ICT 24

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ICT22 – 2016: Technologies
for Learning and Skills
ICT24 – 2016: Gaming and
gamification
Francesca Borrelli
DG CONNECT
G4 Youth, Skills and Inclusion
Modernization of Education
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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.
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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
RTD in Technology Enhanced Learning
• 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
Technology Enhanced Learning
Objectives:
• Research and Innovation:
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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
FP7 TEL
Intelligent
Tutoring:
• Praise
• Emote
• Intuitel
• ILearnRW
Workplace
learning in SMEs
and PA:
•SME:
• E2LP
• JUXTALEARN
• weSPOT
• iTalk2Learn
•LearnPad
•EAGLE
•EmployID
• Go-Lab
ICT - enabled
learn. Env. (PCP):
•Imale
•LAYERS
•TELL ME
•PA:
Remote
laboratories:
STEM
Competitions
•Tell US
Learning
Analytics:
•WatchMe
•Leas' Box
•Lace
•Pelars
Creativity
• Citizen
Cyberlab
• C2LEARN
• Collage
• IdeaGarden
Exploratory
Activities:
•We.LEARN.IT
•HOTEL
•LSL
Innovation in education CIP TEL + FP7
Projects
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
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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
Learning Analytics TEL
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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
H2020 – ICT - 2015 outcomes
12 projects to start in Dec 2015 / Feb 2016
1. interactive, assistive, self-learning, augmented-feedback, and socialaware 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;
ICT-22-2016: Technologies for
Learning and Skills
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
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:
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Easy creation, mix and re-use of content, services, applications and
contextual data for interactive learning processes;
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New learning experiences and experimentation;
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Innovative educational support services (e.g. learning analytics collecting,
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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 & Innovation
Technologies 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
H2020
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:
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C2Learn – www.c2learn.eu
Tardis - http://public.tardis-project.eu/
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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
ICT-24-2016: Gaming and gamification
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 nonentertainment 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 nonleisure 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
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Budget :€11million expected proposals of €1million
Topic
Deadline
Budget
ICT 22 a 20 October 2015
12 April 2016
20M
ICT 22b 20 October 2015
12 April 2016
11M
12 April 2016
11M
ICT 24
Opening
20 October 2015
(5pm BRUXELLES time)
Thank You
and
see you tomorrow morning
21/10/2015 09:00-10:30
Delivering Digital Skills and Learning
Session 4T - Auditorium 8
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