ProsocialLearn - Gamification of Prosocial Learning for Increased Youth Inclusion and Academic Achievement
Akronyymi
ProsocialLearn
Rahoitetun hankkeen kuvaus
ProsocialLearn will establish a new market for digital games aiming at increasing social inclusion and academic performance. A ground-breaking digital gaming genre will be created that focuses on helping children to acquire prosocial skills necessary for positive relationships, team working, trustworthiness and emotional intelligence. ProsocialLearn will deliver a series of disruptive innovations building on a game development and distribution platform for the production of prosocial games that engages children and stimulates technology transfer from traditional game industry to the education sector. ProsocialLearn will offer games developers scientifically proven prosocial game elements for development digital games. An application programming interface (API), ProsocialAPI, will allow developers to integrate functions into games including visual sensing, identification of prosocial signals from in-game actions, personalised adaptation of game elements, player profiles, game mechanics and expressive virtual characters, and support for data collection with protection of personal data. SMEs from the traditional game industry will work together with serious games companies to produce a series of exciting digital games targeting European schools. Through a multi-disciplinary collaboration between industry, researchers, psychologists, pedagogists and teaching professionals, ProsocialLearn will address complex factors associated with child development and advanced ICT in school curricula. Two SMEs within the consortium will produce an initial set of games and additional SMEs will be incorporated in the third year of the project to foster market creation. Both short term and longitudinal studies (pilots) will be conducted at schools across Europe to build scientific evidence of the benefits of prosocial gaming in different cultural settings and scales, and to explore business models, business plans and verify financial viability of the ProsocialLearn platform.
Näytä enemmänAloitusvuosi
2015
Päättymisvuosi
2018
Myönnetty rahoitus
ANIWAY OY
99 750 €
Participant
MAD ABOUT PANDAS UG (DE)
99 925 €
Participant
HYPESLUGS SRL (RO)
99 968.75 €
Participant
ISTITUTO COMPRENSIVO STATALE B. LORENZI FUMANE VR (IT)
167 000.81 €
Participant
REDIKOD AB (SE)
293 343.75 €
Participant
PLAYGEN LIMITED (UK)
426 426 €
Participant
ELLINOGERMANIKI AGOGI SCHOLI PANAGEA SAVVA AE (EL)
203 750.32 €
Participant
ETHNIKO KENTRO EREVNAS KAI TECHNOLOGIKIS ANAPTYXIS (EL)
516 250 €
Participant
UNIVERSITY OF SOUTHAMPTON (UK)
682 875 €
Participant
KUNGLIGA TEKNISKA HOEGSKOLAN (SE)
240 382.5 €
Participant
ATOS SPAIN SA (ES)
548 465.97 €
Coordinator
Myönnetty summa
3 448 102 €
Rahoittaja
Euroopan unioni
Rahoitusmuoto
Innovation action
Puiteohjelma
Horizon 2020 Framework Programme
Haku
Ohjelman osa
INDUSTRIAL LEADERSHIP - Leadership in enabling and industrial technologies - Information and Communication Technologies (ICT) (5239 Content technologies and information management: ICT for digital content, cultural and creative industries (5243 )
Aihe
Advanced digital gaming/gamification technologies (ICT-21-2014Haun tunniste
H2020-ICT-2014-1 Muut tiedot
Rahoituspäätöksen numero
644204
Tunnistetut aiheet
media, journalism