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BEACONING PROJECT
Project Essentials
www.beaconing.eu
The project aims to support „anytime anywhere” learning
INTRODUCTION
BEACONING stands for „Breaking Educational Barriers
with Contextualised, Pervasive and Gameful Learning”
The project seeks to pilot such an innovation in real
operational environments.
by exploiting pervasive, context-
aware and gamified techniques
and technologies
framed under the Problem - Based
Learning approach
www.beaconing.eu
1
2
3
4
5
6
7
FACT SHEET
Start date: 01-01-2016
Coordinator: Coventry University, UK
15 partners
9 countries: UK, SP, DE, RO, FR, PT, IT, PO, FR
Budget: EUR 5,902,772.13
Duration: 36 months
H2020 ICT-20-2015: Technologies for better
human learning and teaching
OBJECTIVES
www.beaconing.eu
INTEGRATE technologies, pedagogical and
social perspectives of using pervasive,
context-aware and gamified approaches to
engage an inclusive community of learners
in connected and contextualised learning
processes.
OBJECTIVE 1
End-user Specification
Play-learn Design
Technical Specification
www.beaconing.eu
DEVELOP, IMPLEMENT and VALIDATE an
adaptable, extendable and sustainable platform
that leverages cutting-edge approaches: Future
Internet Technology, mobile, gamification,
pervasive gaming, procedural content generation,
game authoring, human – computer interfaces,
learning analytics and problem based - learning
OBJECTIVE 2
Technical components of the
Integrated BEACONING Platform
www.beaconing.eu
COMPONENTS
Core platform
Centralized data store
Service discovery and integration interface
Common communication interface
Open Data
Interface
Context aware systems
and communication
Analytics
Learning semantics
Adaptive component
Multi-platform game
engine
Media asset
library
Game bundle
Procedural content
generation
Authoring tool
Gamified lesson plan
Gamification and social rewardsUser interface
LMS
Integration
www.beaconing.eu
EXPLORE and MEASURE through large
scale pilots engagement effectiveness and
impact towards incentivising learners,
fostering acquisition, transfer of knowledge
and skills.
OBJECTIVE 3
Guidance for further development
Evidence of the efficacy
Sustainability and business plan to aid
exploitation and adoption
WORK PACKAGES
www.beaconing.eu
7 WORK PACKAGES
IN SUMMARY…
Breaking barriers
www.beaconing.eu
LEARNING SHOULD BE...
Anytime
anywhere
1
Pervasive and
context-aware
2
Problem
based
3
Gamified
4
Accessible
5
Analyzable/
traceable
(learning analytics)
6
…and based on innovative content
and validated through large-scale pilots

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H2020 Beaconing Essentials

  • 2. www.beaconing.eu The project aims to support „anytime anywhere” learning INTRODUCTION BEACONING stands for „Breaking Educational Barriers with Contextualised, Pervasive and Gameful Learning” The project seeks to pilot such an innovation in real operational environments. by exploiting pervasive, context- aware and gamified techniques and technologies framed under the Problem - Based Learning approach
  • 3. www.beaconing.eu 1 2 3 4 5 6 7 FACT SHEET Start date: 01-01-2016 Coordinator: Coventry University, UK 15 partners 9 countries: UK, SP, DE, RO, FR, PT, IT, PO, FR Budget: EUR 5,902,772.13 Duration: 36 months H2020 ICT-20-2015: Technologies for better human learning and teaching
  • 5. www.beaconing.eu INTEGRATE technologies, pedagogical and social perspectives of using pervasive, context-aware and gamified approaches to engage an inclusive community of learners in connected and contextualised learning processes. OBJECTIVE 1 End-user Specification Play-learn Design Technical Specification
  • 6. www.beaconing.eu DEVELOP, IMPLEMENT and VALIDATE an adaptable, extendable and sustainable platform that leverages cutting-edge approaches: Future Internet Technology, mobile, gamification, pervasive gaming, procedural content generation, game authoring, human – computer interfaces, learning analytics and problem based - learning OBJECTIVE 2 Technical components of the Integrated BEACONING Platform
  • 7. www.beaconing.eu COMPONENTS Core platform Centralized data store Service discovery and integration interface Common communication interface Open Data Interface Context aware systems and communication Analytics Learning semantics Adaptive component Multi-platform game engine Media asset library Game bundle Procedural content generation Authoring tool Gamified lesson plan Gamification and social rewardsUser interface LMS Integration
  • 8. www.beaconing.eu EXPLORE and MEASURE through large scale pilots engagement effectiveness and impact towards incentivising learners, fostering acquisition, transfer of knowledge and skills. OBJECTIVE 3 Guidance for further development Evidence of the efficacy Sustainability and business plan to aid exploitation and adoption
  • 12. www.beaconing.eu LEARNING SHOULD BE... Anytime anywhere 1 Pervasive and context-aware 2 Problem based 3 Gamified 4 Accessible 5 Analyzable/ traceable (learning analytics) 6 …and based on innovative content and validated through large-scale pilots