(leaded by PhoenixKM BVBA, Belgium)
Scoping Report aims to specify innovation for new target audience by identifying context of use data (analysis of target audience characteristics and learning and training needs, tasks, and environments of use) for materials adaptation and development.
Executive summary of scoping report
Suite of serious game on accessible learning objects - learning content creation
(leaded by Istanbul Sehir University, Turkey)
Suite of serious game on accessible learning objects is basic skills, key skills, personal development, work preparation and sustainability at school.
Curriculum and scenarios framework
Interactive games for mobile learning
(leaded by University of Pannonia, Hungary)
Interactive games for mobile learning include selection of suitable games development engine and source development kits and training. It happens with the use of an engine/system facilitation the creation, management and playback of game play, presented within a contemporary, graphically and aurally rich, 3D gaming environment.
(leaded by ZGURA-M Ltd.)
Trainers' manual describes the hardware/software requirements, usage scenarios and instructional approach. It provides a guide for trainers to whom e-learning may be a new concept, with example usage scenarios, tutorials, target platform specification, and a guide on how e-learning is placed in context with the additional materials to form a complete and blended learning experience.
Usability evaluation, implementation phase and piloting (leaded by University of Maribor, Slovenia)
Usability evaluation produce an evaluation summary, where the primary goals of the 3D simulations will be assessed (such as accessibility, effectiveness in dealing with issues regarding social competencies and creativeness) and evaluation methods chosen suitable to assessing the achievement of these goals (such as structured observation for accessibility and engagement; discovery methods to build confidence in the testing population in their ability to provide meaningful feedback; and post immersion interviews to assess effectiveness).
Collaborative mobile learning platform
(leaded by ACT Creative, Turkey)
Accessible multilingual mobile learning platform host created serious games and training modules and also all intellectual outputs. Design and content specification of the mobile learning platform done according to an iterative user centered, inclusive design methodology for both usability and accessibility.
Intellectual Output 1
Intellectual Output 2
Intellectual Output 3
Intellectual Output 4
Intellectual Output 5
Intellectual Output 6
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