Investigating the potential for
meaningful cultural education
supported by cutting-edge
technologies
Hercules Panoutsopoulos, Vasilis Economou, Yannis Kotsanis, Panos Papoutsis
{i.panoutsopoulos, economu, kotsanis, panos.papoutsis}@doukas.gr
Presentation outline
• Our organization’s profile
• Education in the face of challenges
• The role of culture in contemporary educational systems
• Cutting-edge technologies in the service of cultural education
•#1: Game-supported cultural education
the GameIt project
•#2: Harnessing the potential of the Cloud
the School on the Cloud project
May 16, 2016
VAMCT 15: Investigating the potential for meaningful cultural
education supported by cutting-edge technologies
2
Our organization’s profile
May 16, 2016
VAMCT 15: Investigating the potential for meaningful cultural
education supported by cutting-edge technologies
3
Doukas School participates in
several EU and National
R&D projects & coordinates
extensive European
Networks.
Key areas of research interest:
– Cloud computing in Education
– Game Based Learning and
Gamification
– Learning Analytics
– STEM Education
– e-Pedagogy & e-Portfolios
– Career counseling
Participation in research projects:
– School on the Cloud
(www.schoolonthecloud.net)
– GameIt
(http://www.gameit.gr)
– GeoCapabilities
(www.geocapabilities.org)
– Boys Reading
(www.boysreading.org)
– FAMICO
(www.famico.eu)
– Make World
(http://www.makeworld.eu)
Education in the face of challenges
• Rapid technological advancements.
• Availability of a range of digital devices and
ubiquitous internet access.
• Networks - communities of users.
• Content creation instead of consumption of
information.
• The line between formal and informal
learning has blurred.
May 16, 2016
VAMCT 15: Investigating the potential for meaningful cultural
education supported by cutting-edge technologies
4
The role of culture in contemporary
educational systems
• Culture has the potential to help individuals
become confident and creative community
members able to keep pace with ongoing
developments.
UNESCO/UNFPA/UNDP, “Post-2015 Dialogues on Culture and Development” (2015)
• Cultural awareness and expression has
been defined as a key competence for
active citizenship in today’s knowledge
societies.
European Commission, “Key competences for lifelong learning” (2006)
May 16, 2016
VAMCT 15: Investigating the potential for meaningful cultural
education supported by cutting-edge technologies
5
Cutting-edge technologies in the service of
cultural education
May 16, 2016
VAMCT 15: Investigating the potential for meaningful cultural
education supported by cutting-edge technologies
6
Cloud computing technologies
• Cloud technologies have begun to be adopted from many
organizations across a range of industries and markets (including
education).
• Main advantages: accessibility, flexibility, scalability, adaptability,
cost-effectiveness
Digital games and gamification
• Digital game-based learning: Use of digital games with the
aim to facilitate mastery of content and/or development of
skills and attitudes.
• Gamification: Infusing a game-like character to non-gaming
context with the aim to improve the provided experience.
Cultural education under the lens of two
research projects
May 16, 2016
VAMCT 15: Investigating the potential for meaningful cultural
education supported by cutting-edge technologies
7
education
in culture
Creation and sharing of gamified educational
scenarios.
Meaningful and engaging learning environment.
Use of cultural learning objects made available
through existing LORs (e.g. EUROPEANA).
Potential of available Cloud technologies:
Specialized services for storing and managing
different types of digital content (Cloud-based LORs).
Processing power and content delivery mechanisms
that may allow access to high quality (cultural)
material.
Low implementation costs.
#1: Game-supported cultural education
The GameIt project philosophy
May 16, 2016
VAMCT 15: Investigating the potential for meaningful cultural
education supported by cutting-edge technologies
8
Create It
Share It
Game It
Create It
• Creation of gamified educational
scenarios.
• Exploitation of digital educational
resources made available from existing
LORs.
Share It
• Sharing of gamified educational
scenarios.
Game It
• Delivery of gamified educational
scenarios.
