ict work programme 2014-2015 ict 20

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ICT work programme 2014-2015 ICT 20 Technologies for better human learning and teaching Juan Pelegrin (Unit G.4 - Inclusion, skills & youth)

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ICT work programme 2014-2015 ICT 20 Technologies for better human learning and teaching Juan Pelegrin (Unit G.4 - Inclusion, skills & youth). Technologies for better human learning and teaching ICT 20 – 2015 – Call 2. Rationale/ Context - PowerPoint PPT Presentation

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Page 1: ICT work programme 2014-2015 ICT 20

ICT work programme 2014-2015ICT 20

Technologies for better human learning and teaching

Juan Pelegrin (Unit G.4 - Inclusion, skills & youth)

Page 2: ICT work programme 2014-2015 ICT 20

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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Page 3: ICT work programme 2014-2015 ICT 20

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

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Page 4: ICT work programme 2014-2015 ICT 20

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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Technologies for better human learning and teaching ICT 20 – 2015 – Call 2 (b&c)

Page 5: ICT work programme 2014-2015 ICT 20

ICT work programme 2014-2015ICT 21

Advanced digital gaming/ gamification technologies

Juan Pelegrin (Unit G.4 - Inclusion, skills & youth)

Page 6: ICT work programme 2014-2015 ICT 20

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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Page 7: ICT work programme 2014-2015 ICT 20

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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Page 8: ICT work programme 2014-2015 ICT 20

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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