ICT22 2016: Technologies for Learning and Skills ICT24 ... · 8. adaptive trust-based e-assesment...

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ICT22 – 2016: Technologies for Learning and Skills ICT24 – 2016: Gaming and gamification Marco Marsella DG CONNECT G4 Youth, Skills and Inclusion

Transcript of ICT22 2016: Technologies for Learning and Skills ICT24 ... · 8. adaptive trust-based e-assesment...

Page 1: ICT22 2016: Technologies for Learning and Skills ICT24 ... · 8. adaptive trust-based e-assesment system for learning; 9. networked labs for training in sciences and technologies

ICT22 – 2016: Technologies for Learning and Skills

ICT24 – 2016: Gaming and gamification

Marco MarsellaDG CONNECT

G4 Youth, Skills and Inclusion

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Modernization of Education

• Connected Classrooms

• New Role of teachers/agents of changes

• 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.

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Policy background

• 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

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• 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: 12 projects starting December 2015 – February 2016

RTD in Technology Enhanced Learning

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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

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FP7 TELIntelligent Tutoring:

• Praise

• Emote

• Intuitel

• ILearnRW

STEM

• E2LP

• JUXTALEARN

• 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

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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

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• 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

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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

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12 projects to start in Dec 2015 / Feb 2016

7. learning analytics for advancing informal/collective learning in online social environments

8. adaptive trust-based e-assesment system for learning;

9. networked labs for training in sciences and technologies for information and communication

10.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

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Overall Aim:

Promote modernization and excellence in education and training through pervasive access to digital learning and 21st century skills

Scenario:

• 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

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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

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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

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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

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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

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ICT-24-2016: Gaming and gamification

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Game Application are becoming fully embedded into our daily lives

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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 centreintegrating, harmonizing and coordinating research on Serious Games

• Others:• C2Learn – www.c2learn.eu

• Tardis - http://public.tardis-project.eu/

H2020

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• 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

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Overall Aim

To 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

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• 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

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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

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Thank You