EDUMOTION

Participantes

Fecha
Inicio: 01/07/2012, Fin: 30/06/2014.

Objetivos
Objetivos del proyecto This proposal considers the relevance of location-based experiences for education. Edumotion develops a software platform for informal learning, based on field experience. It will lean on content management and location-based distribution, through a combination of existing technologies and specific contributions from the project. The educational community has already demonstrated the potential application of a variety of location-based experience... This proposal considers the relevance of location-based experiences for education. Edumotion develops a software platform for informal learning, based on field experience. It will lean on content management and location-based distribution, through a combination of existing technologies and specific contributions from the project. The educational community has already demonstrated the potential application of a variety of location-based experiences in the education field such as tour-guides, educational games, field trips or field science. In general, location-based educational experiences offer the potential for interactive, real-time ways of learning, which take place outside the conventional lecture hall, laboratory or classroom. Education through field experience, combines knowledge and real life, learning and interaction, and makes Edumotion a strong asset for significant progress. Edumotion exploits collaborative networking among educational institutions and professionals across the World in order to share contents and activities in a globally available platform. Users will be able to modify, enrich, and complement activities of others users and adapt them to specific level of students and to their specific evaluation criteria.The system is commercially targeting public educational institutions, private schools and companies organizing outdoor and indoor activities where students or other participants have access to a certain educational content adapted to their skills and knowledge. The system allows students to contribute with content generated by them during the activity. Therefore, the user becomes a producer, not only a consumer. With this approach, every user works as a real-time enrichment to the learning experience of the group, not only of him. Through this interaction, the user group becomes a pro-active, inter-related knowledge cell, which will grow faster and with more powerful, the more it is used and populate. ver más

Ambito
Comunidad autónoma: Se buscaba un proyecto en cooperación con un partner de CCAA especificas.

Este proyecto fue tramitado con éxito!.