Explore the words cloud of the e-Confidence project. It provides you a very rough idea of what is the project "e-Confidence" about.
The following table provides information about the project.
Coordinator |
INSTITUTO TECNOLÓGICO DE CASTILLA Y LEON
Organization address contact info |
Coordinator Country | Spain [ES] |
Project website | http://www.econfidence.eu |
Total cost | 1˙151˙497 € |
EC max contribution | 999˙541 € (87%) |
Programme |
1. H2020-EU.2.1.1. (INDUSTRIAL LEADERSHIP - Leadership in enabling and industrial technologies - Information and Communication Technologies (ICT)) |
Code Call | H2020-ICT-2016-1 |
Funding Scheme | IA |
Starting year | 2016 |
Duration (year-month-day) | from 2016-11-01 to 2018-10-31 |
Take a look of project's partnership.
# | ||||
---|---|---|---|---|
1 | INSTITUTO TECNOLÓGICO DE CASTILLA Y LEON | ES (VILLALONQUEJAR BURGOS) | coordinator | 240˙000.00 |
2 | NUROGAMES GMBH | DE (KOLN) | participant | 181˙125.00 |
3 | EVERIS SPAIN SL | ES (MADRID) | participant | 173˙438.00 |
4 | EUN PARTNERSHIP AISBL | BE (BRUXELLES) | participant | 165˙525.00 |
5 | UNIVERSIDAD DE SALAMANCA | ES (SALAMANCA) | participant | 124˙453.00 |
6 | SVEUCILISTE U RIJECI, FILOZOFSKI FAKULTET U RIJECI | HR (RIJEKA) | participant | 115˙000.00 |
Serious Games have become a popular tool for knowledge transfer, behavioural, perceptual or cognitive change, but their effectiveness has been under several studies aiming to answer the question whether they are an effective instrument. The E-Confidence project aims to test a methodology that includes several models, such as the Activity Theory-based Model of Serious Games (ATMSG) for game development methodology combined with Applied Behaviour Analysis (ABA ) and Learning Analytics (LA) in order to be able to design serious games able to promote behavioural changes in the user. E-Confidence will provide new opportunities for tracking and analysing learners behavioural data and interpreting them in an educational meaningful way. Improving the assessment of progress, performance, learning outcomes, game quality and user appreciation. Behaviour analysis might be able to assist game designers in sorting out conceptual and analytical frameworks to improve gamification. E-Confidence will test the methodology with two serious games developed considering behavioural aspects for the Safe use of Internet and Bullying, the games will be tested in different Spanish and English Schools to assess behavioural changes in children. Having an improved understanding of basic principles of behaviour and adopting a more conceptually systematic framework will provide more effective and successful gamification strategies to Game development SMEs and thus provide higher return of investment through time-saving replicable processes.
Data management Plan | Open Research Data Pilot | 2020-04-24 00:35:03 |
Integration in Xtend Report | Other | 2020-04-24 00:35:03 |
Web page | Websites, patent fillings, videos etc. | 2020-04-24 00:35:03 |
Pre-test data | Documents, reports | 2020-04-24 00:35:04 |
Videogames tutorial | Documents, reports | 2020-04-24 00:35:03 |
Report with lessons learnt from other project s and initiatives. Practical implementation plan for undertaking the data collection and analysis activities | Documents, reports | 2020-04-24 00:35:03 |
State of market analysis – Report | Documents, reports | 2020-04-24 00:35:03 |
Information dossier on researched topics and indicators to assess the educational possibilities of the videogames. | Documents, reports | 2020-04-24 00:35:04 |
Dossier of measurement instruments to apply in the pilot test. | Documents, reports | 2020-04-24 00:35:03 |
Dissemination/Communication Plan | Documents, reports | 2020-04-24 00:35:03 |
Report including academic papers, factsheets, Project brochures, flyers and posters and impact achieve. | Documents, reports | 2020-04-24 00:35:03 |
Data analysis results | Documents, reports | 2020-04-24 00:35:03 |
Item analysis results | Documents, reports | 2020-04-24 00:35:03 |
Games evaluation | Documents, reports | 2020-04-24 00:35:03 |
Post-test data | Documents, reports | 2020-04-24 00:35:03 |
Take a look to the deliverables list in detail: detailed list of e-Confidence deliverables.
year | authors and title | journal | last update |
---|---|---|---|
2017 |
Martin del Pozo, M.; GarcÃa-Valcarcel Muñoz-Repiso, A.; Basilotta Gómez-Pablo, V. Participación educativa en el desarrollo de serious games sobre bullying y uso seguro de Internet: Caminando se hace el camino published pages: 13-24, ISSN: 2529-9638, DOI: 10.5281/zenodo.1456870 |
Revista Interuniversitaria de Investigación en TecnologÃa Educativa (RIITE) 3 -Diciembre 2017 | 2020-04-24 |
2018 |
GarcÃa-Valcárcel Muñoz-Repiso, A.; Olmos-Migueláñez, S.; Sánchez-Prieto, J.C.; Cabezas González, M. ¿Hacen los adolescentes un uso seguro de Internet? published pages: 1-7, ISSN: , DOI: 10.5281/zenodo.1456907 |
Jornadas Universitarias de TecnologÃa Educativa Annual | 2020-04-24 |
Are you the coordinator (or a participant) of this project? Plaese send me more information about the "E-CONFIDENCE" project.
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The information about "E-CONFIDENCE" are provided by the European Opendata Portal: CORDIS opendata.