FP7 projects in technology-enhanced learning
The projects presented on this page result from three calls for proposals under the ICT programme in FP7:
- ICT Call 1, December 2006 - May 2007
- ICT Call 3, December 2007 - April 2008
- ICT Call 5, July - October 2009
Call 5 projects
These 13 projects were selected from ICT Call 5. They started between 1 June and 1 October 2010.
- ALICE - Adaptive Learning via Intuitive/Interactive, Collaborative and Emotional systems
- This project aims at building an innovative adaptive learning environment that combines personalisation, collaboration and simulation aspects with an affective/emotional based approach. The environment will be interactive, challenging and context aware while enabling learners’ demand of empowerment, social identity, and authentic learning experience. The system will support various pedagogic aspects such as collaborative learning, simulation and serious games, storytelling, and advanced assessment. ALICE results will be evaluated with real users in real learning and training settings. The use cases are university instruction (with particular emphasis on scientific topics) and training about emergency and civil defence.
- ARISTOTELE - Personalised Learning & Collaborative Working Environments Fostering Social Creativity and Innovations Inside the Organisations
- ARISTOTELE will enhance learning and training of workers within their organisations through models, methods and tools that support the development of competences and creativity by self-organised acquisition, processing and sharing of new information and knowledge with peers during daily activities at work. Research includes human factors such as motivation to collaborate and share knowledge; and organisational issues like knowledge management, human resource management and innovation management in order to facilitate the adoption of the project results inside organisations.
- Fact sheet - Project website
- eCUTE - Education in Cultural Understanding, Technologically-Enhanced
- Education in cultural sensitivity and understanding is an increasingly important need of today's society. eCUTE will design pedagogical approaches and learning scenarios for this domain where attitudes and behaviours (such as empathy) are much more important than knowledge alone. The technical outcome of the project are two cultural virtual learning environments, one for late-primary children and one for young adults, based on virtual dramas using intelligent synthetic characters with culturally-specific interaction behaviour.
- Fact sheet - Project website
- ImREAL - Immersive Reflective Experience-based Adaptive Learning
- The popularity of immersive simulated environments for experiential learning in adult training is growing, but it remains a major challenge to effectively align the learning experience with day-to-day job practice. Addressing this challenge, ImREAL will pioneer a new psycho-pedagogically sound technological approach for the development of an adaptive virtual learning environment that seamlessly links simulated learning experiences and real-world work related experiences.
- Fact sheet - Project website
- iTEC - Innovative Technologies for an Engaging Classroom
- iTEC researchers will produce meaningful pedagogical scenarios for the future classroom, assisted by semantic Web technology. From those scenarios, learning activities and new approaches to assessment will be derived that engage teachers, learners and stakeholders outside the school. The research results will be tested in a large-scale validation process involving more than 1,000 classrooms all over Europe. Combined with this, iTEC will research the skills and competences needed by teachers in the classroom of the future.
Fact sheet - Project website - GaLA - Game and Learning Alliance
- This Network of Excellence will shape the scientific community concerned with game-based learning and build a European virtual research centre aimed at gathering, integrating, harmonising and coordinating research on serious games for education and training. An important project activity will be the dissemination of knowledge, best practices and tools and the establishment of a reference point at international level. Two other key areas are the support to deployment in actual educational and training settings and the fostering of innovation and knowledge transfer through research-business dialogue.
- Fact sheet - Project website
- Metafora - Learning to learn together: A visual language for social orchestration of educational activities
- This project will explore the potential of social learning for science and math. The aim is to support online groups in designing their own learning together, in integrating shared reflection through dialogue and in cumulatively building conceptual understanding. The researchers will implement a platform combining state of the art argumentation and visual language tools with exploratory environments. An adaptive diagnostic system using artificial intelligence techniques will be developed to support students and teachers during the collaboration and 'learning to learn' process. Besides, the project team will design appropriate pedagogical strategies and new forms of assessment of individual and collaborative learning while exploiting the platform.
