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Gamification and Datafication towards Learning Forecasting

Descrizione del progetto

Soluzioni per un mondo basato sui dati

Data la grande quantità di dati generati negli ultimi anni, la società si trova di fronte alla sfida di trasformare un mondo pieno di dati in un mondo basato sui dati. Nonostante i grandi progressi compiuti, abbiamo limitate risorse motivazionali per mezzo delle quali imparare e comprendere la nostra realtà. Il progetto GANDALF, finanziato dall’UE, mira a progettare soluzioni di «ludicizzazione» e «dataficazione» (la trasformazione in dati) che migliorano i risultati di apprendimento dalle tendenze di previsione. Esplorerà ulteriormente gli effetti della ludicizzazione sull’apprendimento, l’esperienza dell’utente e la precisione delle previsioni degli utenti. Il progetto promuoverà la comprensione dei dati e studierà come motivare efficacemente gli utenti a esplorare gli spunti forniti dai dati.

Obiettivo

A full 90% of all the data in the world has been produced over the last two years and the challenge of our society is to turn a world full of data into a data-driven world. Whereas the impressive progress in predictive analytics let us have insight on everything, our motivational resources are limited to learn and understand our reality. Today, gamification is regarded as a promising technique to improve motivational affordance in domains where people have difficulty of engagement such as data analytics and forecasting education.

In this regard, the GANDALF project proposes the design of gamification and datafication solutions, which aims at improvement of learning outcomes in the context of forecasting course and demonstrate a world view based on facts. GANDALF aims to experimentally investigate gamification effects on educational process of a forecasting techniques’ course by addressing three novel objectives: (1) Design, implement and use a web-based, modular, educational platform in order to teach exploratory data analytics (module 1) and forecasting time series methods (module 2); (2) Investigate behavioural and psychological effects of individual affordances on learning exploratory analysis and promote fact-based world-view; (3) Examine behavioural and psychological outcomes in the context of a forecasting time series methods course. GANDALF employs controlled experimental research methods, with pre-, post-test design and forecasting problems to gain knowledge on the gamification effect on learning, user-experience and users’ forecasting accuracy based on their characteristics as well.

GANDALF, along with its innovative points, contributes not only to civic understanding of data, but also to investigate how to effectively motivate users to explore data insights. In parallel, GANDALF advances my professional career and personal development in interdisciplinary field of teaching and learning methodologies for forecasting courses with gamification strategies.

Parole chiave

Coordinatore

TAMPEREEN KORKEAKOULUSAATIO SR
Contribution nette de l'UE
€ 190 680,96
Indirizzo
KALEVANTIE 4
33100 Tampere
Finlandia

Mostra sulla mappa

Regione
Manner-Suomi Länsi-Suomi Pirkanmaa
Tipo di attività
Higher or Secondary Education Establishments
Collegamenti
Costo totale
€ 190 680,96