PlayGen is building the world’s most advanced gamification platform together with support from the European Commission and partners including FIAT Sepin, ESADE, City University, INSEAD, ICCS, ELS, CEDEP and WAAG.
Forget about Badgeville and Bunchball, those seem like utter child play compared to this project.
Much social creativity involves human collaboration through and about artefacts that embody collective knowledge resulting from the collaboration. It can be a catalyst to enable enterprises of all sizes to adopt and sustain new approaches to learning by fostering non-linear and non-standard thinking and allowing promising ideas to be transformed into new processes, products, services or business models.
The project exploits the synergies between the social Web phenomenon, emerging Web analytics, collaboration and gaming technologies to energize and enable social creativity in learning. It will design, develop and validate an innovative cloud-enabled Social Creativity Service-Set that will support the interlinking of learning processes and systems with (i) social computational services for inspiring learners, (ii) social affinity spaces for leverage expression and exploration, and (iii) social game mechanics for supporting social evaluation and appreciation of creative behaviour.
The goal of the COLLAGE project is to design, develop and validate an innovative Social Creativity Service-Set which will support the synergistic interlinking of learning processes, resources and systems with social computing services for inspiring learners, social affinity spaces for leveraging expression and exploration, and social game mechanics for supporting social evaluation and appreciation of creative behaviour.
AIMS & OBJECTIVES:
- Enabling SMEs and large organizations to capitalize on the creative capabilities of their employees through new value creation using gamification;
- Technological impact by advancing leading edge technologies (context-aware computing, web analytics and social computational systems) towards creativity support.
- Impact on TEL by providing an open-source service-set for social creativity able to mash-up with existing learning processes and solutions.
- Scientific impact by advancing research in prominent research areas such as creativity models for learning, game-based learning and social recommender systems.
Drop us a line if you’re interested in our findings or would like to try out the platform when it’s launched.