- Fact sheet - Project website
- MIROR - Musical Interaction Relying On Reflexion
- This project focuses on musical education for young children, aged 3-5 years. The platform to be developed will act as advanced cognitive tutor, designed to promote specific cognitive abilities in music improvisation, both in formal and informal learning contexts. The system will be based on reflexive interaction, i.e. on the idea of letting users manipulate virtual copies of themselves. By definition, such systems are able to learn and configure themselves according to their understanding of learner's behaviour. In MIROR, this paradigm will be enhanced with the analysis and synthesis of multisensory expressive gesture. The project will integrate both psychological case-study experiments and validation studies in concrete educational settings.
- Fact sheet - Project website
- MIRROR - Reflective Learning at Work
- The overall objective of MIRROR is to empower and engage employees to reflect on previous work performances and learning and to capture experiences of others in order to solve pressing problems immediately. A prerequisite for innovative solutions in this context is to rely on the human ability to learn directly from tacit knowledge – without the need for making it explicit. Specifically, MIRROR will deliver a bundle of real-time, interoperable learning applications, based on a conceptual model of holistic continuous learning by reflection which incorporates the essential ingredients of training critical thinking, awareness of emotions, (collaborative) knowledge construction, creative problem solving and innovation.
- Fact sheet - Project website
- NEXT-TELL - Next Generation Teaching, Education and Learning for Life
- This project aims to provide computational and methodological support to teachers and students so that they have information about learning available when it is needed and in a format that is supportive of pedagogical decision-making. NEXT-TELL will contribute to the development of formative e-assessment for 21st century learning skills where aspects of students' learning both in the classroom and at home will be captured and used for reflection, appraisal and negotiation. A set of integrated methods and tools will be developed in an incremental, participatory manner in a large-scale pilot studies program.
- Fact sheet - Project website
- SIREN - Social games for conflIct REsolution based on natural iNteraction
- SIREN targets the improvement of conflict resolution skills, using tools that are appropriate and engaging for today's children, for whom computer games and social networks are natural parts of life. The project outcome will be a new type of educational game which makes use of recent advances in serious games, social networks, computational intelligence and emotional modelling. The software created in the project will be able to automatically generate conflict scenarios that fit the learning needs of particular groups of children with varying cultural background, maturity, and technical expertise, and meet the desired learning outcomes as specified by a teacher.
- Fact sheet - Project website
- TERENCE - An Adaptive Learning System for Reasoning about Stories with Poor Comprehenders and their Educators
- This project will explore and advance the potential of intelligent adaptive learning systems to support children in developing the key skill of text comprehension. The research will result in innovative usability and evaluation guidelines, improved cognitive and pedagogical models for story comprehension and inference making, and in a system that will allow teachers to choose and customise stories and games according to the needs of their learners. TERENCE will be based on cross-disciplinary expertise in diverse and complementary fields (art and design, computer science, engineering, linguistics, evidence-based medicine, psychology), and on the constant involvement of end-users throughout the project.
- Fact sheet - Project website
- TEL-Map - Future gazing TEL: the roadmap for the unknown Learning landscape
- This support action aims to develop a multi-perspective dynamic roadmap for technology-enhanced learning in order to track, anticipate and manage knowledge about new forms of education and training activities and their impact. Using state of the art knowledge management tools and methods, TEL-Map will gather information on the current, desired and emerging position of technology-enhanced learning and on awareness and appropriation (by educators and SMEs) of RTD results. The project outcomes include recommendations for innovation for technology-enhanced learning and education and training activities, plus a platform and a sustainable dynamic process that will foster collaboration and consensus-building across stakeholder groups.
Call 3 projects
The seven projects selected through ICT Call 3 have started in December 2008 and March 2009. The work is being carried out by 74 participating organisations. The total amount of EU-funding is € 27 201 000.
