Welcome back to the world of Alt-ER!

Animated Learning for Transitions - Early Recognition 2.0

Creative Learning & Animation / Animated Learning for Transitions - Early Recognition 2.0

Alt-ER 2.0 seeks to revisit the original conceit by adding new levels of engagment while also creating opportunitiues to teach and learn about the COVID outbreak. With new partners and a more trans-European network, Alt-ER 2.0 will re-address the concerns detemined in the first iteration, with the more important and pronounced role of technology in learning which has been demanded of the pandemic.

Animated Learning for Transitions - Early Recognition 2.0

  • About

    Welcome back to the world of Alt-ER!

    Emergent from a previous Erasmus+ action undertaken from 2016-2019, Alt-ER 2.0 represents efforts to make a clear and justified case for ICT and creative strategies to help young people in their learning and development. The first iteration of the project exposed concerns about the expected efficacy of ICT in education contexts among parents and teachers, and created a Framework to legitimize the use of ICT that embraces creativity and self-directed storytelling. It is exactly this issue though that becomes ever so much more important in the age of Covid, when educational structures may have no choice but to move online, and lack of conviction in them as effective can seriously impede progress and limit success.

    The objectives of this iteration of the Alt-ER 2.0 project are to further develop the Framework for wider international contexts, but also to overlay the implications that Covid has and may continue to have on processes employed across Europe. The Toolbox/Platform (which is a collection of activities that present opportunities for creative self-expression) is to be expanded, with the set goal of including a stop motion animation suite. This will take the platform from one that allows participants to make meaning by decoding the scenes presented, into one that allows participants to tell stories, an important shift in the scope and dynamics of the project.

    The assembled Analysis/Reporting and Research/Publications packages will create the most up to date knowledge and present it in ways that promote sharing and autonomous issemination among a wide group of interested parties across Europe.

    The project group for Alt-ER 2.0 is made up of a mix of 5 higher education and research institutions and SME’s that work in fields attendant to game based learning, pedagogy, and animation as a tool for learning and self expression and covers Denmark, the Netherlands, Finland, Italy, and Belgium.

    Methodologically speaking the group will employ a number of strategies based on participatory action learning/research where groups will work with both the tools and the framework to help determine where it is and is not fully developed as a result of their engagement 

    Project start date: Submitted on 29 October 2020

  • Partners

    Breda University of Applied Sciences

    Breda University of Applied Sciences

    Website

    Breda University of Applied Sciences (BUas) is a mid-sized University of Applied Sciences in Breda, the Netherlands with approximately 7,600 students and 700 employees from over 60 countries. BUas offers higher educations in the domains of: Games & Media, Hotels, Facilities, Logistics, Built Environments, Tourism, and Leisure. Many of the bachelor programmes also have a master degree associated with them, including the Games & Media department partnered in this research project.
    The educational programs maintain intensive relationships with professional fields, with the university as a whole focused on professional practice grounded in high-quality, practiceoriented research that delves deeper into practical and business problems arising from associated professional fields. BUas regularly conducts practice-oriented research and development projects in conjunction with governmental, professional, and educational partners, advises on policy matters, as well as reaching the public in a variety of formal, semiformal, and informal dissemination mediums.

    Camera ETC

    Camera ETC

    Website

    Camera Etc (CETC) is an animation production company that also works with children, young people and adults to create animated films in a group scenario, assisted by professionals. Recognized as Production Workshop and Centre for Expression and Creativity of the French-speaking Community of Belgium, CETC produces around twenty educational short films a year as well as socialization projects carried out in schools, local social welfare agencies (CPAS), neighborhood associations, and NGO`s to name just a few of the partners and projects they are involved with. CETC supports the creation of films by encouraging everyone to learn and utilize the language of arts. To do this, they provide the public with the means to decode audio visual language, encourage expression and creativity of each individual though film making, promote development training, produce and distribute films, and make the public aware of topical subjects in order to stimulate the exercise of responsible citizenship.

    Teacher Gaming

    Teacher Gaming

    Website

    TG builds a platform that combines commercial of-the-shelf video games with learning analytics and curriculum. The company`s mission is to lower the threshold of game-based learning for teachers and students without sacrificing pedagogy. Currently TeacherGaming works with close to 50 game developers and thousands of schools in over 80 countries. TG created some of the biggest impact video game solutions in the world such as MinecarftEdu, which has been in use in over 15,000 US schools alone. It has also developed its own games, including Switch & Glitch that has been played by over 500,000 children around the world during Hour of Code,a non-profit technology organization and website that aims to encourage people, particularly students, to learn computer science.

    The Istituto per le Tecnologie Didattiche

    The Istituto per le Tecnologie Didattiche

    Website

    The National Research Council (CNR) is Italy’s major public research body, with a network of over 100 institutes nationwide. CNR has over 8,200 employees, including 4,000+ researchers in science and the humanities. The core mission of CNR’s is to drive the development, spread and transfer of knowledge in a wide range of sectors, contributing to innovation in Italy. It provides technologies and solutions that meet emerging public/private needs, enhances the country’s human capital, advises the government and other public bodies on themes of strategic importance, and furthers the internationalization of Italian research. To this end, the organization’s activities are divided into macro areas: land science & environment; food & agriculture; medicine; biotechnology; chemistry & materials science; computer engineering and technologies; energy & transport; humanities & cultural heritage. CNR significantly contributes to the body of Italy’s research publications, with high standing internationally works.

    Erasmus+

    Erasmus+

    Website

    Erasmus+ is the EU's programme to support education, training, youth and sport in Europe.

  • Contact

    Kirk Johnson

    Kirk Johnson

    T: +45 87 55 49 22

    E: