BEACONING PROJECT Project Essentials. www.beaconing.eu The project aims to support „anytime anywhere” learning INTRODUCTION BEACONING stands for „Breaking.

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Presentation transcript:

BEACONING PROJECT Project Essentials

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

FACT SHEET Start date: Coordinator: Coventry University, UK 15 partners 9 countries: UK, SP, DE, RO, FR, PT, IT, PO, FR Budget: EUR 5,902, Duration: 36 months H2020 ICT : Technologies for better human learning and teaching

OBJECTIVES

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

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

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 content generation Authoring tool Gamified lesson plan Gamification and social rewardsUser interface LMS Integration

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

7 WORK PACKAGES

IN SUMMARY… Breaking barriers

LEARNING SHOULD BE... Anytime anywhere 1 Pervasive and context-aware 2 Problem based 3 Gamified 4 Accessible 5 Analyzable/ traceable (learning analytics) 6 …and based on innovative content and validated through large-scale pilots