E-DIPLOMA: Difference between revisions
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. |