya-ola is a collection of language learning games with a difference: the player can only progress through collaborating with a learner in a different country.
Iya-ola research report (149kb pdf)
Jungulator is a self-generative audio and video tool which allows students to input, manipulate and output self-generative audio and visual material in real-time.
Jungulator 'mini' report (227kb pdf)
Jungulator research report (780kb pdf)
Jungulator trials report (145kb pdf)
The Language Train aims to create engaging tasks for students aged 5-11 to practice phoneme recognition, by modelling different versions of words in Spanish.
Language Train research report (156kb pdf)
The aim of this project is to provide greater understanding of learning in families, and to explore the potential of digital technologies to support this learning.
Learning in Families educators report (368kb pdf)
Learning in Families policy recommendations report (91kb pdf)
Learning in Families poster:
order online or download pdf version (843kb pdf)
MediaStage is a fully immersive 3D production studio that puts control of scenery, props, actors, cameras and lights into the hands of learners.
MediaStage research report (118kb pdf)
Moovl is an interactive unique online tool which allows children to create images that move according to the dynamics of a simple set of physics rules.
Moovl research report (3mb pdf)
Mudlarking in Deptford is a re-imagining of the traditional guided tour which empowers young people to engage creatively with the built environment.
Mudlarking in Deptford 'mini' report (280kb pdf)
This seminar series aimed to map out the contours of a future personalised approach to learning and to examine the potential applications of technology within this landscape.
Seminar 1 provocation paper (172kb pdf)
Seminar 1 report (265kb pdf)
Seminar 2 provocation paper (192kb pdf)
Seminar 2 report (182kb pdf)
Seminar 3 provocation paper (193kb pdf)
Seminar 3 report (195kb pdf)
The Pleasurable Cities project is an investigation into how everyday technologies might be used to create a dialogue between young people about their local community spaces.
Pleasurable Cities discussion paper (403kb pdf)
Power League is a web-based voting tool that can be used across the curriculum, acting as a stimulus for discussion by enabling users to create leagues based on collective votes.
Power League 'mini' report (200kb pdf)
Power League research report (772kb pdf)
A review and consultation project commissioned by the QCA from Futurelab, looking at developing young people’s personal skills and competencies.
QCA Personal Skills and Competencies Review report and ways forward (802kb pdf)
This project is developing an edition of Racing Academy for use in Further Education (FE) and Higher Education (HE).
Racing Academy FE/HE edition research paper (829kb pdf)
Savannah is a strategy-based adventure game where a virtual space is mapped directly onto a real space.
Savannah research report (477kb pdf)
The Space Mission: Ice Moon project puts pupils in the roles of scientific experts in an Emergency Response Team after a disaster in space.
Space Mission: Ice Moon 'mini' report (443kb pdf)
Space Mission: Ice Moon research report (726kb pdf)
Space Signpost is a new approach to public understanding of science that allows people to explore the solar system while standing in the street.
Space Signpost 'mini' report (280kb pdf)
Space Signpost research report (356kb pdf)
This project investigates the capacity of teachers as innovators in teaching and learning with digital resources. A number of stories of innovative practice can be found in the Teachers as Innovators project pages.
Teaching with Games was a year-long project investigating the place of mainstream commercial computer games in the classroom.
Teaching with Games: Final report (1mb pdf)
Teaching with Games: Guidance for Educators (337kb pdf)