e-DIPLOMA

Electronic, Didactic and Innovative Platform for Learning based On Multimedia Assets

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 domains

Interaction & Enabling Technologies
AI / ML
Augmented Reality
Virtual Reality
User & Experience Dimensions
Accessibility and Inclusion
Co-creation and community engagement
Collaborative platforms
Sectors
Educational
Entertainment
Purposes
Learning

Publications

Title Type of output
NLP-Assisted Educational Memory Game Experiment Book chapters
Gaps in Tertiary Education Institutions to Facilitate Practice-Based E-Learning with Disruptive Learning Technologies Book chapters
Puzzle Playground – Teaching VR Interactions Through a Puzzle Game Book chapters
The e-DIPLOMA Platform: A Cloud-Based Solution for Educational Groupwork in Gamified Environments Book chapters
INTERACTIVITY AND SCAFFOLDING IN PRACTICE BASED LEARNING WITH DISRUPTIVE TECHNOLOGIES Conference proceedings
Predicting Student Performance with Virtual Resources Interaction Data Conference proceedings
e-DIPLOMA - Deliverable 7.1: Report on Mapping Legal and Ethical Considerations Other
Electronic, Didactic and Innovative Platform for Learning based On Multimedia Assets Other
e-DIPLOMA: Aprendiendo a programar en entornos inmersivos Other
e-DIPLOMA Deliverable 2.2 e-learning ecosystem for practice based learning with disruptive technologies Other
e-DIPLOMA - Deliverable 4.2: Platform Software Other
e-DIPLOMA Deliverable 4.1 Platform technology specification Other
e-DIPLOMA - Deliverable 6.1: Report of current policy situation and policy recommendation Other
e-DIPLOMA: Deliverable 5.2: Definition of appropriate metrics for the assessment of learning competencie Other
e-DIPLOMA - Deliverable 5.1: Competency Specifications Other
e-DIPLOMA - Dataset: European remote e-learning ecosystem survey data Other
e-DIPLOMA: Initial analysis conclusions of the e-learning ecosystem for practice-based learning with disruptive technologies Other
Development of an Immersive Virtual Reality System to Practice the Lumbar Puncture Manoeuvre Other
Which videos are better for the students? Analyzing the student behavior and video metadata Peer reviewed articles
Towards the Adoption of Recommender Systems in Online Education: A Framework and Implementation Peer reviewed articles
Immersive Virtual-Reality System for Aircraft Maintenance Education: A Case Study Peer reviewed articles
ETHICAL CONSIDERATIONS FOR CONDUCTING RESEARCH WITH VIRTUAL REALITY IN EDUCATION: ESTABLISHING REQUIREMENTS FOR CONSENT FORMS Conference proceedings
e-DIPLOMA - Deliverable 1.3: Data Management Plan Other
e-DIPLOMA - Deliverable 6.2 Report on the SWOT Other
e-DIPLOMA: Baselines for the framework development of co-creation Other
e-DIPLOMA - Deliverable 8.2: Project Website, Logo and Social Networks accounts Other
e-DIPLOMA - Deliverable 7.2: Ethics Plan Other
e-DIPLOMA - Deliverable 7.3: Sociocultural Contextualization Policy Other
e-DIPLOMA - Deliverable 8.4: Business strategy baseline Other
Exploring Value and Ethical Dimensions of Disruptive Technologies for Learning and Teaching Other
Balancing Innovation and Responsibility: The e-DIPLOMA Project's Approach to Ethical, Inclusive, Accessible, and Sustainable Research. Other
IEEE Access Peer reviewed articles

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