9 research outputs found

    ECO D2.6 Web 2.0 requirements analysis

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    ECO sMOOCs are social and seamless and the pedagogical design puts the learner central, taking an active role and learning through interactions and connections with others. The platforms have to provide the features not only support social interaction but promote and enhance these. This deliverable puts forward what features can scaffold interactions, taking into account lessons learned from popular social media.Part of the work carried out has been funded with support from the European Commission, under the ICT Policy Support Programme, as part of the Competitiveness and Innovation Framework Programme (CIP) in the ECO project under grant agreement n° 21127

    D3.5 Report on ECO social network integration features

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    This document describes how integrations with social networks are being developed in ECO platforms. With these new features, participants will be able to share results and other contents through Facebook, Twitter, Google plus.ICT Policy Support Programme as part of the Competitiveness and Innovation framework Programme (CIP) - grant number 62112

    D3.1 Validation of technical specifications of ECO modules

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    The objective of this document is to list the most important technical specifications of each MOOC platform that will be integrated in the overall ECO architecture. The objective of this particular task is to carry out analysis of all the technical specifications of each of the modules/platforms that are to be integrated in the global ECO platform. Once integration will be done, an Open Data exposure solution will be implemented by means of integrating an Open Data Catalog platform such as CKAN.ICT Policy Support Programme as part of the Competitiveness and Innovation framework Programme (CIP) - grant number 62112

    D3.2b Integration Roadmap

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    The objective of this document is to expose the sequence of steps in time (roadmap) for the integration of the different elements that form the architecture of ECOICT Policy Support Programme as part of the Competitiveness and Innovation framework Programme (CIP) - grant number 62112

    ECO D2.5 Learning analytics requirements and metrics report

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    In MOOCs, learning analytics have to be addressed to the various types of learners that participate. This deliverable describes indicators that enable both teachers and learner to monitor the progress and performance as well as identify whether there are learners at risk of dropping out. How these indicators should be computed and displayed to end users by means of dashboards is also explained. Furthermore a proposal based on xAPI statements for storing relevant data and events is provided.Part of the work carried out has been funded with support from the European Commission, under the ICT Policy Support Programme, as part of the Competitiveness and Innovation Framework Programme (CIP) in the ECO project under grant agreement n° 21127

    Elearning, Communication and Open-data: Massive Mobile, Ubiquitous and Open Learning

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    ABSTRACT: In MOOCs, learning analytics have to be addressed to the various types of learners that participate. This deliverable describes indicators that enable both teachers and learner to monitor the progress and performance as well as identify whether there are learners at risk of dropping out. How these indicators should be computed and displayed to end users by means of dashboards is also explained. Furthermore a proposal based on xAPI statements for storing relevant data and events is provided

    Energy-efficient and safe driving using a situation-aware gamification approach in logistics

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    Safety and energy-efficiency is the main aim of every reasonable driver. But often there is too much relevant information a driver has to take into account and evaluate. A useful support can be provided by technology that can observe the driver’s situation, analyze it, and offer individualized information and services to the driver. Moreover, by means of gamification mechanisms drivers can receive valuable feedback and motivation to improve their behavior. This paper presents such a situation-aware gamification approach in logistics, which has been elaborated in the LogiAssist project and enhanced in the TEGA game. A first user study indicated the general usefulness of this approach and revealed also several shortcomings. These results imply that this synergy of various technologies provides a promising opportunity for further investigation and development
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