CORDIS
EU research results

CORDIS

English EN
Breaking Educational Barriers with Contextualised, Pervasive and Gameful Learning (BEACONING)

Breaking Educational Barriers with Contextualised, Pervasive and Gameful Learning (BEACONING)

Objective

BEACONING sets a forefront in multifaceted education technologies through large-scale piloting of a digital learning platform that blend physical and digital spaces. As innovation action strategies, pilots combine opportunities for new ICTs in multiple ways that merge learning acquired in formal, non-formal and informal means, developing the skills for today’s abled and disabled learners and workforce. The BEACONING platform will be a ubiquitous solution that exploits advances in user experience design, mobile communication, location-based and context aware systems, procedural content generation, pedagogy-driven gamification, learning analytics and cloud technology though innovative integration towards a blended learning space. The BEACONING demonstrator will facilitate, assess and author gamified learning activities, integrating existing educational tools and services of the participating organisations. Focusing on STEM (Science, Technology, Engineering and Mathematics), the cross-subject approach embedded in a Problem-Based Learning model will contextualise learning within real world problem solving and applications. The role of learners is amplified in the process of filtering and connecting concepts framed under practical, investigative and exploratory scenarios. Large-scale pilots will validate and inform the development of the BEACONING ecosystem that democratises learning across and among fully abled and those with mild to moderate physical and mental impairments (age 15 to 24), undergoing general and vocational training. BEACONING anticipates the benefits of making cross-subject matter more understandable, fostering the application of subject specialism to other domains. The pilot substantiates the technical and economic viability and the impact of the innovative platform to strategise market adoption and replication. By integrating experiences in a highly engaging, contextualized and personalised manner, learning can beyond the barriers of space and time.
Leaflet | Map data © OpenStreetMap contributors, Credit: EC-GISCO, © EuroGeographics for the administrative boundaries

Coordinator

COVENTRY UNIVERSITY

Address

Priory Street
Cv1 5fb Coventry

United Kingdom

Activity type

Higher or Secondary Education Establishments

EU Contribution

€ 784 987,50

Participants (14)

Sort alphabetically

Sort by EU Contribution

Expand all

HERIOT-WATT UNIVERSITY

United Kingdom

EU Contribution

€ 465 117,50

BIBA - BREMER INSTITUT FUER PRODUKTION UND LOGISTIK GMBH

Germany

EU Contribution

€ 595 125

INESC TEC - INSTITUTO DE ENGENHARIA DE SISTEMAS E COMPUTADORES, TECNOLOGIA E CIENCIA

Portugal

EU Contribution

€ 296 562,50

UNIVERSIDAD COMPLUTENSE DE MADRID

Spain

EU Contribution

€ 375 105

ASSOCIATION O.R.T.

France

EU Contribution

€ 715 312,50

SUCCUBUS INTERACTIVE SARL

France

EU Contribution

€ 285 687,50

ADVANCED TECHNOLOGY SYSTEMS SRL

Romania

EU Contribution

€ 342 553,75

IMAGINARY SRL

Italy

EU Contribution

€ 283 500

GEOMOTION GAMES SL

Spain

EU Contribution

€ 223 674,50

IFINITY SPOLKA Z ORGANICZONA ODPOWIEDZIALNOSCIA

Poland

EU Contribution

€ 212 187,50

PLAYSOFT

France

EU Contribution

€ 294 829,50

SEBIT EGITIM VE BILGI TEKNOLOJILERIANONIM SIRKETI

Turkey

EU Contribution

€ 335 982,50

HANDS FREE COMPUTING LIMITED

United Kingdom

EU Contribution

€ 400 771,88

SIVECO ROMANIA SA

Romania

EU Contribution

€ 291 375

Project information

Grant agreement ID: 687676

Status

Closed project

  • Start date

    1 January 2016

  • End date

    30 April 2019

Funded under:

H2020-EU.2.1.1.

  • Overall budget:

    € 7 047 298,75

  • EU contribution

    € 5 902 772,13

Coordinated by:

COVENTRY UNIVERSITY

United Kingdom