#1: Game-supported cultural education
The GameIt project: Delivery of gamified scenarios
May 16, 2016
VAMCT 15: Investigating the potential for meaningful cultural
education supported by cutting-edge technologies
9
#1: Game-supported cultural education
The GameIt project: Underlying pedagogical framework
May 16, 2016
VAMCT 15: Investigating the potential for meaningful cultural
education supported by cutting-edge technologies
10
Theoretical concepts related to
the domains of Digital Game-
Based Learning and Gamification
Educational design
benefits from constructive
alignment
Detailed definition of
involved roles
Theoretical concepts related to the
formation and operation of
communities of practice
Create It
Share It
Game It
visitor, player, knowledge creator,
game designer/creator
#1: Game-supported cultural education
The GameIt project: Official website & Facebook page
May 16, 2016
VAMCT 15: Investigating the potential for meaningful cultural
education supported by cutting-edge technologies
11
http://www.gameit.gr/
https://www.facebook.com/pages/GameIt/1532248127023262?fref=ts
#2: Harnessing the potential of the Cloud
The School on the Cloud project: Overview of the project
May 16, 2016
VAMCT 15: Investigating the potential for meaningful cultural
education supported by cutting-edge technologies
12
• A network of 57 partners from 18 European
countries.
• Research questions:
– How should education respond to the potential of
Cloud-based tools and technologies?
– What is the impact on education stakeholders?
– What might the situation be like in the future?
• The School on the Cloud project is funded by the
European Commission under the Lifelong Learning
Programme (ICT Action – Key Activity 3).
http://bit.ly/SoCMembers
#2: Harnessing the potential of the Cloud
The School on the Cloud project: Working Groups (WGs)
May 16, 2016
VAMCT 15: Investigating the potential for meaningful cultural
education supported by cutting-edge technologies
13
i-Manager (WG1)
Transition from ground to
Cloud: infrastructure, mentality,
innovation and change
i-Teacher (WG2)
The innovative teacher: the role
of the teacher, teacher training
i-Learner (WG3)
Integrating the Cloud: personalized
learning, formal and informal
education, special needs
i-Futures (WG4)
Future prospects: visions on open
education, interactivity, impact and
communicating the Cloud
#2: Harnessing the potential of the Cloud
The School on the Cloud project: Adopted methodology
May 16, 2016
VAMCT 15: Investigating the potential for meaningful cultural
education supported by cutting-edge technologies
14
#2: Harnessing the potential of the Cloud
The School on the Cloud project: Official website & Facebook page
May 16, 2016
VAMCT 15: Investigating the potential for meaningful cultural
education supported by cutting-edge technologies
15
http://www.schoolonthecloud.eu/
https://www.facebook.com/
SchoolOntheCloud
Thank you very much
for your attention!
May 16, 2016
VAMCT 15: Investigating the potential for meaningful cultural
education supported by cutting-edge technologies
16

Investigating the potential for meaningful cultural education supported by cutting-edge technologies

  • 1.
    Investigating the potentialfor meaningful cultural education supported by cutting-edge technologies Hercules Panoutsopoulos, Vasilis Economou, Yannis Kotsanis, Panos Papoutsis {i.panoutsopoulos, economu, kotsanis, panos.papoutsis}@doukas.gr
  • 2.
    Presentation outline • Ourorganization’s profile • Education in the face of challenges • The role of culture in contemporary educational systems • Cutting-edge technologies in the service of cultural education •#1: Game-supported cultural education the GameIt project •#2: Harnessing the potential of the Cloud the School on the Cloud project May 16, 2016 VAMCT 15: Investigating the potential for meaningful cultural education supported by cutting-edge technologies 2
  • 3.
    Our organization’s profile May16, 2016 VAMCT 15: Investigating the potential for meaningful cultural education supported by cutting-edge technologies 3 Doukas School participates in several EU and National R&D projects & coordinates extensive European Networks. Key areas of research interest: – Cloud computing in Education – Game Based Learning and Gamification – Learning Analytics – STEM Education – e-Pedagogy & e-Portfolios – Career counseling Participation in research projects: – School on the Cloud (www.schoolonthecloud.net) – GameIt (http://www.gameit.gr) – GeoCapabilities (www.geocapabilities.org) – Boys Reading (www.boysreading.org) – FAMICO (www.famico.eu) – Make World (http://www.makeworld.eu)
  • 4.
    Education in theface of challenges • Rapid technological advancements. • Availability of a range of digital devices and ubiquitous internet access. • Networks - communities of users. • Content creation instead of consumption of information. • The line between formal and informal learning has blurred. May 16, 2016 VAMCT 15: Investigating the potential for meaningful cultural education supported by cutting-edge technologies 4
  • 5.
    The role ofculture in contemporary educational systems • Culture has the potential to help individuals become confident and creative community members able to keep pace with ongoing developments. UNESCO/UNFPA/UNDP, “Post-2015 Dialogues on Culture and Development” (2015) • Cultural awareness and expression has been defined as a key competence for active citizenship in today’s knowledge societies. European Commission, “Key competences for lifelong learning” (2006) May 16, 2016 VAMCT 15: Investigating the potential for meaningful cultural education supported by cutting-edge technologies 5
  • 6.
