ICT for Education and knowledge creation

ICT for Education and knowledge creation

Can new approaches to education support, and one day substitute, a millennium-old institution like traditional brick-and-mortar universities?

Can Internet foster education and promote access to higher studies, preserving and, why not, re-inventing the social role that the university today has?

Can new forms of education go along with demographic and behavioral changes undergoing in population, widening the gates of higher education by means of modern digital media?

How to incentivize the creation of new knowledge, aimed at detecting, solving and prevent the most pressing issues that are menacing the sustainability of societies in which we are living?

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Alberto Lusoli

May 09, 2014
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  1. INSITE Final meeting ICT for education and knowledge creation Venice,

    May 9th 2014 ICT for education and knowledge creation
  2. INSITE Final meeting ICT for education and knowledge creation Venice,

    May 9th 2014 Develop methodologies to recognize emergent objects and patterns of interaction in multiplayer online games and to study the processes through which these innovations take place and their consequences BACK TO BASICS Work Package 4 Objective
  3. INSITE Final meeting ICT for education and knowledge creation Venice,

    May 9th 2014 INSITE project timeline kick off Mar 2011 Mid-term report Aug 2012 experiments on innovation dynamics in Massive Multiplayer Online Game (MMOG)
  4. INSITE Final meeting ICT for education and knowledge creation Venice,

    May 9th 2014 MEETING Games, Science & Society We are here May 2014 Oct. 2013 sept. 2012 MEETING Measuring, Quantifying and Modeling Processes of Scientific Knowledge Creation and Propagation in Online Societies
  5. INSITE Final meeting ICT for education and knowledge creation Venice,

    May 9th 2014 why video games?
  6. INSITE Final meeting ICT for education and knowledge creation Venice,

    May 9th 2014 why videogames? 25% of population plays videogame 49% of gamers are >39 years old Revenues In 2012 the videogame industry generated revenues for US$63.4 Billion worldwide, and the market is expected to reach US$86.9 in 2017 2 0 1 2 2 0 1 7 63.4 86.9 sources: Interactive Federation Software of Europe, Videogames in Europe, 2012 consumer study Pricewaterhouse Cooper, Global entertainment and media outlook: 2013-2017
  7. INSITE Final meeting ICT for education and knowledge creation Venice,

    May 9th 2014 serious games “ Serious games use instructional and video game elements for nonentertainment purposes. “ Gamification is the use of game thinking and game mechanics in non-game contexts to engage users in solving problems gamification
  8. INSITE Final meeting ICT for education and knowledge creation Venice,

    May 9th 2014 gamification number of articles published per year These techniques are turning out to be pivotal in motivating customers, employees, and other stakeholders PricewaterhouseCoopers […] improve performance by embedding gaming mechanics into traditional processes. Technology in the workplace can be rewarding, and (gasp) even fun. Deloitte Game mechanics are already effectively engaging and motivating the workforce as well as maintaining and intensifying certain employee behaviors. Accenture 201 196 210 673 1970 4170 2008 2009 2010 2011 2012 2013
  9. INSITE Final meeting ICT for education and knowledge creation Venice,

    May 9th 2014
  10. INSITE Final meeting ICT for education and knowledge creation Venice,

    May 9th 2014  Can new approaches to education support, and one day substitute, a millennium-old institution like traditional brick- and-mortar universities?  Can Internet foster education and promote access to higher studies, preserving and, why not, re-inventing the social role that the university today has?  Can new forms of education go along with demographic and behavioral changes undergoing in population, widening the gates of higher education by means of modern digital media? 1: education
  11. INSITE Final meeting ICT for education and knowledge creation Venice,

    May 9th 2014 1200+ courses 10 million students 200+ universities 1300+ instructors Mass Open Online Courses MOOC
  12. INSITE Final meeting ICT for education and knowledge creation Venice,

    May 9th 2014 growth of MOOCs Number of courses offered by major MOOCs platforms. Source: Class-Central.com
  13. INSITE Final meeting ICT for education and knowledge creation Venice,

    May 9th 2014 growth of MOOCs Subjects distribution Source: Class-Central.com
  14. INSITE Final meeting ICT for education and knowledge creation Venice,

    May 9th 2014 the MOOC scenario
  15. INSITE Final meeting ICT for education and knowledge creation Venice,

    May 9th 2014 open questions Given the popularity of massive multiplayer online games and their growth rates, can one imagine a university designed as an adaptive computer game? ?
  16. INSITE Final meeting ICT for education and knowledge creation Venice,

    May 9th 2014 MOOCs + gamification improve online education by exapting game elements and mechanics coming from the domain of entertainment ICTs collect data about students’ preferences, performance and behaviors understand users’ learning methods and transform the game into an adaptive and learning system itself, capable to adapt to needs of its users, thus improving the effectiveness of the system
  17. INSITE Final meeting ICT for education and knowledge creation Venice,

    May 9th 2014  The crises generated by the unanticipated effects of innovation cascades are becoming increasingly difficult to monitor and control.  The speed and the spatial scales across which cascades of innovations unfold are growing at a pace which makes difficult to keep track and prevent such crises from occur.  New methods for information and knowledge creation are required, in order to monitor and steer innovation trajectories 2: knowledge creation
  18. INSITE Final meeting ICT for education and knowledge creation Venice,

    May 9th 2014 citizen science Citizen Science refers to the general public engagement in scientific research activities when citizens actively contribute to science either with their intellectual effort or surrounding knowledge or with their tools and resources
  19. INSITE Final meeting ICT for education and knowledge creation Venice,

    May 9th 2014 Geo Wiki Lack of crucial accurate data to determine the potential of additional agricultural land available in certain regions of the world the problem Volunteers are asked to review maps of global land cover and determine, based on what they actually see in Google Earth, if the land cover maps are correct or incorrect. the experiment A first experiment allowed researchers to produce a cropland map of Ethiopia using human- generated data. results
  20. INSITE Final meeting ICT for education and knowledge creation Venice,

    May 9th 2014 Everyaware Monitor, and raise awareness, about pollutant gases levels and noise pollution in big cities. the problem Air probe and Wide Noise. The first is composed by a low-cost sensor box and an app which track pollutant gases. The second is composed by an app which record and map noise levels. the experiments Worldwide diffusion of Wide Noise. European map of Air Probe. results
  21. INSITE Final meeting ICT for education and knowledge creation Venice,

    May 9th 2014 Face the problem of data deluge in Astronomy. Analyze and classify pictures coming from the Hubble Space Telescope, according to their morphology.. the problem A platform which allows users to classify images. Everyone can join and classify galaxies that probably no one have never seen before. the experiment 50 millions of classification made by 50.000 users in the first year. (one graduate student working 24 hours a day and 7 days a week would take 3– 5 years to do the same task) results Galaxy Zoo
  22. INSITE Final meeting ICT for education and knowledge creation Venice,

    May 9th 2014 open questions Given that in the near future vast amounts of data about Citizen Science experiments could become available, can we make the process of learning an observable and quantifiable science? ?
  23. INSITE Final meeting ICT for education and knowledge creation Venice,

    May 9th 2014 next steps ICT 10 – 2015: Collective Awareness Platforms for Sustainability and Social Innovation ICT 20 – 2015: Technologies for better human learning and teaching ICT 21 – 2014: Advanced digital gaming/gamification technologies
  24. INSITE Final meeting ICT for education and knowledge creation Venice,

    May 9th 2014 albertolusoli alberto.lusoli@unive.it Alberto Lusoli, ECLT Insiteproject.org Ecltech.org INSITE Let’s talk