80 likes | 208 Vues
The ICT Work Programme 2014-2015 focuses on integrating digital technologies to enhance learning and teaching. It addresses the urgent need for adaptive, responsive educational tools that cater to 21st-century skills. The initiative aims to promote a digital learning ecosystem, supporting research and innovation in smart learning environments, gamification, and advanced digital gaming technologies in both formal and informal education contexts. By fostering collaboration between industry and research communities, the programme seeks to build inclusive solutions that benefit all learners, including those with disabilities.
E N D
ICT work programme 2014-2015 ICT 20 Technologies for better human learning and teachingJuan Pelegrin (Unit G.4 - Inclusion, skills & youth)
Technologies for better humanlearning 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
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
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
ICT work programme 2014-2015 ICT 21 Advanced digital gaming/ gamification technologiesJuan Pelegrin (Unit G.4 - Inclusion, skills & youth)
Advanced digital gaming/ gamificationtechnologies 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
Advanced digital gaming/ gamificationtechnologies 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
Advanced digital gaming/ gamificationtechnologies 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