ELAN
ELAN is a website that shares knowledge, proposes activities and identifies possible sources of technical and financial support for our ELAN’s ecosystem.
THE ECOSYSTEMS AND LIVELIHOODS ADAPTATION NETWORK(ELAN) enhances poor and marginalized people's resilience to the impacts of climate change by integrating ecosystem and right-based approaches into adaptation policies and practices.
ELAN was initiated in the year of 2009, with the partnership between IUCN and WWF.
ELAN is a multilingual website that is currently featured in English, Spanish and French. It is developed in Drupal, a very prominent CMS (Content Management System) that has a large community and plenty of shared open source modules.
A user friendly interface for editing the site content is an asset to the website, as it helps the client to make modification to the content as per their needs. This added advantage to the website decreases its maintenance cost and enhances its usage.
Ecotrail
Ecotrail is a smarter pedagogy to enhance knowledge on ecology in kids and adults in a form of a game with lots of fun and joy!
Ecotrail is a game based application developed for android and iOS based hand-held devices such as Galaxy Tab or iPad. It is a simple and user-friendly game for kids and adults. It works in both the extents – “comprehension and fun.”

Ecotrail is an experimental method that helps in spreading the awareness of ecology in kids and adults. In this application a user has to roll a dice by tapping it and step forward to achieve a fruitful result. During the journey the user has to answer some questions related to ecology-awareness, the correct answer rewards the user by moving a few blocks which helps them move faster and a wrong answer trails the user down. The questions are related to our day to day living. The questions come up with rich graphics to make it an engaging and appealing experience. Ecotrail is interactive, flexible and can be easily played by any age-group of people. The game has a simple yet scalable technical solution. Siince the questions come from a xml driven database, such a game can be re-purposed very easily for any awareness or comprehension based activity. This strategy can be applied to other verticals like re-inforcing mathematics for kids - addition, subtraction etc. or awareness on team-building, customer excellence for corporates. The idea is to learn, comprehend and re-collect something while having fun.
Connect to Protect
Connect to Protect, an online environmental awareness tool for all Nokia employees under the auspices of a WWF (Worldwide Fund for Nature) - Nokia agreement.
WWF and Nokia had ambitious plans for the online tool as a principal channel for environment-related communication to Nokia's employees around the world. How could we help them make employees aware of company environmental policies and their personal impact on the environment, and also develop a better understanding of wider environmental issues, to ultimately reduce their environmental footprint?
Connect to Protect called for a proven instructional strategy: Awareness, followed by Learning, and then Action. In the first stage we simply introduced specific environmental issue and addressed possible user indifference and the myth that individual actions made no difference. Once concern had been developed, we created game-based learning, multimedia presentations, online calculators and other tools to delve deeper on specific issues. We also built a custom Learning and Content Management System to manage the community, including a Leader Board where users could see where they ranked compared to colleagues around the world, and catchy e-cards that were sent out every time a new learning object was added. Finally, in the Action stage, we suggested active steps that users could take at home, at office and with WWF. As a result of this in-depth user engagement, the initiative has been a great success, and is now in its 5th year of operation.
The Technician
Converting soccer drills appearing in the UEFA (Union of European Football Associations) specialized magazine for coaches, ‘The Technician’, into eLearning modules.
A simple adaptation of the print tutorials would be easy. Instead we tried to see what value additions we could apply to make the learning effective and engaging.
The key decision was to look at each drill as a 'nano' learning object, defining a 'nano' as a nugget of learning that meets one or a few learning objectives at a time. Within this conceptual framework we executed each step of the drill as an animation and each drill has detailed explanation of player position, size of the practice area, and drill implementation. Quick self-assessment to check recall of key nuances and a drill-sheet that coaches can download and use in the field, as a job-aid were some of the value adds. What we learned from the project, once again, is that nano learning allows them to cover a few well-defined objectives in a short time, even if they have only a few minutes to devote to the subject at a time.
eAwareness
A multimedia learning program to educate stakeholders about the dangers of doping, created for UEFA (Union of European Football Associations)
How do you persuade performance-obsessed soccer professionals that performance-enhancing drugs aren't a good idea?
The problem with combating doping in sports is that doping drugs work. However these short-term benefits are far outweighed by health risks, and go against the very spirit of sport. To educate players, coaches, and doctors about UEFA's highly technical anti-doping material, we first broke up the content into smaller easy-to-digest sections, and wove the information around real-life scenarios relevant to the target audience’s life. The scenarios were then presented in multimedia modules that combined still photographs, voiceover, video and even celebrity sound bytes. In the face of contradictory information on doping and its all-too-obvious benefits, this multimedia resource has an important role to play. By making technical material readily available as eLearning modules, we created a resource that will serve as a powerful educational tool, for years to come.
SpellWell
SpellWell, a computer-based English spelling game for visually challenged learners.
Good communication skills can make a critical difference in finding employment or getting a promotion, and correct spelling is an important part of written communication. But are the needs of visually challenged learners any different from their sighted counterparts?
Analysis of hundreds of emails and other written communication showed that visually disabled learners make characteristic errors due to their inability to differentiate between homophones, or words that sound the same but are spelled differently (like ‘mourning’ and ‘morning’). Designed to resemble a radio quiz-show, SpellWell game features a number of episodes, consisting of wordlists built around commonly misspelled word categories, based on our research. An interface with large-fonts and high-contrast allows use without a screen-magnifier for low vision users and voice-over did away with the need for expensive screen-reading software for blind users. Finally, we kept SpellWell customizable, so that users could tailor word lists for their specific needs. We'll continue to upgrade SpellWell based on user feedback, but in the meantime it remains a fun spelling game that ensures learners get the help they need.