Promoting Statistics and Big Data through Gamification and Digital Education Erasmus Project

General information for the Promoting Statistics and Big Data through Gamification and Digital Education Erasmus Project

Promoting Statistics and Big Data through Gamification and Digital Education Erasmus Project
September 14, 2022 12:00 am
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Project Title

Promoting Statistics and Big Data through Gamification and Digital Education

Project Key Action

This project related with these key action: Cooperation for innovation and the exchange of good practices

Project Action Type

This project related with this action type : Partnerships for Digital Education Readiness

Project Call Year

This project’s Call Year is 2020

Project Topics

This project is related with these Project Topics: Cooperation between educational institutions and business; Open and distance learning; Key Competences (incl. mathematics and literacy) – basic skills

Project Summary

Among the six priorities of the European Commission for 2019-2024, is that of “A Europe fit for the digital age” which, in turn, promotes the strategies of “A European Strategy for Data” and “Big Data Value Public -Private Partnership ”. These actions, among many other issues, aim for the European Union (EU) to become an ecosystem that offers value through Big Data to generate innovative educational, business and public service models that directly benefit companies, universities, researchers, public administrations and European citizens (as a whole).

To achieve this, it is essential to strengthen the knowledge, capacities and competencies of European universities (teachers and students) and companies (managers and staff) in relation to Statistics and Big Data so that both are capable of producing , analyse, use and/or create value from the data.

From this context, the #BigDataForAll initiative was born with the following primary objectives:

1. Update professors/professionals competences on how to design, implement and evaluate gamification processes for teaching (in general), especially Statistics and Big Data (in particular) through a MOOC.

2. Connect Universities with SMEs/NGOs that require personnel with knowledge and skills in Statistics and Big Data, so that between these actors they jointly develop an educational itinerary through a gamification process (digital game) that responds to this need.

3. Update Statistics and Big Data competences to students/youth through the previous gamification process (digital game), so that they increase their chances of insertion into the labour market (connecting them with SMEs/NGOs that require personnel with these knowledge / skills).

Project Website

https://bit.ly/3ND2OAj

EU Grant (Eur)

Funding of the project from EU: 138563 Eur

Project Coordinator

UNIVERSIDAD DE SALAMANCA & Country: ES

Project Partners

  • BIDERBOST BOSCAN & ROCHIN SL
  • ROSTO SOLIDARIO – ASSOCIACAO DE DESENVOLVIMENTO SOCIAL E HUMANO
  • ODISEE
  • STIFTELSEN HOGSKOLAN I JONKOPING