ICT22 – 2016: Technologies for Learning and Skills
ICT24 – 2016: Gaming and gamification
Marco MarsellaDG CONNECT
G4 Youth, Skills and Inclusion
2
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.
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
• 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
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
• 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
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 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
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
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
16
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 centreintegrating, 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 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
• 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 You
Top Related