For a better Learn

“The tones and features of the physical environment are more than cosmetic. They affect the mood, motivation, and vitality of the whole school community”.

Ken Robinson – Creative School

School tends to be standardized: lessons are set more or less in the same way, based on common programs, in environments which are mainly the same. At last, we can make teaching flexible in real time and in space, connecting and involving thousands of trainers in active listening and in real time with thousands of students, and then transport this richness into concrete places where the educational process takes place every day.  

We have the tools to change the view to start visualizing a school in which learning time and methods guide teaching ones, not vice versa. 

Realizing the ideal school does not mean planning new spaces, but does mean designing the real learning experience which these same spaces must integrate. Today, thanks to the convergence between the real world and the digital one, we are able to adopt an approach that is based on a learning experience design and, in this way, make school a “hybrid environment” constantly evolving around many learning moments, and a “sensitive place”,  able to constantly accompany and support different needs – social, environmental, spatial, technological, emotional – which an educational experience demands.   

Our approach


Our aim is to design learning experiences around desires, emotions and needs expressed by the student.  


Designing “personas”

the profile of the protagonists of the learning experience: teachers, admin staff, and, above all, students, with their biographical details, temperaments and their multiple intelligences.



The Experience Journey

is the “story of the link” students/school/service which is manifested in different moments of the learning process, each time a relationship (touch point) is established with the education context.  


The Journey Map 

 is the graphic picture which represents this story. At the center is the experience of the student understood as a complex universe of actions, reactions, emotions, difficulties, trust and relations.  



the Feel Map 

represents the emotional baggage that each person carries, regarding significant events which happen during the journey.


The Empathy map 

is the collaboration tool, the emotional graph of relations with the actors of the educational environment, which allows for a shared exploration of the pain and gain of the learning process.  



2. The Activity Based Learning-place (ABL)

Through the learning journey map, the places of learning are designed in relation to the value generated and to the activities actually carried out by the students, following a tendency which is seen in workplaces – generically speaking– evolving towards a consumer-type approach, where the convergence of the two worlds, the real and the digital, make the daily experience more attractive, emotional and personal.  
With this approach and the platform supporting it, the educational place – understood as the interaction between space, time and activity of the person – is reactive to the student needs and  proactive, since it is able to provide, on a one to one basis, each member of the school environment with the best and most attractive ways to live the learning experience more fully and emotionally.  

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