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 • 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 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 • 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