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Created page with "=== e-DIPLOMA Project === {| class='wikitable' style='margin:auto' |- ! CORDIS Reference !! Start date !! End date !! Coordinator |- | https://cordis.europa.eu/project/id/101061424 || 01/09/2022 || 31/08/2025 || UNIVERSITAT JAUME I DE CASTELLON / SPAIN |} === Project description === The COVID-19 pandemic placed students and teachers online. Now the question is how to improve and enhance the quality of distance learning experiences. While the shift to online learning d..."
 
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=== Project description ===
=== Project description ===
The COVID-19 pandemic placed students and teachers online. Now the question is how to improve and enhance the quality of distance learning experiences. While the shift to online learning during the pandemic was sudden, it was unavoidable. It also exposed the many challenges, such as inadequate technology infrastructure, lack of training for teachers and limited access to technology for some students. In this context, the EU-funded e-DIPLOMA project will revolutionise e-learning by integrating emerging technologies such as augmented reality/virtual reality, artificial intelligence, interactive technologies, chatbots, and gamification into a newly designed e-learning platform. Adopting a co-creation methodology, the project will involve teachers, educators, pupils, families, course providers, and policymakers with the aim to create inclusive, accessible and sustainable e-learning practices.
The COVID-19 pandemic placed students and teachers online. Now the question is how to improve and enhance the quality of distance learning experiences. While the shift to online learning during the pandemic was sudden, it was unavoidable. It also exposed the many challenges, such as inadequate technology infrastructure, lack of training for teachers and limited access to technology for some students. In this context, the EU-funded e-DIPLOMA project will revolutionise e-learning by integrating emerging technologies such as augmented reality/virtual reality, artificial intelligence, interactive technologies, chatbots, and gamification into a newly designed e-learning platform. Adopting a co-creation methodology, the project will involve teachers, educators, pupils, families, course providers, and policymakers with the aim to create inclusive, accessible and sustainable e-learning practices.
=== Project outputs ===
==== Publications ====
{| class="wikitable sortable"
! Domain !! Type of output !! Title !! DOI URL
|-
| Audio, Speech & NLP || Book chapters || NLP-Assisted Educational Memory Game Experiment || https://doi.org/10.1007/978-3-031-42134-1_6
|-
| Education, Training & Serious Games || Book chapters || Gaps in Tertiary Education Institutions to Facilitate Practice-Based E-Learning with Disruptive Learning Technologies || https://doi.org/10.1007/978-3-031-84170-5
|-
| Education, Training & Serious Games || Book chapters || Puzzle Playground – Teaching VR Interactions Through a Puzzle Game || https://doi.org/10.1007/978-3-031-78269-5_39
|-
| Education, Training & Serious Games || Book chapters || The e-DIPLOMA Platform: A Cloud-Based Solution for Educational Groupwork in Gamified Environments || https://doi.org/10.1007/978-3-031-84170-5_4
|-
| Education, Training & Serious Games || Conference proceedings || INTERACTIVITY AND SCAFFOLDING IN PRACTICE BASED LEARNING WITH DISRUPTIVE TECHNOLOGIES || https://doi.org/10.21125/INTED.2024.0819
|-
| Education, Training & Serious Games || Conference proceedings || Predicting Student Performance with Virtual Resources Interaction Data || https://doi.org/10.1007/978-3-031-34111-3_39
|-
| Education, Training & Serious Games || Other || e-DIPLOMA - Deliverable 7.1: Report on Mapping Legal and Ethical Considerations || https://doi.org/10.5281/ZENODO.10259758
|-
| Education, Training & Serious Games || Other || Electronic, Didactic and Innovative Platform for Learning based On Multimedia Assets || https://doi.org/10.5281/ZENODO.17465663
|-
| Education, Training & Serious Games || Other || e-DIPLOMA: Aprendiendo a programar en entornos inmersivos || https://doi.org/10.5281/ZENODO.17465560
|-
| Education, Training & Serious Games || Other || e-DIPLOMA Deliverable 2.2 e-learning ecosystem for practice based learning with disruptive technologies || https://doi.org/10.5281/ZENODO.8406119
|-
| Education, Training & Serious Games || Other || e-DIPLOMA - Deliverable 4.2: Platform Software || https://doi.org/10.5281/ZENODO.14534383
