CREDU, Creating novel technologies of scalable and empowering learning


Päärahoittaja

Rahoittajan antama koodi/diaarinumero: 9214/31/2019


Päärahoittajan myöntämä tuki (€)

  • 348 980,00


Rahoitusohjelma


Hankkeen aikataulu

Hankkeen aloituspäivämäärä: 01.04.2020

Hankkeen päättymispäivämäärä: 31.07.2022


Tiivistelmä

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.


Vastuullinen johtaja


Muut hankkeeseen liittyvät henkilöt (JYU)


Päävastuullinen yksikkö


Viimeisin päivitys 2021-18-06 klo 10:42