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Inhalt archiviert am 2024-06-16

Technologies (ACDT)

Exploitable results

The main purpose of the L2C project was to address and significantly advance the state-of-the-art (both theory and practice) in two relevant areas: - Technology-enhanced learning of Collaboration Dynamics and Competencies Development; - Design of Advanced Simulations based on models of human behavior in different organizational contexts. The project developed a widely deployable, advanced, interactive and experiential technology-enhanced solutions ("ACDT Simulation Games") guaranteeing the effective understanding and internalisation of (1) cognitive, motivational and attitudinal factors, (2) complexity of knowledge integration processes and distributed, ICT-supported teamwork, and (3) management competencies determining the success or failure of collaboration dynamics in diverse and distributed contexts. The evaluation process showed different degrees of development (maturity levels) for the different outputs, both in terms of learning value and level of completion of the technical solutions. With regard to the Knowledge Community, the tool offers interesting features to document and access a large collection of knowledge, and a robust repository whose design makes the usability of the Knowledge Base particularly high and the learning process rather effective in particular domains such as collaboration dynamics. Although the knowledge categorization can still perfected, the XML based architecture of the Knowledge Community provides enough flexibility to adapt the Knowledge Library to any new demands that might arise in the future. Community-wise, the Virtual Learning Community supports synchronous and real-time communication through a Skype function, integrates several features including online forums and team subspaces, and provides different levels of user’s categorization and subgroup creation. Although some space for improvements exists, the Virtual Learning Community offers the basic functionalities to create groups of users around areas of interest, exchange knowledge between community members, and facilitate social interactions. Concerning the Simulation Games, a consolidated view of the evaluation results indicates where the prototypes stand to each other while providing a comparative assessment of their level of maturity. Eagle Racing clearly stands out by scoring higher than any of the other simulations in each of the two dimensions considered. Particularly attractive with its video based interface and rich in terms of pedagogical contents, Eagle Racing is a simulation easily deployable in a variety of off-line and on-line contexts (via DVDs, on the Web, through existing web platforms, etc) with distributed teams which is innovative in many ways (compared to the majority of simulations addressing collaboration) and complementary to existing/traditional earning approaches. In the case of EduSynergy, the simulation has demonstrated its high pedagogical potential and learning effectiveness. While some extensions were identified and may be implemented in the future, EduSynergy has some good functionalities that make it a particularly mature solution ready to be deployed in higher educational institutions.

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