FLIP2G Project

By Roberto Lopez, Artelnics.

Neural Designer participates in the R&D project "Enhancing education and training through data-driven adaptable games in flipped classrooms (FLIP2G).

This project is framed in the Erasmus+ Programme of the European Union to support education, training, youth and sport in Europe.

Project description

Today’s learners from youth until adulthood expect more personalization, collaboration and better links between formal and informal learning to improve their employability and increase their skill-set.

This can be underpinned through engaging pedagogical models and novel technologies that can foster motivation, generate adaptive learning pathways and allow self-directed learning in education and training.

A learner’s-centred pedagogy using ICT and interdisciplinary research makes personalised and adaptive learning possible. However, between 50% and 80% of students in the European Union never use digital textbooks, exercise software, simulations or educational games.

To this end, it is important to introduce and integrate pedagogical models and technologies in education and training where learners will be required to actively engage with the material taught and interact with technologies that will increase their motivation and willingness to learn.

Such pedagogical strategies include a) the well-established Problem-Based Learning (PBL) model, which allows students to learn by doing and supports the development of transversal and lifelong learning skills, as well as b) the Flipped classroom model, where the learning content is delivered online and outside of the classroom while the activities and practice exercises are carried out within the classroom with the guidance of a facilitator.

Additionally, examples of novel and engaging technologies include educational games and data analytics, which foster motivation and engagement and allow in depth practice through simulated activities.

The Flip2G project aims to establish a Knowledge Alliance between higher education institutions, schools and private companies that will boost skills development and introduce novel, data-driven approaches to education and training. The consolidation of all efforts will provide a transnational set of results, as follows:

The above results aim to produce engaging pedagogical models and novel technologies that can foster motivation, generate adaptive learning pathways and allow self-directed learning in education and training.

Work plan

WP1. Serious games for education and training

The aims of this work-package are to:

Preliminary research on the field has identified examples of serious games that will be further studied and analysed within the work package. Such games are Dragon Box Elements for maths, Pulse for health, Pacific for skills acquisition, Robocode for computer programming, Merchants for conflict negotiation skills etc.

WP2. FLIP2G Flipped classroom design

The aims of this work package are to:

WP3. Course environment design and learning analytics

The aims of this work package are to:

WP4. Trials

The aim of this work package is to organize trial pilots with the participation of the project partners for maximum knowledge exchange and co-creation and evaluate the pilots’ implementation.

More specifically, UOM, AAU and Northumbria will organize trials in undergraduate and postgraduate courses of different curricula, such as project management, open data, media technologies, and e-government.

Private employees and public employees will also participate in the trials through the expertise postgraduate courses that UOM hosts on e-government and innovation.

Peacehaven community school’s students and Mandoulides School’s students will participate in the trials by using the project’s results and participating in the International Hackathlon organized by Mandoulides Schools, which will be integrated within the FLIP2G gaming environment.

WP5. Evaluation

The aim of this work package is to evaluate the effectiveness of the project’s results in improving education and training through a PBL-enhanced flipped classroom model and an engaging environment with gaming and artificial intelligence elements.

This work package will also assess the usage of LA tools in monitoring and guiding learners’ progress throughout their learning experience.

WP6. Dissemination & Exploitation

The aim of this work package is twofold:

WP7. Quality Assurance

The aim of this work package is to provide quality monitoring mechanisms that will guarantee the results’ superiority as well as the timely progress of the project.

A quality assurance strategy and a corresponding plan will specify the procedures and criteria for the overall quality assurance of the project results and will provide co-ordination of the testing and quality checks that will be undertaken in the course of the work of the other work packages.

WP8. Project Management

The aim of this work package is to ensure that the consortium will collaborate effectively and reach the objectives of the project, or even go beyond expectations, in the given timeframe.

Furthermore, the work package is concerned with actual coordination of the project, interfacing with the European Commission, managing budget flows and so on.

Project consortium:

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