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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.
Deadline Date14-04-2015 17:00:00 (Brussels local time)