|-
| Education, Training & Serious Games || Other || e-DIPLOMA Deliverable 4.1 Platform technology specification || https://doi.org/10.5281/ZENODO.8406053
|-
| Education, Training & Serious Games || Other || e-DIPLOMA - Deliverable 6.1: Report of current policy situation and policy recommendation || https://doi.org/10.5281/ZENODO.10390984
|-
| Education, Training & Serious Games || Other || e-DIPLOMA: Deliverable 5.2: Definition of appropriate metrics for the assessment of learning competencie || https://doi.org/10.5281/ZENODO.14535619
|-
| Education, Training & Serious Games || Other || e-DIPLOMA - Deliverable 5.1: Competency Specifications || https://doi.org/10.5281/ZENODO.14535523
|-
| Education, Training & Serious Games || Other || e-DIPLOMA - Dataset: European remote e-learning ecosystem survey data || https://doi.org/10.5281/ZENODO.10432816
|-
| Education, Training & Serious Games || Other || e-DIPLOMA: Initial analysis conclusions of the e-learning ecosystem for practice-based learning with disruptive technologies || https://doi.org/10.5281/ZENODO.8321110
|-
| Education, Training & Serious Games || Other || Development of an Immersive Virtual Reality System to Practice the Lumbar Puncture Manoeuvre || https://doi.org/10.1007/978-3-031-42134-1_10
|-
| Education, Training & Serious Games || Peer reviewed articles || Which videos are better for the students? Analyzing the student behavior and video metadata || https://doi.org/10.1016/J.HELIYON.2024.E39682
|-
| Education, Training & Serious Games || Peer reviewed articles || Towards the Adoption of Recommender Systems in Online Education: A Framework and Implementation || https://doi.org/10.3390/BDCC9100259
|-
| Education, Training & Serious Games || Peer reviewed articles || Immersive Virtual-Reality System for Aircraft Maintenance Education: A Case Study || https://doi.org/10.3390/app13085043
|-
| Ethics, Society, Arts & Culture || Conference proceedings || ETHICAL CONSIDERATIONS FOR CONDUCTING RESEARCH WITH VIRTUAL REALITY IN EDUCATION: ESTABLISHING REQUIREMENTS FOR CONSENT FORMS || https://doi.org/10.21125/ICERI.2023.1298
|-
| Ethics, Society, Arts & Culture || Other || e-DIPLOMA - Deliverable 1.3: Data Management Plan || https://doi.org/10.5281/ZENODO.10390670
|-
| Ethics, Society, Arts & Culture || Other || e-DIPLOMA - Deliverable 6.2 Report on the SWOT || https://doi.org/10.5281/ZENODO.10259900
|-
| Ethics, Society, Arts & Culture || Other || e-DIPLOMA: Baselines for the framework development of co-creation || https://doi.org/10.5281/ZENODO.8321129
|-
| Ethics, Society, Arts & Culture || Other || e-DIPLOMA - Deliverable 8.2: Project Website, Logo and Social Networks accounts || https://doi.org/10.5281/ZENODO.10259198
|-
| Ethics, Society, Arts & Culture || Other || e-DIPLOMA - Deliverable 7.2: Ethics Plan || https://doi.org/10.5281/ZENODO.10370507
|-
| Ethics, Society, Arts & Culture || Other || e-DIPLOMA - Deliverable 7.3: Sociocultural Contextualization Policy || https://doi.org/10.5281/ZENODO.10390253
|-
| Ethics, Society, Arts & Culture || Other || e-DIPLOMA - Deliverable 8.4: Business strategy baseline || https://doi.org/10.5281/ZENODO.10259081
|-
| Ethics, Society, Arts & Culture || Other || Exploring Value and Ethical Dimensions of Disruptive Technologies for Learning and Teaching || https://doi.org/10.1007/978-3-031-42134-1_11
|-
| Ethics, Society, Arts & Culture || Other || Balancing Innovation and Responsibility: The e-DIPLOMA Project's Approach to Ethical, Inclusive, Accessible, and Sustainable Research. || https://doi.org/10.5281/zenodo.8123835
|-
| Extended Reality (VR/AR/MR) & HCI || Peer reviewed articles || IEEE Access || https://doi.org/10.1109/ACCESS.2025.3578769
|}
==== Technological assets ====
{| class="wikitable sortable"
! Title !! Type of Asset !! Link / DOI !! Description
|-
| European remote e-learning ecosystem survey data || Dataset || https://doi.org/10.5281/ZENODO.10432816 || Survey data detailing the remote e-learning ecosystem across Europe.
|-
| e-DIPLOMA Platform Software || Software / Platform || https://doi.org/10.5281/ZENODO.14534383 || A complex package of cooperating software modules for the e-DIPLOMA learning ecosystem.
|-
| Photogrammetry workflow for low-polygon 3D models || Workflow / Tool || https://repositori.uji.es/bitstreams/578c3673-2fd3-40e8-aac6-483cb08eacf8/download (PDF File) || A reusable workflow relying on free software to obtain low-polygon 3D models.
|}

