ict22 – 2016: technologies for learning and skills ict24 – 2016: gaming and gamification...

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ICT22 – 2016: Technologies for Learning and Skills

ICT24 – 2016: Gaming and gamification

Francesca BorrelliDG CONNECTG4 Youth, Skills and Inclusion

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Modernization of Education

• Connected Classrooms• New Role of teachers/trainers and pupils/trainers• Educational games• Massive Open Online Courses (MOOCs) • Personalised and adaptive learning • Open Educational Resources (OER)

GOAL: Inclusive digital learning for all - Europe's youth, workers and citizens - to get the knowledge and skills to work and live in the 21st century.

Current Scenario: Policy

• Günther Oettinger- Commissioner for Digital Economy and Society Mission: "…… to reinforce digital skills and learning across society, with a view to empowering Europe’s workforce and consumers for the digital era"

• Opening up Education (Connect /EAC) action plan to tackle digital problems which are hampering schools and universities from delivering high quality education and the digital skills which 90% of jobs will require by 2020

• H2020 and FP7 invested about €220 million for technology enhanced learning through 60 projects in all contexts of learning from schools to higher education, workplace learning and life-long learning

• Call H2020-ICT-20-2015: 10 projects starting December 2015 – February 2016

RTD in Technology Enhanced Learning

Objectives:• Research and Innovation:

• Intelligent Tutoring• Inquiry Approach Learning• Technologies for STEM• Remote laboratories• Workplace learning in SME's and public Administration• New Learning Environments and Future Classroom • Learning Analytics

• Innovation Actions: • MOOC / Open resources aggregators • Large Scale Experimentation Scenarios

Technology Enhanced Learning

FP7 TELIntelligent Tutoring:

• Praise• Emote• Intuitel• ILearnRW

STEM

• E2LP• JUXTALEAR

N• weSPOT• iTalk2Learn

Remote laboratories

:• Go-Lab

Creativity

• Citizen Cyberlab

• C2LEARN• Collage• IdeaGarden

Workplace learning in

SMEs and PA:

• SME:• LAYERS• TELL ME

• PA:• LearnPad• EAGLE• EmployID

ICT - enabled learn. Env.

(PCP):

• Imale

• Tell US

Learning Analytics:

• WatchMe• Leas' Box• Lace• Pelars

Exploratory Activities:

• We.LEARN.IT• HOTEL• LSL

Competitions

Mainstreaming ICT in schools

• ODS: community building among numerous schools of Europe and empower them to use, share and exploit unique resources from a wealth of educational repositories.

• Inspiring Science: large-scale pilots to stimulate and evaluate innovative use of existing eLearning tools and resources

• Go-LAB: repository for online labs and inquiry scaffolds, authoring facilities to create personalized Inquiry Learning Spaces for science education in schools.

• ITEC: sustainable model for fundamentally redesigning teaching and learning.

MOOCS• ECO: leading-edge technology to create a combined MOOC platform – based

on individual platforms and resources

• EMMA: unique platform to support ICT-based innovation in higher education through the large-scale piloting of MOOCs on different subjects

Innovation in education CIP TEL + FP7 Projects

• LACE: learning analytics community exchange• Pelars: learning analytics in STEM education• Wespot: learning analytics in inquiry learning• Watchme: e-portfolio and student-modelling for workplace learning• EMMA: European MOOC platform, supporting learning analytics• Intuitel: automatic reasoning and pedagogic models as add-on to

existing LMS, semantic technology (ontology)• Lea’s Box: tools for competence-centered multi-source learning

analytics• Next Tell: learning analytics dashboard for teachers• Tellme:  SME learning. Platform for learning analytics: Crunch.• MIRROR: platform for reflective learning at the workplace• Praise: Music education - audio analysis, gesture analysis

Learning Analytics TEL

12 projects to start in Dec 2015 / Feb 2016 1. interactive, assistive, self-learning, augmented-feedback, and social-

aware systems for music teaching; 2. social robot assisted language learning and tutoring; 3. multi-modal/multi-sensory interaction technologies and advanced

immersive real-time training interfaces for dance students; 4. personalised learning environment, based on social network analysis

and AI planning, for learning opportunities for career development;5. technology for robust, context-sensitive, multimodal and naturalistic

human-robot interaction (HRI) for enhancing the social imagination skills of children with autism;

6. wearable TEL platform to accelerate how to identify, acquire and exploit skills valued by industry;

H2020 – ICT - 2015 outcomes

12 projects to start in Dec 2015 / Feb 2016 7. learning analytics for advancing informal/collective learning in online

social environments8. adaptive trust-based e-assesment system for learning;9. networked labs for training in sciences and technologies for

information and communication10.product-system for vocational training and mainstream education for

both individuals with an intellectual disability and non-diagnosed ones

11.large-scale piloting of a digital learning platform that blend physical and digital spaces;

