CREDU, Creating novel technologies of scalable and empowering learning


Main funder

Funder's project number9214/31/2019


Funds granted by main funder (€)

  • 348 980,00


Funding program


Project timetable

Project start date01/04/2020

Project end date30/11/2022


Summary

CREDU project aims at creating new knowledge on the mechanisms of learning needed for creating novel, effective and scalable learning environments. This is achieved by investigating the basic individual and collaborative processes of learning, and learning efficacy, in traditional and emerging learning environment: physical learning spaces, online learning courses, games, and virtual reality. The overarching aim of the project is to create deeper understanding of individuals as creative and natural learners, and on the relationship between technology and learning processes. The project is a collaborative effort of two universities (UH and JYU) and 5-6 partner companies.

The foci of investigation:
1. What aspects of the learning process and learning environments most powerfully influence higher-order learning phenomena such as motivation, engagement, immersion, and curiosity?
2. How to incite motivation, engagement, immersion, and curiosity and thereby attain deeper learning outcomes?
3. How to incorporate aspects that support collaboration to learning environments, tools and methods in order to accelerate learning?
4. What features of learning environments, tools and methods produce learning that transfers to real life?

The goals will be reached by high-quality experimental research in the fields of qualitative research, psychology, cognitive and affective neuroscience, psychophysiology, education, as well as human-centric design and prototyping. The experiments will detail how augmentations of physical and virtual learning environments and games can be used to accelerate and deepen motivation and learning, and engage learners to create skills and knowledge that transfers to real-life contexts. This new understanding will be used to inform the product development of partner companies and also respond to their needs of developing new knowhow. All in all, the outcomes of the project will support the development of next-generation digital pedagogy, educational as well as leisure gaming, and various learning environments within the partner companies, as well as broadly in Finnish education export.


Principal Investigator


Other persons related to this project (JYU)


Primary responsible unit


Follow-up groups

Profiling areaMultidisciplinary research on learning and teaching (University of Jyväskylä JYU) MultiLeTeSchool of Wellbeing (University of Jyväskylä JYU) JYU.Well


Related publications and other outputs


Last updated on 2023-13-11 at 09:24