    Cutting-edge technologies inthe service of cultural education May 16, 2016 VAMCT 15: Investigating the potential for meaningful cultural education supported by cutting-edge technologies 6 Cloud computing technologies • Cloud technologies have begun to be adopted from many organizations across a range of industries and markets (including education). • Main advantages: accessibility, flexibility, scalability, adaptability, cost-effectiveness Digital games and gamification • Digital game-based learning: Use of digital games with the aim to facilitate mastery of content and/or development of skills and attitudes. • Gamification: Infusing a game-like character to non-gaming context with the aim to improve the provided experience.
  • 7.
    Cultural education underthe lens of two research projects May 16, 2016 VAMCT 15: Investigating the potential for meaningful cultural education supported by cutting-edge technologies 7 education in culture Creation and sharing of gamified educational scenarios. Meaningful and engaging learning environment. Use of cultural learning objects made available through existing LORs (e.g. EUROPEANA). Potential of available Cloud technologies: Specialized services for storing and managing different types of digital content (Cloud-based LORs). Processing power and content delivery mechanisms that may allow access to high quality (cultural) material. Low implementation costs.
  • 8.
    #1: Game-supported culturaleducation The GameIt project philosophy May 16, 2016 VAMCT 15: Investigating the potential for meaningful cultural education supported by cutting-edge technologies 8 Create It Share It Game It Create It • Creation of gamified educational scenarios. • Exploitation of digital educational resources made available from existing LORs. Share It • Sharing of gamified educational scenarios. Game It • Delivery of gamified educational scenarios.
  • 9.
    #1: Game-supported culturaleducation The GameIt project: Delivery of gamified scenarios May 16, 2016 VAMCT 15: Investigating the potential for meaningful cultural education supported by cutting-edge technologies 9
  • 10.
    #1: Game-supported culturaleducation The GameIt project: Underlying pedagogical framework May 16, 2016 VAMCT 15: Investigating the potential for meaningful cultural education supported by cutting-edge technologies 10 Theoretical concepts related to the domains of Digital Game- Based Learning and Gamification Educational design benefits from constructive alignment Detailed definition of involved roles Theoretical concepts related to the formation and operation of communities of practice Create It Share It Game It visitor, player, knowledge creator, game designer/creator
  • 11.
    #1: Game-supported culturaleducation The GameIt project: Official website & Facebook page May 16, 2016 VAMCT 15: Investigating the potential for meaningful cultural education supported by cutting-edge technologies 11 http://www.gameit.gr/ https://www.facebook.com/pages/GameIt/1532248127023262?fref=ts
  • 12.
    #2: Harnessing thepotential of the Cloud The School on the Cloud project: Overview of the project May 16, 2016 VAMCT 15: Investigating the potential for meaningful cultural education supported by cutting-edge technologies 12 • A network of 57 partners from 18 European countries. • Research questions: – How should education respond to the potential of Cloud-based tools and technologies? – What is the impact on education stakeholders? – What might the situation be like in the future? • The School on the Cloud project is funded by the European Commission under the Lifelong Learning Programme (ICT Action – Key Activity 3). http://bit.ly/SoCMembers
  • 13.
    #2: Harnessing thepotential of the Cloud The School on the Cloud project: Working Groups (WGs) May 16, 2016 VAMCT 15: Investigating the potential for meaningful cultural education supported by cutting-edge technologies 13 i-Manager (WG1) Transition from ground to Cloud: infrastructure, mentality, innovation and change i-Teacher (WG2) The innovative teacher: the role of the teacher, teacher training i-Learner (WG3) Integrating the Cloud: personalized learning, formal and informal education, special needs i-Futures (WG4) Future prospects: visions on open education, interactivity, impact and communicating the Cloud
  • 14.
    #2: Harnessing thepotential of the Cloud The School on the Cloud project: Adopted methodology May 16, 2016 VAMCT 15: Investigating the potential for meaningful cultural education supported by cutting-edge technologies 14
  • 15.
    #2: Harnessing thepotential of the Cloud The School on the Cloud project: Official website & Facebook page May 16, 2016 VAMCT 15: Investigating the potential for meaningful cultural education supported by cutting-edge technologies 15 http://www.schoolonthecloud.eu/ https://www.facebook.com/ SchoolOntheCloud
  • 16.
    Thank you verymuch for your attention! May 16, 2016 VAMCT 15: Investigating the potential for meaningful cultural education supported by cutting-edge technologies 16