- COSPATIAL – Communication and social participation: collaborative technologies for interaction and learning
- COSPATIAL will create collaborative environments to enhance interaction and learning, addressing in particular the needs of children with Autistic Spectrum Disorders.
- Fact sheet
- DynaLearn – Engaging and informed tools for learning conceptual system knowledge
- DynaLearn will build engaging tools for acquiring conceptual knowledge, with the potential to increase students' interest in science studies.
- Fact sheet
- IntelLEO – Intelligent Learning Extended Organisation
- IntelLEO will develop intelligent technologies to support learning and knowledge building activities in organisations.
- Fact sheet
- ROLE – Responsive Open Learning Environments
- ROLE addresses theoretical models and associated technologies that allow learners to tailor learning environments according to their needs. The results of this research will contribute to improving adaptive and responsive learning environments for the individual learner in different contexts.
- Fact sheet
- STELLAR – Sustaining Technology Enhanced Learning Large-scale Multidisciplinary Research
- The Network of Excellence STELLAR sets out to strengthen the capacity in technology-enhanced learning research across Europe. It will set a new and critical foresight agenda and address the various challenges and degrees of fragmentation that remain in the area.
- Fact sheet
- TARGET - Transformative, Adaptive, Responsive and Engaging Environment
- TARGET will develop a responsive learning system with serious games at its core, that presents the learner with complex situations and results in experiences that are gradually honed into knowledge.
- Fact sheet
- xDELIA – Xcellence in Decision-making through Enhanced Learning in Immersive Applications
- xDELIA will explore novel technology-supported approaches to training and support for non-formal and informal learning tested in the domain of financial decision making. This research will increase the understanding of emotional states in decision making processes and help handling biases.
- Fact sheet
Call 1 projects
Five small or medium-scale focused research projects and one large-scale integrating project resulted from ICT Call 1. They are being carried out by 68 participating organisations. The total amount of EU-funding is € 24 337 600. Start dates for the work were between February and April 2008.
- 80Days - Around an Inspiring Virtual Learning World in Eighty Days
- This project is concerned with theories, methodologies, and technologies for game-based learning. It will integrate models of adaptive personalised learning and adaptive interactive storytelling in gaming environments. One objective is to reduce production costs for digital educational games by developing solutions for making use of already existing learning resources.
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Fact sheet
- GRAPPLE - Generic Responsive Adaptive Personalized Learning Environment
- This project aims at delivering a technology-enhanced learning environment for life-long learning, able to automatically adapt to personal preferences, prior knowledge, skills and competences, learning goals and the personal or social context in which the learning takes place.
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Fact sheet
- idSPACE - Tooling of and Training for Collaborative, Distributed Product Innovation
- The idSPACE platform will improve collaborative creative learning processes and innovation by providing teams with tools for articulating, communicating and processing new ideas in product design.
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Fact sheet
- LTfLL - Language Technologies for Lifelong Learning
- This project explored the use of Language Technologies for the purposes of education. It developed intelligent next generation (semi-)automated support and advice services that can be used for both formal and informal learning, supporting both learners and tutors/teachers. These services include: positioning the learners and their progress; monitoring their conceptual development; qualitative just-in-time feedback on produced texts like essays; analysis of the collaboration between participants; and a specific knowledge retrieval and sharing system which helps teachers to compile a curriculum or a test that takes into account the learner's profile.
- Fact sheet
- MATURE - Continuous Social Learning in Knowledge Networks
- MATURE conceives individual learning processes to be interlinked in a knowledge-maturing process. The goals of the project are to understand this maturing process better, and to build tools and services to reduce maturing barriers, and to embed learning more seamlessly in work processes and knowledge management systems.
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Fact sheet
- SCY - Science Created by You
- This project will deliver a system for constructive and productive learning of science and technology, based on a flexible and adaptive pedagogical approach to learning and on learning objects created by learners.
- Fact sheet
This page is maintained by the European Commission, unit 'Cultural Heritage and Technology Enhanced Learning'.
