To deliver disruptive innovation, the ProsocialLearn consortium has been shaped to include existing knowledge in technology (visual sensing, data fusion and game mechanics), operations (PaaS and SaaS) and business models to not only provide a technical solution, but also address target market barriers to adoption in terms of supply (from the leisure games sector) and demand (in the educational sector).
Update: Three new partners have joined the project per 1 February 2017. These are HypeSlugs S.R.L., Mad About Pandas UG and Aniway Oy. The twelve members of the ProsocialLearn consortium and their project responsibilities are:
Atos Spain is leading project management and prosocial platform development/operation, as well as participating in all other aspects of the ProsocialLearn project.
CERTH is leading dynamic and personalised game elements for prosocial learning, as well as participating in all other aspects of the ProsocialLearn project except for prosocial games development.
Working in partnership with a range of organisations in the UK and overseas, the Southampton Education School is advancing policy and practice in education, teaching and learning around the world. Through internationally excellent research the School responds to some of today’s key issues; how people will work, the health of future generations, the issue of social equality and how to ensure a flow of people with the science, technology, engineering and maths skills to help address environmental and other challenges. One of the School’s main areas of research is in Inclusion: from working with children and young people in schools, to enabling the community and research participation of people with learning disabilities.
The University of Southampton IT Innovation Centre is leading player modelling and prosocial effect, as well as participating in all other aspects of the ProsocialLearn project.
Redikod AB is leading dissemination/communication activities, as well as participating in all other aspects of the ProsocialLearn project.
PlayGen Ltd is leading prosocial game market analysis/exploitation/business modelling and prosocial games development, as well as participating in all other aspects of the ProsocialLearn project except for prosocial platform development/operation.
The University of Cambridge is leading gamification of prosocial learning, as well as participating in prosocial game market analysis/exploitation/business modelling, gamification of prosocial learning, experimentation/validation and ProsocialLearn project management.
The KTH Royal Institute of Technology is participating in all aspects of the ProsocialLearn project except for prosocial games development and experimentation/validation.
The R&D Department of EA has extensive experience in coordination of research and demonstration projects focusing on technology-supported learning environments, in structuring digital educational content and open educational resources for formal and informal education, in embedding creativity in the learning process, in professional development and in mobilisation of practitioner communities for innovation.
Ellinogermaniki Agogi is leading experimentation/validation, as well as participating in prosocial game market analysis/exploitation/business modelling, gamification of prosocial learning, dissemination/communication activities and ProsocialLearn project management.
The main fields of activity are to promote the European dimension, the integration and cooperation through projects in European and non-European, workshops, seminars, conferences, partnerships. Europole designs “umbrella activities” involving the greatest possible number of institutions in the network. Europole is active in all fields of education, from information technology courses of in-service training for teachers, projects for nursery to the fields of adult education, in prison and in rural areas – and is also active against social exclusion, combating racism and xenophobia, facilitating the overcoming of gender stereotypes, between different cultures and religions.
Europole network experts are also working with students at risk of social exclusion and cultural including the immigrants, refugees, and drop -out with separated parents in extreme situations, cases of bullying and other special needs. The network is also involved in the pursuit of innovative strategies for employment, robotics and human rights.
Europole is participating in prosocial game market analysis/exploitation/business modelling, gamification of prosocial learning, experimentation/validation and ProsocialLearn project management.
Aniway is participating in prosocial game market analysis, exploitation and business modelling, as well as ProsocialLearn game development.
Mad About Pandas is participating in prosocial game market analysis, exploitation and business modelling, as well as ProsocialLearn game development.
HypeSlugs is participating in prosocial game market analysis, exploitation and business modelling, as well as ProsocialLearn game development.