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ICT work programme ICT 20 Technologies for better human learning and teaching Juan Pelegrin (Unit G.4 - Inclusion, skills & youth)
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Rationale/ Context Objective
Technologies for better human learning 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
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(Budget: 9 MEUR) (Budget: 15 MEUR)
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 next generation systems: able to handle input and output in different modalities
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R&I projects on Learning Digital Platform
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
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ICT work programme ICT 21 Advanced digital gaming/ gamification technologies Juan Pelegrin (Unit G.4 - Inclusion, skills & youth)
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Challenge Objective Advanced digital gaming/
gamification technologies 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
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Advanced digital gaming/
gamification technologies 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
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Advanced digital gaming/
gamification technologies 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
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