h2020 beaconing essentials

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BEACONING PROJECTProject Essentials

www.beaconing.eu

The project aims to support „anytime anywhere” learning

INTRODUCTION

BEACONING stands for „Breaking Educational Barriers with Contextualised, Pervasive and Gameful Learning”

The project seeks to pilot such an innovation in real operational environments.

by exploiting pervasive, context-aware and gamified techniques and technologies

framed under the Problem - Based Learning approach

www.beaconing.eu

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FACT SHEET

Start date: 01-01-2016

Coordinator: Coventry University, UK

15 partners9 countries: UK, SP, DE, RO, FR, PT, IT, PO, FR

Budget: EUR 5,902,772.13

Duration: 36 months

H2020 ICT-20-2015: Technologies for better human learning and teaching

OBJECTIVES

www.beaconing.eu

INTEGRATE technologies, pedagogical and social perspectives of using pervasive, context-aware and gamified approaches to engage an inclusive community of learners in connected and contextualised learning processes.

OBJECTIVE 1

End-user Specification

Play-learn Design

Technical Specification

www.beaconing.eu

DEVELOP, IMPLEMENT and VALIDATE an adaptable, extendable and sustainable platform that leverages cutting-edge approaches: Future Internet Technology, mobile, gamification, pervasive gaming, procedural content generation, game authoring, human – computer interfaces, learning analytics and problem based - learning

OBJECTIVE 2

Technical components of the

Integrated BEACONING Platform

www.beaconing.eu

COMPONENTS

Core platform

Centralized data store

Service discovery and integration interface

Common communication interface

Open Data Interface

Context aware systems and communication

Analytics

Learning semantics

Adaptive component

Multi-platform game engine

Media asset library

Game bundle

Procedural contentgeneration

Authoring tool

Gamified lesson plan

Gamification and social rewardsUser interface

LMS

Inte

grat

ion

www.beaconing.eu

EXPLORE and MEASURE through large scale pilots engagement effectiveness and impact towards incentivising learners, fostering acquisition, transfer of knowledge and skills.

OBJECTIVE 3

Guidance for further development

Evidence of the efficacy

Sustainability and business plan to aid exploitation and adoption

WORK PACKAGES

www.beaconing.eu

7 WORK PACKAGES

IN SUMMARY…

Breaking barriers

www.beaconing.eu

LEARNING SHOULD BE...

Anytime anywhere

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Pervasive and context-

aware

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Problem based

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Gamified

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Accessible

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Analyzable/ traceable

(learning analytics)

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…and based on innovative contentand validated through large-scale pilots

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