Latest revision as of 13:41, 22 April 2026

e-DIPLOMA Project

CORDIS Reference Start date End date Coordinator
https://cordis.europa.eu/project/id/101061424 01/09/2022 31/08/2025 UNIVERSITAT JAUME I DE CASTELLON / SPAIN

Project description

The COVID-19 pandemic placed students and teachers online. Now the question is how to improve and enhance the quality of distance learning experiences. While the shift to online learning during the pandemic was sudden, it was unavoidable. It also exposed the many challenges, such as inadequate technology infrastructure, lack of training for teachers and limited access to technology for some students. In this context, the EU-funded e-DIPLOMA project will revolutionise e-learning by integrating emerging technologies such as augmented reality/virtual reality, artificial intelligence, interactive technologies, chatbots, and gamification into a newly designed e-learning platform. Adopting a co-creation methodology, the project will involve teachers, educators, pupils, families, course providers, and policymakers with the aim to create inclusive, accessible and sustainable e-learning practices.

Project outputs

Publications

Domain Type of output Title DOI URL
Audio, Speech & NLP Book chapters NLP-Assisted Educational Memory Game Experiment https://doi.org/10.1007/978-3-031-42134-1_6
Education, Training & Serious Games Book chapters Gaps in Tertiary Education Institutions to Facilitate Practice-Based E-Learning with Disruptive Learning Technologies https://doi.org/10.1007/978-3-031-84170-5
Education, Training & Serious Games Book chapters Puzzle Playground – Teaching VR Interactions Through a Puzzle Game https://doi.org/10.1007/978-3-031-78269-5_39
Education, Training & Serious Games Book chapters The e-DIPLOMA Platform: A Cloud-Based Solution for Educational Groupwork in Gamified Environments https://doi.org/10.1007/978-3-031-84170-5_4
Education, Training & Serious Games Conference proceedings INTERACTIVITY AND SCAFFOLDING IN PRACTICE BASED LEARNING WITH DISRUPTIVE TECHNOLOGIES https://doi.org/10.21125/INTED.2024.0819
Education, Training & Serious Games Conference proceedings Predicting Student Performance with Virtual Resources Interaction Data https://doi.org/10.1007/978-3-031-34111-3_39
Education, Training & Serious Games Other e-DIPLOMA - Deliverable 7.1: Report on Mapping Legal and Ethical Considerations https://doi.org/10.5281/ZENODO.10259758
Education, Training & Serious Games Other Electronic, Didactic and Innovative Platform for Learning based On Multimedia Assets https://doi.org/10.5281/ZENODO.17465663
Education, Training & Serious Games Other e-DIPLOMA: Aprendiendo a programar en entornos inmersivos https://doi.org/10.5281/ZENODO.17465560
Education, Training & Serious Games Other e-DIPLOMA Deliverable 2.2 e-learning ecosystem for practice based learning with disruptive technologies https://doi.org/10.5281/ZENODO.8406119
Education, Training & Serious Games Other e-DIPLOMA - Deliverable 4.2: Platform Software https://doi.org/10.5281/ZENODO.14534383
Education, Training & Serious Games Other e-DIPLOMA Deliverable 4.1 Platform technology specification https://doi.org/10.5281/ZENODO.8406053
Education, Training & Serious Games Other e-DIPLOMA - Deliverable 6.1: Report of current policy situation and policy recommendation https://doi.org/10.5281/ZENODO.10390984
Education, Training & Serious Games Other e-DIPLOMA: Deliverable 5.2: Definition of appropriate metrics for the assessment of learning competencie https://doi.org/10.5281/ZENODO.14535619
