BEACONING

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BEACONING - BREAKING EDUCATIONAL BARRIERS WITH CONTEXTUALISED, PERVASIVE AND GAMEFUL LEARNING - BEACONING
The project stands for Breaking Educational Barriers with Contextualised, Pervasive and Gameful Learning and focuses on ‘anytime, anywhere’ learning by pervasive methods, using systems that can adapt to the context in which they are being used and by gaming techniques and technologies, starting from a problem-based approach.

The main objectives of the project are:

  • Integrating technologies, pedagogical and social perspectives using pervasive and gamified methods. These methods will be adaptable to the context they are being used for, aiming to make the BEACONING platform innovative while extending its scientific results and experiments, and also engaging different student communities, including those with disabilities.
  • Developing, implementing and validating the BEACONING platform will allow adopting innovative concepts, such as The Future technology, pervasive games, generating procedural game content, games authoring, human-computer interfaces, learning analyses and problem-based learning models and creating usable, adaptable, extendable and sustainable content.
  • Exploring and measuring the level of engagement, effectiveness and impact offered by the BEACONING platform to incentivising learners and supporting the transfer of knowledge and skills, through validating these objectives through large-scale usage involving a community of stakeholders and practitioners from Europe, and providing an exploitation and business plan for the platform usability.

Project information

No. Grant: 68766
Co-funded: Horizon 2020 Framework Programme of European Union
Coordinator: Coventry University
Academic partners: Heriot-Watt University, BIBA Institute, INESC TEC Porto, Complutense University of Madrid, ORT France
Industry partners: ATS, SUCCUBUS, Imaginary, GEOMOTION, Ifinity, Playsoft, SEBIT, Hands-Free Computing, SIVECO

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