The results of the Adapptive project are numerous.  
A summary by target group

+400 Students reached in this project

By the end of the project, more than 400 students demonstrated:
- Improved academic levels in reading

- More positive attitudes toward reading

- Comparable executive functioning

39 Teachers reached out to +500
other teachers

- Gained increased knowledge about reading disabilities (including dyslexia) 


- Developed professional and acquired skills for Digital reading instruction put in link


- Gained hands-on experience with differentiated teaching strategies, integrating them into their regular lessons.

- 
Experienced the benefits of working in national and international peer groups (CoP’s) - including with school professionals such as ICT coordinators, teaching assistants and policy staff.

- 
Developed more awareness on broader issues such as equity, learning differences, and inclusive education.

2 Dyslexia centres 
and 5 Academics reached more than a 1000 stakeholders across Europe through 16 EU wide conferences

- Gathered further evidence on the benefits of gamification in learning—insights that will be explored further by DYS-centrum and other academic partners.


- Are more equipped to adopt more flexible, practice-oriented, and non-intrusive methods to monitor and analyze COPs, Teacher and  learner progress caused by the use of Digital tools.


- Disseminated project results in 16 conferences reaching more than a 1000 stakeholders across Europe.

- Our game developers developed recommendations for anyone who’s in the field of creating educational apps.

3 game developers piloted top level reading-apps and:

- Developed, in collaboration with teachers, physical game materials and digital whiteboard lessons for the Klankr8 game. These resources were aligned with classroom instruction to optimize learning outcomes. 


- (Karaton) held close relations with teachers in Belgium which led to a two-way improvement of the game-app’s quality and learner’s experience. 


- (Lexia) gained data on learner’s progress which they’ll use to optimize their game-app.

Supporting documents

The many project findings were dissemminated to a range
of interested stakeholder groups, view below.

Teachers and school communities

- Website
- Infographs
- CoP Reports
- Social media posts
- Publication in Teachers/school networks
- Results Final Project Event

Academics and Assistants in universities and dyslexia centres

- Literature study
- Dissemination in Journals
- Presentations at national and international conferences4
- Final Report with recommendations

Education Technology companies Recommendations

- Item 1
- Item 2
- Item 3