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Promoting Statistics and Big Data through Gamification and Digital Education

2020-1-ES01-KA226-HE-0956882020Partnerships for Digital Education Readinessfinalized
Countries: ES|PT|BE|SE · Grant: €138,563
Cooperation between educational institutions and businessOpen and distance learningKey Competences (incl. mathematics and literacy) - basic skills

Project summary

Among the six priorities of the European Commission for 2019-2024, is that of "A Europe fit for the digital age" which, in turn, promotes the strategies of "A European Strategy for Data" and "Big Data Value Public -Private Partnership ”. These actions, among many other issues, aim for the European Union (EU) to become an ecosystem that offers value through Big Data to generate innovative educational, business and public service models that directly benefit companies, universities, researchers, public administrations and European citizens (as a whole). To achieve this, it is essential to strengthen the knowledge, capacities and competencies of European universities (teachers and students) and companies (managers and staff) in relation to Statistics and Big Data so that both are capable of producing , analyse, use and/or create value from the data. From this context, the #BigDataForAll initiative was born with the following primary objectives: 1. Update professors/professionals competences on how to design, implement and evaluate gamification processes for teaching (in general), especially Statistics and Big Data (in particular) through a MOOC. 2. Connect Universities with SMEs/NGOs that require personnel with knowledge and skills in Statistics and Big Data, so that between these actors they jointly develop an educational itinerary through a gamification process (digital game) that responds to this need. 3. Update Statistics and Big Data competences to students/youth through the previous gamification process (digital game), so that they increase their chances of insertion into the labour market (connecting them with SMEs/NGOs that require personnel with these knowledge / skills).

Objectives

The objectives of this project were: 1. To teach teachers how to design, implement and evaluate gamification processes for university teaching (in general), especially Statistics and Big Data (in particular) through a MOOC. 2. Connect Universities with Companies and/or Social Organizations that require personnel with knowledge and skills in Statistics and Big Data, so that these actors can jointly develop an educational itinerary through a gamification process (virtual game) that responds to this need. 3. To teach Statistics and Big Data to university students through the gamification process (virtual game) above, in order to increase their chances of insertion into the labor world (connecting them with Companies and/or Social Organizations that require personnel with these knowledge/skills).

Background

To work towards two of the concrete strategies proposed among the priorities of the European Commission for 2019-2024 ("A Europe fit for the digital age"), which were of interest to us: "A European Strategy for Data" and "Big Data Value Public-Private Partnership". All this in order to strengthen the knowledge, skills and competences of the members of European universities and companies (decision makers and staff) in relation to Statistics and Big Data so that together they are able to produce, analyze, use and/or create value from data. Students must be aware of the needs that are going to occur in the future to focus their learning; professors have to know how to provide the right tools to students to guide them in their learning and companies and NGOs must be aware of what technologies can be used to improve their performance. So we sought to provide innovative practices to the educational, youth, training, business and social sectors so that they could take advantage of them to acquire skills in gamification processes as well as in Statistics and Big Data.

Project partners (5)