Coordinatore | ELLINOGERMANIKI AGOGI SCHOLI PANAGEA SAVVA AE
Organization address
address: DIMITRIOU PANAGEA STR contact info |
Nazionalità Coordinatore | Greece [EL] |
Totale costo | 3˙129˙828 € |
EC contributo | 2˙400˙000 € |
Programma | FP7-ICT
Specific Programme "Cooperation": Information and communication technologies |
Code Call | FP7-ICT-2011-8 |
Funding Scheme | CP |
Anno di inizio | 2012 |
Periodo (anno-mese-giorno) | 2012-11-01 - 2015-10-31 |
# | ||||
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1 |
ELLINOGERMANIKI AGOGI SCHOLI PANAGEA SAVVA AE
Organization address
address: DIMITRIOU PANAGEA STR contact info |
EL (PALLINI) | coordinator | 0.00 |
2 |
BUNDESMINISTERIUM FUR BILDUNG UND FRAUEN
Organization address
address: Minoritenplatz contact info |
AT (VIENNA) | participant | 0.00 |
3 |
NATIONAL CENTER FOR SCIENTIFIC RESEARCH "DEMOKRITOS"
Organization address
address: Patriarchou Gregoriou Str. contact info |
EL (AGHIA PARASKEVI) | participant | 0.00 |
4 |
Serious Games Interactive
Organization address
address: RAVNSBORGGADE 2 2 contact info |
DK (KOBENHAVN) | participant | 0.00 |
5 |
THE OPEN UNIVERSITY
Organization address
address: WALTON HALL contact info |
UK (MILTON KEYNES) | participant | 0.00 |
6 |
THE UNIVERSITY OF EDINBURGH
Organization address
address: OLD COLLEGE, SOUTH BRIDGE contact info |
UK (EDINBURGH) | participant | 0.00 |
7 |
UNIVERSITA TA MALTA
Organization address
address: University Campus, Tal-Qroqq contact info |
MT (MSIDA) | participant | 0.00 |
Esplora la "nuvola delle parole (Word Cloud) per avere un'idea di massima del progetto.
The C2Learn project aims to introduce an innovative digital gaming and social networking environment incorporating diverse tools, the use of which can foster co-creativity in learning processes in the context of both formal and informal educational settings.nIn developing this project, we are innovating methodologically by introducing two new non-linear thinking processes, as fundamental heuristic devices in assisting the user to generate new types of candidate solutions. These innovations are based on most recent results of cognitive science research, which have marked a breakthrough in our understanding of the roots of reasoning and its relation to emotion and representation: Diagrammatic Reasoning and Emotional Reasoning.nWe shall also implement these non-linear thinking methodologies in game environments, especially for school age users, in order to enhance the motivational component and to enrich the manner and opportunities of engagement with these activities. In so doing, we shall be guided by an acclaimed educational theory on how to use digital gaming and social networking technology to promote creative thinking in children and the young.nThe C2Learn environment will be an open-world 'sandbox' (non-linear) virtual space enabling learners to freely explore ideas, concepts, and the 'shared' knowledge available on the semantic web and the virtual communities in which they participate. In this open-world sandbox, creativity is contextually defined as open-ended, and has no pre-sets or barriers. So too will be the virtual game environment housing nonrestrictive opportunities for learners to engage in creative problem-finding and creative problem solving. These new computational tools – rather than setting a series of preset problems and challenges based on players' previous actions in the virtual game environment – will afford and generate potential playful experiences surrounding creative problem solving and non-linear thinking tasks.