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

ICT22 – 2016: Technologies for Learning and Skills

ICT24 – 2016: Gaming and gamification

Francesca BorrelliDG CONNECTG4 Youth, Skills and Inclusion

Page 2: 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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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.

Page 3: ICT22 – 2016: Technologies for Learning and Skills ICT24 – 2016: Gaming and gamification Francesca Borrelli DG CONNECT G4 Youth, Skills and Inclusion

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

Page 4: ICT22 – 2016: Technologies for Learning and Skills ICT24 – 2016: Gaming and gamification Francesca Borrelli DG CONNECT G4 Youth, Skills and Inclusion

• 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

RTD in Technology Enhanced Learning

Page 5: ICT22 – 2016: Technologies for Learning and Skills ICT24 – 2016: Gaming and gamification Francesca Borrelli DG CONNECT G4 Youth, Skills and Inclusion

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

Page 6: ICT22 – 2016: Technologies for Learning and Skills ICT24 – 2016: Gaming and gamification Francesca Borrelli DG CONNECT G4 Youth, Skills and Inclusion

FP7 TELIntelligent Tutoring:

• Praise• Emote• Intuitel• ILearnRW

STEM

• E2LP• JUXTALEAR

N• 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

Page 7: ICT22 – 2016: Technologies for Learning and Skills ICT24 – 2016: Gaming and gamification Francesca Borrelli DG CONNECT G4 Youth, Skills and Inclusion

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

Page 8: ICT22 – 2016: Technologies for Learning and Skills ICT24 – 2016: Gaming and gamification Francesca Borrelli DG CONNECT G4 Youth, Skills and Inclusion

• 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

Page 9: ICT22 – 2016: Technologies for Learning and Skills ICT24 – 2016: Gaming and gamification Francesca Borrelli DG CONNECT G4 Youth, Skills and Inclusion

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

Page 10: ICT22 – 2016: Technologies for Learning and Skills ICT24 – 2016: Gaming and gamification Francesca Borrelli DG CONNECT G4 Youth, Skills and Inclusion

12 projects to start in Dec 2015 / Feb 2016 7. learning analytics for advancing informal/collective learning in online

social environments8. adaptive trust-based e-assesment system for learning;9. networked labs for training in sciences and technologies for

information and communication10.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

Page 11: ICT22 – 2016: Technologies for Learning and Skills ICT24 – 2016: Gaming and gamification Francesca Borrelli DG CONNECT G4 Youth, Skills and Inclusion

Overall Aim:Promote modernization and excellence in education and training through pervasive access to digital learning and 21st century skillsScenario:• 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

Page 12: ICT22 – 2016: Technologies for Learning and Skills ICT24 – 2016: Gaming and gamification Francesca Borrelli DG CONNECT G4 Youth, Skills and Inclusion

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

Page 13: ICT22 – 2016: Technologies for Learning and Skills ICT24 – 2016: Gaming and gamification Francesca Borrelli DG CONNECT G4 Youth, Skills and Inclusion

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

Page 14: ICT22 – 2016: Technologies for Learning and Skills ICT24 – 2016: Gaming and gamification Francesca Borrelli DG CONNECT G4 Youth, Skills and Inclusion

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

Page 15: ICT22 – 2016: Technologies for Learning and Skills ICT24 – 2016: Gaming and gamification Francesca Borrelli DG CONNECT G4 Youth, Skills and Inclusion

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

Page 16: ICT22 – 2016: Technologies for Learning and Skills ICT24 – 2016: Gaming and gamification Francesca Borrelli DG CONNECT G4 Youth, Skills and Inclusion

ICT-24-2016: Gaming and gamification

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Page 17: ICT22 – 2016: Technologies for Learning and Skills ICT24 – 2016: Gaming and gamification Francesca Borrelli DG CONNECT G4 Youth, Skills and Inclusion

Game Application are becoming fully embedded into our daily lives

Page 18: ICT22 – 2016: Technologies for Learning and Skills ICT24 – 2016: Gaming and gamification Francesca Borrelli DG CONNECT G4 Youth, Skills and Inclusion

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 – www.c2learn.eu• Tardis - http://public.tardis-project.eu/

H2020

Page 19: ICT22 – 2016: Technologies for Learning and Skills ICT24 – 2016: Gaming and gamification Francesca Borrelli DG CONNECT G4 Youth, Skills and Inclusion

• 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

Page 20: ICT22 – 2016: Technologies for Learning and Skills ICT24 – 2016: Gaming and gamification Francesca Borrelli DG CONNECT G4 Youth, Skills and Inclusion

Overall AimTo 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

Page 21: ICT22 – 2016: Technologies for Learning and Skills ICT24 – 2016: Gaming and gamification Francesca Borrelli DG CONNECT G4 Youth, Skills and Inclusion

• 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

Page 22: ICT22 – 2016: Technologies for Learning and Skills ICT24 – 2016: Gaming and gamification Francesca Borrelli DG CONNECT G4 Youth, Skills and Inclusion

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

Page 23: ICT22 – 2016: Technologies for Learning and Skills ICT24 – 2016: Gaming and gamification Francesca Borrelli DG CONNECT G4 Youth, Skills and Inclusion

Thank Youand

see you tomorrow morning 21/10/2015 09:00-10:30

Delivering Digital Skills and LearningSession 4T - Auditorium 8