BEACONING D6.2 Large-scale Pilot Setup
Description
The educational sector around the world is undergoing a transformation and a re-engineering process with the introduction of digital technologies that make the learning process more personal, more efficient and motivating. Educational technologies, such as mobile learning, serious games and geolocation aware services, pervasively connect learning designers, teachers and students beyond the classroom walls. The Internet has made raw knowledge accessible anytime, anywhere and digital coaches and content made skills acquisition available to anyone, sometimes not requiring even a school to attend. Schools are being transformed into establishments where students develop habits of mind and thinking skills for an increasingly obscure future. The lines between subject areas are blurring and most schools adopt an “anti-disciplinary” approach, introducing STEM topics to promote “trans-disciplinary” learning. One way to make this process more of discovery, passion, and joy is to introduce gaming principles and let the students regard learning as a game, rather than, for instance, a tedious test prep process. BEACONING project aims to provide gamified learning paths for individual students (even with disabilities) to follow on their own terms and as a group, while empowering the teachers to help them become masters of their own learning. BEACONING is an innovation action project that will bring this ecosystem of game-based learning over 5000 users across eight countries in large-scale pilots. Three key partners of the project will access school networks and implement the pilots described in this document throughout 2018. The Spring-term pilots aims at technical and pedagogical evaluations, while the autumn-term pilots will be implemented to evaluate business value and impact of the project outcomes. Web-based community building tools will be employed for teachers, head teachers, and policymakers.
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D6.2.pdf
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