ICT work programme 2014-2015ICT 20
Technologies for better human learning and teaching
Juan Pelegrin (Unit G.4 - Inclusion, skills & youth)
Technologies for better human learning and teaching ICT 20 – 2015 – Call 2
Rationale/ Context
• Technology is disrupting Education (MOOCs, Cloud, tablets,) • Changes in education – open , flexible access to learning, 24/7• Demands for 21st century skills • Demand for learning and training that is responsive and adaptive
to needs of learners• Opening Up Education initiative
Objective
• Development & Integration of digital technologies for learning • Building blocks of the digital learning ecosystem• Boost European market for and innovation in educational
technologies
2
Technologies for better human learning and teaching ICT 20 – 2015 – Call 2 (a&d)
Research & Innovation projects on Smart Learning Environments
(Budget: 9 MEUR)
• Adaptive and personalised learning & assessment• Multi-modal/sensory interactive technologies / Advance interfaces• Capacity building & Networking• Multidisciplinary, (neuroscience, learning theories, educational
psychology)• Application: formal & informal education (incl. Workplace learning)
Public Procurement (PPI)(Budget: 15 MEUR)
• Devices & Software• Joint Specifications& procurement
3
R&I projects on Learning Digital Platform(Budget: 5 MEUR)
• To provide framework & roadmap for stakeholders
• Innovative technologies for learning • Learning analytics, mobile learning, Standards,
Adaptation to learning scenarios
Innovation actions on Large Scale Pilots(Budget: 23 MEUR)
• Support large scale pilots in real settings:• Solution& services for learning & teaching • Specific target:
• Adults & Children with mental/physical disability• Lifelong learning• Vocational training
4
Technologies for better human learning and teaching ICT 20 – 2015 – Call 2 (b&c)
ICT work programme 2014-2015ICT 21
Advanced digital gaming/ gamification technologies
Juan Pelegrin (Unit G.4 - Inclusion, skills & youth)
Advanced digital gaming/ gamification technologies ICT 21 – 2014 – Call 1
Challenge
• Support R&I on digital games applied in non-leisure contexts for the emergence of a prospering market
• Requiring development of new methodologies and tools to produce, apply and use digital games and gamification techniques in non-leisure contexts, as well as building scientific evidence on their benefits - for governments, enterprises and individuals
Objective
• Increase collaboration between industry & research community, intermediaries and users
• Increase effectiveness of Digital games; • people with disabilities• risk of exclusion• unsuited for education
6
Advanced digital gaming/ gamification technologies ICT 21 – 2014 – Call 1 (a)
R&I projects on advanced digital gaming technologies and components
(Budget: 9 MEUR)
• Game engines, emergent narrative, virtual characters, interaction systems and alternative human-machine interfaces, 3D, textures, etc.
• Leading to a repository of core reusable, open components • Enabling specific games applications in non-leisure
contexts
7
Advanced digital gaming/ gamification technologies ICT 21 – 2014 – Call 1 (b)
Innovation actions on advanced digital gaming technologies and components
(Budget: 8 MEUR)
• Innovation actions to stimulate technology transfer and new non-leisure applications by SMEs traditionally working on digital games
• Coordinating and incubating small scale experiments• For learning and skills acquisition, and for empowerment
and social inclusion
8
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