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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.

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Presentation on theme: "ICT22 – 2016: Technologies for Learning and Skills ICT24 – 2016: Gaming and gamification Francesca Borrelli DG CONNECT G4 Youth, Skills and Inclusion."— Presentation transcript:

1 ICT22 – 2016: Technologies for Learning and Skills ICT24 – 2016: Gaming and gamification
Francesca Borrelli DG CONNECT G4 Youth, Skills and Inclusion

2 Modernization of Education
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.

3 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

4 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 : 10 projects starting December 2015 – February 2016

5 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

6 FP7 TEL Learning Analytics: Exploratory Activities:
Intelligent 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

7 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 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

8 Learning Analytics TEL
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

9 H2020 – ICT outcomes 12 projects to start in Dec 2015 / Feb 2016 interactive, assistive, self-learning, augmented-feedback, and social-aware systems for music teaching; social robot assisted language learning and tutoring; multi-modal/multi-sensory interaction technologies and advanced immersive real-time training interfaces for dance students; personalised learning environment, based on social network analysis and AI planning, for learning opportunities for career development; technology for robust, context-sensitive, multimodal and naturalistic human-robot interaction (HRI) for enhancing the social imagination skills of children with autism; wearable TEL platform to accelerate how to identify, acquire and exploit skills valued by industry;

10 H2020 – ICT outcomes 12 projects to start in Dec 2015 / Feb 2016 learning analytics for advancing informal/collective learning in online social environments adaptive trust-based e-assesment system for learning; networked labs for training in sciences and technologies for information and communication product-system for vocational training and mainstream education for both individuals with an intellectual disability and non-diagnosed ones large-scale piloting of a digital learning platform that blend physical and digital spaces; large-scale pilots for collaborative OpenCourseWare authoring, multiplatform delivery and learning analytics;

11 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

12 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

13 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

14 Budget € 20 million expected proposals €5 million
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

15 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

16 ICT-24-2016: Gaming and gamification

17 Game Application are becoming fully embedded into our daily lives

18 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: C2Learn – Tardis -

19 19 key partners from 10 European countries RAGE will deliver:
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

20 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 non-entertainment contexts Obstacles: Fragmentation of markets and research communities. Slow time to market for SMEs.

21 Budget :€11million expected proposals of €1million
ICT : 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

22 Topic Opening Deadline Budget
(5pm BRUXELLES time) Budget ICT 22 a 20 October 2015 12 April 2016 20M ICT 22b 11M ICT 24

23 Delivering Digital Skills and Learning
Thank You and see you tomorrow morning 21/10/ :00-10:30 Delivering Digital Skills and Learning Session 4T - Auditorium 8


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