Education, Training & Serious Games Other e-DIPLOMA - Deliverable 5.1: Competency Specifications https://doi.org/10.5281/ZENODO.14535523
Education, Training & Serious Games Other e-DIPLOMA - Dataset: European remote e-learning ecosystem survey data https://doi.org/10.5281/ZENODO.10432816
Education, Training & Serious Games Other e-DIPLOMA: Initial analysis conclusions of the e-learning ecosystem for practice-based learning with disruptive technologies https://doi.org/10.5281/ZENODO.8321110
Education, Training & Serious Games Other Development of an Immersive Virtual Reality System to Practice the Lumbar Puncture Manoeuvre https://doi.org/10.1007/978-3-031-42134-1_10
Education, Training & Serious Games Peer reviewed articles Which videos are better for the students? Analyzing the student behavior and video metadata https://doi.org/10.1016/J.HELIYON.2024.E39682
Education, Training & Serious Games Peer reviewed articles Towards the Adoption of Recommender Systems in Online Education: A Framework and Implementation https://doi.org/10.3390/BDCC9100259
Education, Training & Serious Games Peer reviewed articles Immersive Virtual-Reality System for Aircraft Maintenance Education: A Case Study https://doi.org/10.3390/app13085043
Ethics, Society, Arts & Culture Conference proceedings ETHICAL CONSIDERATIONS FOR CONDUCTING RESEARCH WITH VIRTUAL REALITY IN EDUCATION: ESTABLISHING REQUIREMENTS FOR CONSENT FORMS https://doi.org/10.21125/ICERI.2023.1298
Ethics, Society, Arts & Culture Other e-DIPLOMA - Deliverable 1.3: Data Management Plan https://doi.org/10.5281/ZENODO.10390670
Ethics, Society, Arts & Culture Other e-DIPLOMA - Deliverable 6.2 Report on the SWOT https://doi.org/10.5281/ZENODO.10259900
Ethics, Society, Arts & Culture Other e-DIPLOMA: Baselines for the framework development of co-creation https://doi.org/10.5281/ZENODO.8321129
Ethics, Society, Arts & Culture Other e-DIPLOMA - Deliverable 8.2: Project Website, Logo and Social Networks accounts https://doi.org/10.5281/ZENODO.10259198
Ethics, Society, Arts & Culture Other e-DIPLOMA - Deliverable 7.2: Ethics Plan https://doi.org/10.5281/ZENODO.10370507
Ethics, Society, Arts & Culture Other e-DIPLOMA - Deliverable 7.3: Sociocultural Contextualization Policy https://doi.org/10.5281/ZENODO.10390253
Ethics, Society, Arts & Culture Other e-DIPLOMA - Deliverable 8.4: Business strategy baseline https://doi.org/10.5281/ZENODO.10259081
Ethics, Society, Arts & Culture Other Exploring Value and Ethical Dimensions of Disruptive Technologies for Learning and Teaching https://doi.org/10.1007/978-3-031-42134-1_11
Ethics, Society, Arts & Culture Other Balancing Innovation and Responsibility: The e-DIPLOMA Project's Approach to Ethical, Inclusive, Accessible, and Sustainable Research. https://doi.org/10.5281/zenodo.8123835
Extended Reality (VR/AR/MR) & HCI Peer reviewed articles IEEE Access https://doi.org/10.1109/ACCESS.2025.3578769

Technological assets

Title Type of Asset Link / DOI Description
European remote e-learning ecosystem survey data Dataset https://doi.org/10.5281/ZENODO.10432816 Survey data detailing the remote e-learning ecosystem across Europe.
e-DIPLOMA Platform Software Software / Platform https://doi.org/10.5281/ZENODO.14534383 A complex package of cooperating software modules for the e-DIPLOMA learning ecosystem.
Photogrammetry workflow for low-polygon 3D models Workflow / Tool https://repositori.uji.es/bitstreams/578c3673-2fd3-40e8-aac6-483cb08eacf8/download (PDF File) A reusable workflow relying on free software to obtain low-polygon 3D models.