Knowledge Services/Products

ResearchBridge enhances knowledge transfer by helping researchers create industry-aligned profiles on platforms like LinkedIn and ETIS, addressing gaps in showcasing essential EdTech skills. By fostering collaboration between academia and the EdTech industry, it supports innovation and strengthens the EdTech Talents ecosystem.
https://www.preprints.org/manuscript/202409.1338/v1
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ProjectAcademy is an innovative platform that equips university researchers and companies with practical skills to secure Horizon Europe and local funding through engaging microlearning modules. By bridging the gap between academia and funding, it offers a transformative approach to mastering funding opportunities while fostering a collaborative EdTech community.
https://edtechtalents.eu/results/knowledge-services/project-academy/
DigiEduEcoGuide is a learning technology consultancy service for EdTech companies for localisation and integration of their services into a digital learning ecosystem in a specific national context, taking into account international learning technology standards (xAPI, LTI, QTI, LRMI), digitally modeled national curriculum (domain & learner models) and other EdTech services that are widely used in the local ecosystem (e.g. education management information system, school information systems, exam information system, learning management systems) and specific pedagogical approaches prioritised by the national education policies in a given country. Specific focus is on EdTech services targeting mathematics, computing and STEM/STEAM education domain in primary and secondary schools.
“Find out what happened?” is a serious gaming solution to practice investigative interviewing skills of law enforcement personnel.
Decision Maker (https://decision-maker-lemon.vercel.app). A mobile app for supporting decision-making. The current prototype is web-based and applies the AHP decision model. The app is designed specifically for use during project management courses or training to evaluate project ideas. Still, it can be used widely during every project or everyday life to support decision-making.
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MitiGate – a game about risk management. The game has online (https://dlg.tlu.ee/mitigate/) and tabletop versions. Online games will be used for table game dissemination. The table game will be used during the project management courses to teach the concepts and tools of risk management. A simplified card game will be designed to be suitable for playing for professionals (risk management kick-off meeting or icebreaker activity) or recreational activities. The game supports knowledge transfer among group members through discussion.
Map of researchers’ services. Mapping the competencies and collaboration opportunities of Early Childhood Education researchers at Tallinn University and defining the services offered to EdTech companies.
Methodology development for green skills/sustainability diagnostics of organisations and competence-building of empoyees through lifelong learning programmes. The knowledge service includes: practical concept development, hybrid solution for competence-building on green skills.
“Fastest way” is a game-based solution to develop and study students systems thinking skills.

The EdTech Virtual Talents Pool is a platform that connects academic researchers with EdTech companies to enable collaboration, knowledge services, and innovation development. It supports the creation and scaling of research-driven EdTech solutions through Virtual EdTech Incubators, talent profiles, and cross-sector networking.
https://sites.google.com/view/edtech-talents-virtual-talents/home
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Digital Services in Publishing provide end-to-end support for converting, distributing, and managing digital academic and professional content across platforms and formats. They enable authors and publishing organizations in the EdTech ecosystem to publish and disseminate content globally through streamlined workflows such as content digitization and submission management system.
The Usability Platform Test is a comprehensive usability-evaluation tool specifically created for EdTech applications entering new markets. It guides companies through a structured, multistage process of assessing user experience, navigation, satisfaction, accessibility and culture-fit of their learning platforms across geographic and linguistic boundaries.
https://usabilityplatformtest.com/home
A blockchain-based application for validating university degrees enables fast, secure, and global verification of academic credentials. Unlike today’s slow, manual, and nationally fragmented validation processes, the system allows universities to record degree data on an immutable blockchain and provides employers and institutions with a public interface to instantly confirm authenticity. This shifts verification authority back to universities, reduces fraud, and strengthens trust in academic qualifications worldwide.
The Dangerous Good Course is an advanced educational program developed in collaboration with colleagues from the Blinc Institute, designed to provide comprehensive training and certification for professional drivers and students in line with the latest Europe standards.
https://moodle.level5.eu/course/index.php?categoryid=39
Technology-Enabled Project Management Game focuses on designing an immersive, learning-by-doing simulation game that teaches project management principles through interactive scenarios, real-world industry cases, and AI-driven feedback. In parallel, the project seeks to identify and leverage national and international funding frameworks that support co-creation between universities and industry partners, enabling scalable innovation, piloting with companies, and integration of the game into higher education and corporate training environments.
The Blockchain Academic Progress Tracker securely records every stage of a student’s academic journey, from enrollment to graduation, on an immutable decentralized ledger. It prevents manipulation of academic records by storing course completions, exam results, and yearly progression transparently, and enforces a minimum duration of study to ensure degrees cannot be earned through improper shortcuts. With a secure verification interface for universities, employers, and institutions, the solution protects the integrity of academic credentials and restores trust in higher education records.
ESG training platform is a solution that integrates global ESG standards, competency-based learning paths, and data-driven performance dashboards, enabling organizations to upskill their workforce in sustainability through measurable, adaptive, and scalable digital learning. By combining EdTech innovation with corporate ESG training needs, the platform bridges academia and industry, supporting capacity building, compliance readiness, and continuous professional development in a technology-enabled format.
Training Program Authoring Copilot is an AI-supported service that enables rapid development of high-quality training programs. It combines the expertise of trainers, instructional designers, and subject-matter specialists with a coordinated ecosystem of specialized LLM agents that support every stage of instructional design, from defining learning objectives and structuring knowledge to generating and refining learning activities and materials. Rather than replacing human judgment, it accelerates routine authoring tasks, ensures pedagogical consistency, and enables fast iteration cycles, allowing organizations to design or update complete training programs within days instead of months while staying aligned with evolving job requirements.
EdTech Research-to-Market Consulting helps transform research-based learning technologies and pedagogical innovations into market-ready EdTech products. The service supports the full commercialization pathway — including market validation, TRL assessment, value proposition and business model development, and go-to-market strategy — along with guidance on IP protection, financial planning, and partnerships with investors and education sector stakeholders. By bridging academic research and the EdTech marketplace, it accelerates the journey from laboratory to classroom and enables evidence-based solutions to scale sustainably.

Team building and personal soft-skill development program to overcome Z generation vs X,Y generation conflicts.
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