This page is no longer updated. For recent information, please follow this link to the TeLearn-DigiCult website under FP7
FP6 projects resulting from IST Call 4
The following projects aim at gaining a deeper understanding of learning processes by exploring the links between human learning, cognition and technologies.
- AtGENTIVE - Attentive Agents for Collaborative Learners
- This project investigates the use of artificial agents for the management of attention as one of the key factors of learning performance. A first goal is to provide a conceptual model of attention in collaborative learning contexts that is rooted on the findings of cognitive science. The development work consists in the design of embedded characters which are able to profile the learners' state of the attention by observing their actions, to analyse these states of attention, and to provide proactive coaching (assessment, guidance, stimulation, etc.). Two kinds of users or learning situations are addressed: school children and knowledge communities.
- Fact sheet - Project website
- eCIRCUS - Education through Characters with emotional-Intelligence and Role-playing Capabilities that Understand Social interaction
- e-CIRCUS will investigate the efficiency of role-play, narrative engagement and empathy on cognitive and emotional learning processes in complex social situations. The concepts developed will be validated in an interactive 3D environment populated by synthetic characters with autobiographical memory, individual personalities and improvisational capabilities. As exemplary topics serve socially sensitive issues in which empathy and emotional engagement are key factors, such as bullying and refugee integration in schools.
- Fact sheet - Project website
- ELEKTRA - Enhanced Learning Experience and Knowledge Transfer
- The project aims at merging pedagogical and cognitive science expertise with the innovations of computer game technology in storytelling, information visualisation and interactivity. The research goal is to exploit the added value of an interdisciplinary integration of the related research areas (neuroscience, cognitive science, pedagogy and computer science) into a new holistic understanding of human cognitive and learning processes. The research results will be implemented in an interactive 3D virtual learning environment that combines state-of-the-art technology in e-learning and computer games. Target groups for these next generation learning games are secondary school children and university students.
- Fact sheet - Project website
- i-Maestro - Interactive Multimedia Environment for Technology Enhanced Music Education and Creative Collaborative Composition and Performance
- This project is exploring innovative IT solutions for music education by combining new pedagogical paradigms with cooperative and interactive self-learning environments and computer-assisted tuition in classrooms. It will develop a technology-enhanced environment for ear- and practical training, for training of creativity, analysis, cultural navigation, ensemble playing, and composition.
- Fact sheet - Project website
- ReMath - Representing Mathematics with Digital Media
- In response to the wide-ranging dissatisfaction with the state of mathematics education in Europe and with the weak impact of R&D work on using ICT for its improvement, this project plans to further develop the theory of human cognition by studying mathematical learning through a representations-centred approach. It will create an integrated theoretical framework for learning and a digital learning space. The research will be conducted through a cyclical process of a) developing new state-of-the-art dynamic digital artefacts for representing mathematics, b) developing scenarios for the use of these artefacts for educational added value and c) carrying out empirical research involving cross-experimentation in realistic educational contexts.
- Fact sheet - Project website