Today’s learners from youth until adulthood expect more personalization, collaboration and better links between formal and informal learning in order to improve their employability and increase their skill-set. A learner’s-centred pedagogy using ICT and interdisciplinary research makes personalised and adaptive learning possible. However, between 50% and 80% of students in the EU never use digital textbooks, exercise software, simulations or educational games. To this end, it is important to introduce and integrate pedagogical strategies and technologies in education and training where learners will actively engage with the material and interact with technologies that will increase their motivation and willingness to learn. The project aims to establish a Knowledge Alliance between higher education institutions, schools and private companies that will boost skills development and introduce novel, data-driven approaches to education and training. The consolidation of all efforts will provide a transnational set of results, as follows:- a new pedagogical model that combines Problem Based Learning, flipped classroom and serious games- a serious game that supports flipped classroom processes, adaptive pathways and data recording- learning designs for higher education, schools and business that support the Flip2G paradigm- learning analytics features that produce informative insights on learning process.The project is anticipated to have significant impact as:-educators in 5 countries will use a new pedagogical method and novel technologies such as games, virtual representations and learning analytics-hundreds of students from all levels of education and private and public employees will gain transversal and lifelong learning skills-game developers and data analysts will explore new applications of games and data analytics within education and training-researchers will examine pedagogies and technologies that improve learners' performance and skills.
The project aims to produce a novel pedagogical approach that will support lifelong learning and skills development by supporting flexible learning pathways and collaboration among students. Moreover, the project will contribute to the research and innovation on adaptive learning technologies, learning analytics and digital games for learning by implementing a serious game environment that analyses educational data for providing feedback on and adapting the learning process.
The project aims to improve on the flipped classroom model by integrating it within a problem-based learning structure, adaptive game-based learning and learning analytics. It aims at addressing the lack of integration of such active learning methodologies in the flipped classroom. The expansion of the flipped classroom model through a dedicated model and novel technologies may unleash new potentials and improve the learning process on all applied sectors and disciplines.
<< Background >> The project aims to improve on the flipped classroom model by integrating it within a problem-based learning structure, adaptive game-based learning and learning analytics. It aims at addressing the lack of integration of such active learning methodologies in the flipped classroom. The expansion of the flipped classroom model through a dedicated model and novel technologies may unleash new potentials and improve the learning process on all applied sectors and disciplines. << Objectives >> The project aims to produce a novel pedagogical approach that will support lifelong learning and skills development by supporting flexible learning pathways and collaboration among students. Moreover, the project will contribute to the research and innovation on adaptive learning technologies, learning analytics and digital games for learning by implementing a serious game environment that analyses educational data for providing feedback on and adapting the learning process. << Implementation >> The project aims to establish a KA between higher education institutions, schools and private companies that will boost skills development and introduce novel, data-driven approaches to education and training. In order to achieve this, the work has been divided in 7 work packages(WP): 2 Preparation, 2 implementation, 1 Evaluation, 1 Quality Assurance, 1 Dissemination&Exploitation, & 1 Management WP. Over the course of the project each WP has been fully completed and delivered. << Results >> The project aims to boost skill development and active learning through a data-driven educational model. The project delivered the following:-a new pedagogical method that combines PBL and the flipped classroom (FC) with game-based learning-a gaming platform that supports PBL-enhanced FCs, adaptive pathways and educational data recording-learning designs for higher education, schools & business-learning analytics features that produce informative insights on learning process