English
<< Background >>The project aims to improve on the flipped classroom model by integrating it within a problem-based learning structure, adaptive game-based learning and learning analytics. It aims at addressing the lack of integration of such active learning methodologies in the flipped classroom. The expansion of the flipped classroom model through a dedicated model and novel technologies may unleash new potentials and improve the learning process on all applied sectors and disciplines.<< Objectives >>The project aims to produce a novel pedagogical approach that will support lifelong learning and skills development by supporting flexible learning pathways and collaboration among students. Moreover, the project will contribute to the research and innovation on adaptive learning technologies, learning analytics and digital games for learning by implementing a serious game environment that analyses educational data for providing feedback on and adapting the learning process.<< Implementation >>The project aims to establish a KA between higher education institutions, schools and private companies that will boost skills development and introduce novel, data-driven approaches to education and training. In order to achieve this, the work has been divided in 7 work packages(WP): 2 Preparation, 2 implementation, 1 Evaluation, 1 Quality Assurance, 1 Dissemination&Exploitation, & 1 Management WP. Over the course of the project each WP has been fully completed and delivered.<< Results >>The project aims to boost skill development and active learning through a data-driven educational model. The project delivered the following:-a new pedagogical method that combines PBL and the flipped classroom (FC) with game-based learning-a gaming platform that supports PBL-enhanced FCs, adaptive pathways and educational data recording-learning designs for higher education, schools & business-learning analytics features that produce informative insights on learning process
