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Technologies for better human learning and teaching

 

Specific Challenge: The development and integration of robust and fit-for-purpose digital technologies for learning are crucial to boost the market for and innovation in educational technologies.  This requires an industry-led approach in close cooperation with academia to defining the frameworks and interoperability requirements for the building blocks of a digital ecosystem for learning (including informal learning) that develops and integrates tools and systems that apply e.g. adaptive learning, augmented cognition technologies, affective learning, microlearning, game-based learning and/or virtual environments/virtual worlds to real-life learning situations. This challenge also encourages public procurement of innovative solutions to address the needs of the digital learning ecosystem in making better use of educational cloud solutions, mobile technology, learning analytics and big data, and to facilitate the use, re-use and creation of learning material and new ways to educate and learn online.

Scope: Activities will focus on innovative technologies for learning, on the underpinning interoperability standards and on the integration of different components into smart learning environments. They should combine different technologies (e.g. mobile, augmented reality, natural interaction technologies) and support composing, re-using and distributing interactive educational content and services, with assessment and feedback functionalities.  Based on technological advances enabled by research carried out so far, activities will support networking, capacity building and experimentations in methodologies and tools for data-driven, (including automated measurement of human-system interaction) non-linear approaches to adaptive learning and remediation technologies and cognitive artefacts (including toys) for effective and efficient human learning. Gender differences in ICT-based learning attitudes should be considered.

a.      Research & Innovation actions

Research experimentations on smart learning environments providing students with adaptive and personalised learning and assessment, including through multi-modal/multi-sensory interaction technologies and advanced interfaces. Activities should facilitate networking and capacity building. Research must be inherently multidisciplinary, building on advances on neuroscience, pedagogical and learning theories, educational psychology as well as artificial intelligence. Application scenarios include formal and informal education, including workplace learning.

b.      Research & Innovation actions

Establishing a technology platform to provide a framework and roadmap for stakeholders, led by industry in collaboration with academia, to develop innovative technologies for learning (adaptive solutions, learning analytics, augmented reality, mobile learning, etc.), address  standards for interactive content (covering its composition, re-use and distribution) and its adaptations into learning scenarios.

c.       Innovation actions

Support to large scale pilots (in real settings) that develop and integrate innovative digital educational tools, solutions and services for learning and teaching, and supporting engagement of teachers, learners and parents. They should aim at reducing the current restrictions of time and physical space in learning and teaching. They should foster greater connection between formal, non-formal and informal learning and remove obstacles for ubiquitous learning. The pilots should link all relevant stakeholders in educational technology. As part of piloting scenarios, a specific target group to address are children and adults with mental or physical disabilities who undergo general education, lifelong learning or vocational training. Activities for the latter could include work on skills recognition/validation through smart and business intelligence applications.

d.      Public procurement of innovative devices and software (PPI)

Coordinate the development of joint specifications and procuring innovative devices and software for the application of technology mediated scenarios for learning and teaching in educational settings.

Expected impact:

         Reinforce European leadership in adaptive learning technologies for the personalisation of learning experiences. This must be measured by the number of excellence centres collaborating through specific joint research experimentations and technology transfers programmes.

         Enable faster ways of testing fundamental business hypothesis (including continuous development and testing with users) and increased skills capacity. Facilitate the emergence of new innovative businesses.

         Facilitate the emergence of innovative businesses and create a digital learning ecosystem in Europe.

         Speed up the rate of adoption on technologies for the modernization of education and training.

         Contribute to the objectives of the ""Opening up Education"" initiative.

         Enhance the development of digital learning and teaching resources, including for children and adults with mental or physical disabilities.

         Increase the number of public-private partnerships addressing technological challenges for modernizing and improving education and training.

Types of action:

a.       Research & Innovation Actions – Proposals requesting a Small contribution are expected

b.      Research & Innovation Actions – Proposals requesting a Small contribution are expected

c.       Innovation Actions – Proposals requesting a Large contribution are expected

d.      Public Procurement for Innovative solutions Cofund actions – Proposals requesting a Large contribution are expected.