ICT22 – 2016: Technologies for Learning and Skills ICT24 – 2016: Gaming and gamification Francesca Borrelli DG CONNECT, European Commission BRUXELLES.

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Presentation transcript:

ICT22 – 2016: Technologies for Learning and Skills ICT24 – 2016: Gaming and gamification Francesca Borrelli DG CONNECT, European Commission BRUXELLES 7th October 2015

Horizon 2020 Work Programme 2016 ICT-22-2016: Technologies for Learning and Skills

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 Baseline: Research and Innovation Action: theoretical models, personalisation, learning analytics Innovation Actions: innovation, grassroots (ODS), pilot projects (skills)

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

Budget € 20 million expected proposals €5 million 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 Budget € 20 million expected proposals €5 million

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

Horizon 2020 Work Programme 2016 ICT-24-2016: Gaming and gamification

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. Baseline Research and Innovation Action: Rage (9M) ecosystem for re-using advanced technologies from games industry into assets for developing applied games easier, faster and more cost-effectively. Network of Excellence: Gala contributed in building a European virtual research centre integrating, harmonizing and coordinating research on Serious Games

Budget :€11million expected proposals of €1million Innovation Action 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

THANK YOU FOR YOUR ATTENTION!