Python Notes for mca i year students osmania university.docx
Investigating the potential for meaningful cultural education supported by cutting-edge technologies
1. Investigating the potential for
meaningful cultural education
supported by cutting-edge
technologies
Hercules Panoutsopoulos, Vasilis Economou, Yannis Kotsanis, Panos Papoutsis
{i.panoutsopoulos, economu, kotsanis, panos.papoutsis}@doukas.gr
2. Presentation outline
• Our organization’s profile
• Education in the face of challenges
• The role of culture in contemporary educational systems
• Cutting-edge technologies in the service of cultural education
•#1: Game-supported cultural education
the GameIt project
•#2: Harnessing the potential of the Cloud
the School on the Cloud project
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VAMCT 15: Investigating the potential for meaningful cultural
education supported by cutting-edge technologies
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3. Our organization’s profile
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education supported by cutting-edge technologies
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Doukas School participates in
several EU and National
R&D projects & coordinates
extensive European
Networks.
Key areas of research interest:
– Cloud computing in Education
– Game Based Learning and
Gamification
– Learning Analytics
– STEM Education
– e-Pedagogy & e-Portfolios
– Career counseling
Participation in research projects:
– School on the Cloud
(www.schoolonthecloud.net)
– GameIt
(http://www.gameit.gr)
– GeoCapabilities
(www.geocapabilities.org)
– Boys Reading
(www.boysreading.org)
– FAMICO
(www.famico.eu)
– Make World
(http://www.makeworld.eu)
4. Education in the face of challenges
• Rapid technological advancements.
• Availability of a range of digital devices and
ubiquitous internet access.
• Networks - communities of users.
• Content creation instead of consumption of
information.
• The line between formal and informal
learning has blurred.
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education supported by cutting-edge technologies
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5. The role of culture in contemporary
educational systems
• Culture has the potential to help individuals
become confident and creative community
members able to keep pace with ongoing
developments.
UNESCO/UNFPA/UNDP, “Post-2015 Dialogues on Culture and Development” (2015)
• Cultural awareness and expression has
been defined as a key competence for
active citizenship in today’s knowledge
societies.
European Commission, “Key competences for lifelong learning” (2006)
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education supported by cutting-edge technologies
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6. Cutting-edge technologies in the service of
cultural education
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education supported by cutting-edge technologies
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Cloud computing technologies
• Cloud technologies have begun to be adopted from many
organizations across a range of industries and markets (including
education).
• Main advantages: accessibility, flexibility, scalability, adaptability,
cost-effectiveness
Digital games and gamification
• Digital game-based learning: Use of digital games with the
aim to facilitate mastery of content and/or development of
skills and attitudes.
• Gamification: Infusing a game-like character to non-gaming
context with the aim to improve the provided experience.
7. Cultural education under the lens of two
research projects
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education supported by cutting-edge technologies
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education
in culture
Creation and sharing of gamified educational
scenarios.
Meaningful and engaging learning environment.
Use of cultural learning objects made available
through existing LORs (e.g. EUROPEANA).
Potential of available Cloud technologies:
Specialized services for storing and managing
different types of digital content (Cloud-based LORs).
Processing power and content delivery mechanisms
that may allow access to high quality (cultural)
material.
Low implementation costs.
8. #1: Game-supported cultural education
The GameIt project philosophy
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education supported by cutting-edge technologies
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Create It
Share It
Game It
Create It
• Creation of gamified educational
scenarios.
• Exploitation of digital educational
resources made available from existing
LORs.
Share It
• Sharing of gamified educational
scenarios.
Game It
• Delivery of gamified educational
scenarios.
9. #1: Game-supported cultural education
The GameIt project: Delivery of gamified scenarios
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education supported by cutting-edge technologies
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10. #1: Game-supported cultural education
The GameIt project: Underlying pedagogical framework
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education supported by cutting-edge technologies
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Theoretical concepts related to
the domains of Digital Game-
Based Learning and Gamification
Educational design
benefits from constructive
alignment
Detailed definition of
involved roles
Theoretical concepts related to the
formation and operation of
communities of practice
Create It
Share It
Game It
visitor, player, knowledge creator,
game designer/creator
11. #1: Game-supported cultural education
The GameIt project: Official website & Facebook page
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education supported by cutting-edge technologies
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http://www.gameit.gr/
https://www.facebook.com/pages/GameIt/1532248127023262?fref=ts
12. #2: Harnessing the potential of the Cloud
The School on the Cloud project: Overview of the project
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education supported by cutting-edge technologies
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• A network of 57 partners from 18 European
countries.
• Research questions:
– How should education respond to the potential of
Cloud-based tools and technologies?
– What is the impact on education stakeholders?
– What might the situation be like in the future?
• The School on the Cloud project is funded by the
European Commission under the Lifelong Learning
Programme (ICT Action – Key Activity 3).
http://bit.ly/SoCMembers
13. #2: Harnessing the potential of the Cloud
The School on the Cloud project: Working Groups (WGs)
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education supported by cutting-edge technologies
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i-Manager (WG1)
Transition from ground to
Cloud: infrastructure, mentality,
innovation and change
i-Teacher (WG2)
The innovative teacher: the role
of the teacher, teacher training
i-Learner (WG3)
Integrating the Cloud: personalized
learning, formal and informal
education, special needs
i-Futures (WG4)
Future prospects: visions on open
education, interactivity, impact and
communicating the Cloud
14. #2: Harnessing the potential of the Cloud
The School on the Cloud project: Adopted methodology
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education supported by cutting-edge technologies
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15. #2: Harnessing the potential of the Cloud
The School on the Cloud project: Official website & Facebook page
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VAMCT 15: Investigating the potential for meaningful cultural
education supported by cutting-edge technologies
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http://www.schoolonthecloud.eu/
https://www.facebook.com/
SchoolOntheCloud
16. Thank you very much
for your attention!
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education supported by cutting-edge technologies
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