ICT 20 and 21 - Pelegrin - Ideal-ist

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ICT work programme 2014-2015
ICT 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
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Technology is disrupting Education (MOOCs, Cloud, tablets,)
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Changes in education – open , flexible access to learning, 24/7
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Demands for 21st century skills
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Demand for learning and training that is responsive and adaptive
to needs of learners
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Opening Up Education initiative
Objective
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Development & Integration of digital technologies for learning
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Building blocks of the digital learning ecosystem
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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)
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•
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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)
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Devices & Software
Joint Specifications& procurement
3
Technologies for better human
learning and teaching
ICT 20 – 2015 – Call 2 (b&c)
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
ICT work programme 2014-2015
ICT 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
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Support R&I on digital games applied in non-leisure contexts for
the emergence of a prospering market
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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
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Increase collaboration between industry & research community,
intermediaries and users
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Increase effectiveness of Digital games;
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people with disabilities
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risk of exclusion
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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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