Technology-enhanced learning in the 'enlarged Europe'
A number of on-going projects result from a call published in 2005 with the objective 'Strengthening the Integration of the ICT research effort in an Enlarged Europe'. They deploy different technologies and delivery channels including mobile technologies, digital TV, games and integration in open-platform environments, both for universities and schools. This research work has a high potential for impact and replication in the enlarged Europe. The consortia show strong participation from the new EU Member States and candidate countries.
Projects
- ARISE - Augmented Reality in School Environments
- ARiSE developed a teaching platform that adapts augmented reality technology for museums to the needs of schoolchildren at various levels. Building on existing open platforms, the new technology promotes team work, collaboration between classes in the same school or remote collaboration between schools in different countries. A learner-centred approach, 3D-representations and student suited interaction techniques are expected to increase students' motivation and their understanding of scientific and cultural content. The platform was tested at two schools in realistic pedagogical scenarios.
- Fact sheet - Project web site
- CALIBRATE - Calibrating eLearning in Schools
- The project's work has contributed to consolidating the expertise of leading researchers from old and new member states who are active in the fields of collaborative learning, curriculum mapping, topic maps, and IMS learning design. Key goals were to add value to the services provided by national content portals and to improve the ability of schools to easily locate and access a wider and more diverse collection of learning resources at a European level within the framework of the European Schoolnet.
- Fact sheet - Project web site
- ELU - Enhanced Learning Unlimited
- The television, as a familiar and widespread device, has increasing potential to offer learning opportunities in the home, particularly as personalised services TV/iDTV with on demand content delivery through broadband are being deployed in Europe. The technology and pedagogy research conducted by ELU focussed on the methodology, the design and implementation of tools required to enhance the multimedia home platform with e-learning facilities. Among the results are Java libraries for learning applications (including gaming, advanced human-computer interfaces and personalisation) editing tools to create content in line with emerging learning object standards, and tracking systems used to support individual learning styles.
- Fact sheet - Project web site
- eMAPPS.com - Motivating Active Participation of Primary Schoolchildren in Digital Online Technologies for Creative Opportunities through Multimedia
- To exploit the engagement of young people with technology, there is a need to make e-learning content more appealing. In this project, schools and education authorities explored the use of competitive games and digital maps for linking education and creative practice, and in order to increase motivation.
- Fact sheet - Project web site
- iCamp - Innovative, Inclusive, Interactive & Intercultural Learning Campus
- iCamp created an infrastructure for collaboration and networking across systems, countries and disciplines. Pedagogically based on constructivist learning theories, the 'iCamp Space' supports a new way of social instruction that puts more emphasis on self-organised learning, social networking and the changing roles of educators.
- Fact sheet - Project web site
- LOGOS - Knowledge-on-Demand for Ubiquitous Learning
- The goal of this project was the development and implementation of an ubiquitous learning platform that combines learning resources, communication spaces and knowledge-on-demand learning services. New functionalities of learning communication spaces were achieved by integrating web-, digital television and mobile technologies. The use of annotated and adequately structured knowledge from large-scale digital repositories enables lecturers/authors to participate in the creation of 'open source' cross-media learning content.
- Fact sheet - Project web site
- LT4eL - Language Technology for eLearning
- This project used multilingual language tools for improving the retrieval and accessibility of learning objects through semi-automatic metadata generation for use in connection with learning management systems. The integration of semantic knowledge and ontologies facilitates the creation of personalised content and the construction of user-specific courses. The LT4eL system allows direct access to knowledge and support decentralisation and co-operation in content management.
- Fact sheet - Project web site
- mGBL - Mobile Game Based Learning
- mGBL created the prototype of a platform for the cost- and time-efficient development and deployment of mobile games for learning. Target audiences are mainly students and younger people, with high interest in mobile technologies and in lifelong learning, and their teachers. A special focus of the project was on the implementation of mechanisms known from marketing and psychology to trigger an emotional learning process.
- Fact sheet - Project web site
- UNITE - Unified eLearning environment for the school
- The UNITE partners demonstrated how virtual environments provide the opportunity to foster forms of learning which may be difficult to realise in conventional classrooms. Drawing from the socio-constructivist approach, where learning occurs through the process of social interaction, the vision of UNITE was to develop a 'best-practice' pedagogical framework in a European-wide network of schools that exploits the potential of new technologies to foster interaction and collaboration between pupils for the promotion of enquiry/discovery learning, and autonomous learning.
- Fact sheet
- VEMUS - Virtual European Music School
- VEMUS developed an open, interactive and networked multilingual music tuition framework for popular instruments such as the trumpet, the flute, and the clarinet. Research addressed three learning settings: self-practicing, through an environment equipped with advanced tools for automatic performance evaluation and constructive feedback; classroom learning with tools for collaborative learning and group activities; distance learning, through a platform that provides a content repository enhanced with communication and progress monitoring tools.
- Fact sheet - Project web site
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