Outcomes of International Research Projects on Technology Applied to Education
J.UCS Special Issue
Francisco J. García-Peñalvo
(Computer Science Department, Science Education Research Institute,
GRIAL Research Group
University of Salamanca, Salamanca, Spain
fgarcia@usal.es)
Ricardo Colomo-Palacios
(Computer Science Department, Universidad Carlos III de Madrid, Madrid, Spain
ricardo.colomo@uc3m.es)
Miltiadis Lytras
(The American College of Greece, Gerakas, Greece
miltiadis.lytras@gmail.com)
Abstract: Technology-based education or technology applied to
education is a key issue in Knowledge Society. There are several
conferences, journals and specialized books that reflect the
researching advances in this area, but there exists a huge experience
background and efforts regarding international research projects
development on technology-based education that not always spread their
outcomes in a suitable way. This special issue includes information
and the main outcomes of 12 international research projects on
technology applied to education organized in 7 papers.
Keywords: Knowledge Society; Technology-based Education, Research
Projects, Education Trends, Open Knowledge
Categories: D.0, D.2, H.0, H.m, J.0, J.4, J.6, L.1, L.2, M.0, M.1
1 Introduction
The application of advanced Software Technologies in the context of
the Knowledge Society is a bold contribution of the Software
Engineering scientific community to a joint vision for applied
humanistic computing.
Knowledge Society needs technology as a medium for its development
[Lytras, 2010]. Education is a key and essential element for knowledge
improvement [García-Peñalvo and García-Carrasco, 2003;
García-Peñalvo, 2005]. There are many and many direct and
indirect activities that involve technological aspects for enhancing
education and learning processes. Learning technologies and
technology-based education case studies are continuously reflected in
different formal publications, as reports, conference and workshops
proceedings, scientific journals and specialized books, and informal
evidences through vertical social networks or educational related
blogs.
Other important source of experiences is the huge amount of
international research projects on technology-based education that are
developed all over the world. Most of them have very interesting
outcomes but these results are often enclosed inside or so near to the
working-group that have carried out the project, failing in the spread
or dissemination activities and causing researchers to reinvent the
wheel over and over again.
The main goal of this special issue is to join in a monographic a high
level sample of technology-based educational projects supported by
different organizations and institutions. These projects must fulfil
the following requirements:
- The main topic of the project is technology applied to education
into an international scope.
- The project must be funded by a prestigious public or private
organization.
- The project should be in the last year of its development or
finished in the last two years.
According the requirements above, 7 papers have been
selected,introducing 12 different projects that are presented in
Section 2.
2 Special issue contents
European Union supports several programmes regarding technology-based
education. The European Commission's Lifelong Learning Programme
(http://ec.europa.eu/education/lifelong-learning-programme/doc78_en.htm)
enables people at all stages of their lives to take part in learning
experiences, as well as helping to develop the education and training
sector across Europe. There are four sub-programmes which fund
projects at different levels of education and training, i.e., Comenius
for schools, Erasmus for higher education, Leonardo da Vinci for
vocational education and training, and Grundtvig for adult
education. Also, there are other projects in areas that are relevant
to all levels of education, so called Key Actions, such as language
learning, information and communication technologies, policy
co-operation and dissemination and exploitation of project results are
funded through the transversal part of the Programme. Regarding
Lifelong Learning Leonardo da Vinci Programme, Valentina Gatteschi et
al. introduce the TIPTOE Project which tackles the problem of
interpretation and application of the EQF (European Qualification
Framework) [EQF, 08] principles from a practical perspective, by
specifically focusing on a sector that is considered of primary
importance for the markets and for the partnership: the trade
sector. In this project, partners propose a methodology capable of
mitigating both the gap between the different European education and
training systems as well as the (cultural) differences in the content
and interpretation of occupations within the European labour market.
While Lifelong Learning Programme is mainly oriented to practice and
experimentation in different educational contexts, European Union
Framework Programme bundles all research-related European Union
initiatives together under a common roof playing a crucial role in
reaching the goals of growth, competitiveness and employment. Research
and advance in the education field and specially in learning
technologies are common issues in Framework Programme projects. This
programme is the most presented in the special issue with 5
projects. Caballé et al. introduce ALICE (Adaptive Learning via
Intuitive/Interactive, Collaborative and Emotional Systems) project
related outcomes.
The main goal of this project is to build an
innovative adaptive environment for eLearning combining
personalization collaboration and simulation aspects with an
affective/emotional based approach, able to contribute towards
overcoming the existing limitations of current eLearning systems and
content. Specifically, in this paper authors introduce a new paradigm
so called Collaborative Complex Learning Objects (CC-LO). This is a
special type of Learning Object that aims to leverage the knowledge
elicited during live sessions of collaborative learning, augmented
with author-generated information, to produce interactive and
attractive resources to be experienced and played by learners.
Sloep et al. present three Framework Programme projects that address
aspects of networked learning: idSpace, LTfLL and Handover. idSpace
assumes the existence of a community of innovators, for which it has
built an online platform that allows them to share and ultimately
create knowledge. LTfLL takes a tooling perspective, its starting
point is the availability of textual artefacts that are accessible
online for (automatic) text analysis; the tools cover individual
learning and collaborative knowledge building, either separately or
jointly, and the networked learners are then given targeted advice on
how to proceed in their learning efforts. Finally, Handover project is
regarding informal learning about 'handing over' patients between
health-care workers, such processes may be optimized through staff
training.
Boticario et al. are the responsible of the EU4ALL project.EU4ALL
develops a general framework to address the needs of accessible
lifelong learning at Higher Education level. This framework consists
of several standards-based interoperable components integrated into an
open web service architecture aimed at supporting adapted interaction
to guarantee students' accessibility needs.
Educational projects also appear in industry programmes. Fonseca et
al. introduce the PLAYER project, supported by the European
Commission, under the Competitiveness and Innovation Framework
Programme. This project uses serious games in order to enable learning
entrepreneurial skills progressively, by guiding users to develop a
business idea in the form of a business plan.
Alier et al. presents a set of projects supported by the Science and
Innovation Spanish Ministry INNPACTO Programme that involves an
international consortium in order to advance in educational tool
interoperability. They introduce the LearningApps project that aims to
reduce the learning tools dispersion by creating a space where
teachers and educational institutions can easily find these tools, and
as well as to build and personalise - with a single click - their own
e-learning environment in the cloud. The authors present LearningApps
as an evolution and continuation of two previous projects: Campus and
SUMA projects.
The last paper of this special is devoted to Open Knowledge in Higher
Education [García-Peñalvo et al. 2010]. This paper is rooted on a
cooperation initiative among the Polytechnic University of Madrid and
a set of Latin-America Institutions. Thus, Tovar et al. introduce two
actions called "Strategic for development and research of Open
Educational Resources" and "A technological framework applied to
engineering academic and research networks". These actions are focused
on the area of open educational resources (OER) and particularly the
educational content of the OpenCourseWare (OCW) model.
Acknowledgements
This work has been partially supported by Universidad Carlos III de
Madrid under "Ayudas para la organización de congresos y workshops"
programme.
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