Electronic, Didactic and Innovative Platform for Learning based On Multimedia Assets
Distance learning has become a great ally in the current Pandemic situation. The e-DIPLOMA project will establish the e-learning in an upper quality level in a three years’ research project, posing the use of Augmented Reality/Virtual Reality, Artificial Intelligence (Machine Learning/Deep Learning), Interactive Technologies, chatbots and gamification in a newly designed e-learning platform. This project will use techniques and technologies previously proven successfully in the broadcasting, gaming, and eSports industries. They will be adapted to the educational world developing innovative learning practices. A co-creation methodology will be used to include the main educational actors (teachers, educators, pupils, families, course providers and policy makers) and their social relationships. Inclusiveness, accessibility and sustainability will also be taken into account.
This project states that knowing the potential, opportunities, barriers, accessibility and risks of use of emerging technologies for teaching and learning in educational practices, including necessary innovation skills for teachers, will support their digital transformation and will contribute to understanding the social, ethical, political and economic impacts of digital practices, and, in addition, it will increase the resilience of the educational world accepting the benefits of this digital change.
As well, this project will consider the needs for an adequate teacher training in relation with new educational technologies, analyzing the shifting role of teachers, trainers and educational leaders in the digital transition affecting education and training as well as their training needs, including digital and leadership skills, required in an emerging society of permanent and quick technological change.
Coordinator:
Universitat Jaume I De Castellon, Spain
Start date:
1 September 2022
End date:
31 August 2025
Design and evaluation of technological support tools to empower stakeholders in digital education
Children with neurodevelopmental disorders face increased challenges at school, where they are called on to utilise and maximise their skills in settings that have not been designed with their particular needs in mind. To address this issue, the EU-funded EMPOWER project seeks to facilitate the educational experience of these children by capitalising on the advantages provided by the digital age. To that end, it will create an innovative platform involving various relevant stakeholders with the aim of improving these students’ executive function and emotional self-regulation, skills considered key in helping them derive maximum benefits from their education. The new concept will be tested across schools to validate the significance of technology-augmented education and enable the transition to inclusive educational environments.
Coordinator:
Universitat de Valencia, Spain
Start date:
1 October 2022
End date:
30 September 2025
Extending Design Thinking with Emerging Digital Technologies
The ABCs of design thinking with emerging technologies
Design thinking is a key component of project-based learning. As a pedagogical approach, it can be progressive and conducive to transformative learning as part of a human-centred problem-solving approach. In this context, the EU-funded Exten.D.T.2 project will use emerging technologies to enhance pedagogical value, sustainable digitisation and the potential for wide deployment of design thinking. Specifically, it will use design-based research to support pedagogical transformation based on established home-grown expressive digital media enhanced by AI, augmented reality, 3D printing and scanning as well as virtual robotics. The project’s overall aim is to inspire teachers to roll out design thinking projects in their classrooms addressing core societal challenges and create spaces for reflective discourse and risk-taking around them.
Coordinator:
Linneuniversitetet
Start date:
1 September 2022
End date:
31 August 2025
Integrating Adaptive Learning in Maritime Simulator-Based Education and Training with Intelligent Learning System
A smart system for maritime education
A successful transition into the labour market for European youth depends on the quality of professional education. Unfortunately, in maritime education and training programmes, the suspension of maritime simulator-based training sessions during the COVID-19 pandemic created many challenges regarding skill development or competency examinations. The EU-funded i-MASTER project will address the resulting needs and knowledge gaps. To that end, it will provide integrated emerging technologies and training to develop an innovative intelligent learning system. It will incorporate learning analytics and adaptive learning functions to enable remote and on-site maritime simulator-based education and training. Moreover, it will enhance the effectiveness and accessibility of the simulator, also improving the safety, security and performance of marine operations.
Coordinator:
Universitetet I Tromsoe – Norges Arktiske Universitet, Norway
Start date:
1 September 2022
End date:
31 August 2026