Education through Characters with emotional-Intelligence and Role-playing Capabi...
Education through Characters with emotional-Intelligence and Role-playing Capabilities that Understand Social interaction
e-CIRCUS aims to develop novel conceptual models and innovative technology to support learning through role-play and affective engagement for Personal and Social Education (PSE) involving complex social situations. It has the foll...
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Información proyecto eCIRCUS
Duración del proyecto: 35 meses
Fecha Inicio: 2006-03-01
Fecha Fin: 2009-02-28
Líder del proyecto
HERIOTWATT UNIVERSITY
No se ha especificado una descripción o un objeto social para esta compañía.
TRL
4-5
Presupuesto del proyecto
3M€
Descripción del proyecto
e-CIRCUS aims to develop novel conceptual models and innovative technology to support learning through role-play and affective engagement for Personal and Social Education (PSE) involving complex social situations. It has the following objectives:<br/>1. To develop models of narrative engagement and empathy for social and emotional learning processes through role-play. 2. To support affective engagement in social and emotional learning through new methods of interaction supporting both spectator and actor roles.3. To create an innovative architecture to enable educational role-play for social and emotional learning in virtual environments populated by synthetic characters with autobiographical memory, individual personalities and attributes.4. To create a VLE for emotional and social learning through developing showcases for educational role-play: one on anti-bullying education and one on intercultural empathy.5. To optimize user involvement in design and development through a classroom-based, curriculum-focused participatory design approach. 6. To carry out a comprehensive evaluation framework including a longitudinal study to assess impact and effectiveness. 7. To disseminate widely the results of the project and seek opportunities for exploiting the results of the project.<br/>By delivering technology that integrates affect with cogniton, it will meet the action line objective To contribute to new understandings of the learning processes by exploring links between human learning, cognition and technologies.