12.large-scale pilots for collaborative OpenCourseWare authoring, multiplatform delivery and learning analytics;

H2020 – ICT - 2015 outcomes

Overall Aim:Promote modernization and excellence in education and training through pervasive access to digital learning and 21st century skillsScenario:• New interactions between formal and informal learning,

changing role of teachers, social media, students attitudes, strong demand innovation

Obstacles:• Silo-products, low interoperability, no cross-border adoption

ICT-22-2016: Technologies for Learning and Skills

Challenges • Creation of an innovation ecosystem that facilitates open,

more effective and efficient co-design, co-creation, and use of digital content, tools and services for personalised learning and teaching.

• And which allows co-creation and co-evolution of knowledge and partnerships to develop the appropriate components, services and leading learning technologies, which will empower teachers and learners and facilitate innovation in education and training

ICT-22-2016: Technologies for Learning and Skills

a. Innovation Action• Develop and test open, interoperable components for a flexible,

scalable and cost effective cloud-based digital learning infrastructure for primary and secondary education (K12)

• Personalised, collaborative or experimental learning and skills validation

Solutions should enable:• Easy creation, mix and re-use of content, services, applications and

contextual data for interactive learning processes; • New learning experiences and experimentation;• Innovative educational support services (e.g. learning analytics collecting,

storing, sharing learner data in a systematic, secure way)

Solutions should:• Have clearly defined learning context, integrate dynamic real-time

assessment of learner's progress; • Be tested through very large pilots in several European countries

a. Innovation Action

Expected Impact• Availability of new, open cloud-based components, tools and services

for use in digital learning scenarios; • Increased cross-border availability and wider adoption of education

technology • More efficient and effective learning• Scalable solutions, capable of reaching very large numbers of schools

and students, and deliver social innovation in education.

Budget € 20 million expected proposals €5 million

b. Research & InnovationTechnologies for: • deeper learning of Science, Technology, Engineering,

Mathematics, combined with Arts (STEAM) improving the innovation and creative capacities

of learners and supporting the new role of teacher as a coach of the learner

Activities cover:• Foundational research and/or component and system level

design with pilot testing to support (user-driven) real-life intervention

strategies with new enabling technologies

•Budget € 11 million expected proposals of €2.5 million

ICT-24-2016: Gaming and gamification

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Game Application are becoming fully embedded into our daily lives

Baseline• Research and Innovation Action:

• Rage (9M) Realising an Applied Gaming Eco-System will deliver advanced software modules for developing applied games easier, faster and more cost-effectively. The online Ecosystem allows access to software modules, services and knowledge resources

• Gala (Network of Excellence) Games and Learning Alliance contributed in building a European virtual research centre integrating, harmonizing and coordinating research on Serious Games

• Others:• C2Learn – www.c2learn.eu• Tardis - http://public.tardis-project.eu/

H2020

• H2020 ICT 1 – 2014 RIA - 9M€ budget• 19 key partners from 10 European countries• RAGE will deliver:

• advanced software modules for developing applied games easier, faster and more cost-effectively• Up to 40 software modules; easy integration; • Interoperability across platforms, programming languages, engines

• Large scale pilots for empirical validation• Targeting social skills / employability skills

• Online Ecosystem : Centralised access to software modules, services and knowledge resources• Applied Games resources ; Repository infrastructure

• Business plan for sustained exploitation

Overall AimTo mainstream the application of gaming technologies, design and aesthetics to non-leisure contexts, for social and economic benefits.Current Scenario:• Fast growing games business, but entering at significant lower scale non-

entertainment contexts

Obstacles:• Fragmentation of markets and research communities. Slow time to

market for SMEs.

ICT-24-2016: Gaming and gamification

• Technology transfer through small scale experiments applied to non-leisure situations and scenarios for training and motivational purposes

Activities shall integrate:• Contributions from game developers, researchers from social science

disciplines and the humanities, publishers, educational intermediaries and end-users

• Work on gaming technologies, learning and behavioural triggers and social science aspects

Budget :€11million expected proposals of €1million

ICT-24-2016: Gaming and gamification

Topic Opening Deadline(5pm BRUXELLES time)

Budget

ICT 22 a 20 October 2015 12 April 2016 20M

ICT 22b 20 October 2015 12 April 2016 11M

ICT 24 20 October 2015 12 April 2016 11M

Thank Youand

see you tomorrow morning 21/10/2015 09:00-10:30

Delivering Digital Skills and LearningSession 4T - Auditorium 8

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