Transform education through Adaptive Learning paths in Immersive Environments

8 Feb 2024

3rd Call for H.F.R.I.’s Research Projects to Support Faculty Members & Researchers

Scientific Subfield: 6.3.2 – New technologies in education

Proposal Title

Transform education through Adaptive Learning paths in Immersive Environments

Proposal Acronym

ALIVE (Adaptive Learning in ImmersiVe Environments)

Principal Investigator: Nikolaos Vidakis

Submission date: January 2024

Abstract: The use of Artificial Intelligence and Machine Learning, for integrating adaptive learning, form multidimensional alternative learning environments, and introduce methods such as the digital gamification of knowledge. The ALIVE project entails cutting-edge innovation in the educational sector, visioning exploitation, developing, and integrating state-of-the-art technologies into the learning process, aiming to explore their dynamic synergy and cause a breakthrough in education. Besides adaptive learning, the introduction of Augmented Reality (AR) and Virtual Reality (VR) will be attempted, to further enhance interactivity, immersiveness and enjoyment of learning. ALIVE’s main outcome is the creation of an innovative learning ecosystem in the form of an adaptive learning platform and immersive applications that will be dynamic, interactive, and constantly evolving, reflecting the rapid developments in technology and the ever-changing demands of the modern educational world. Among the main objectives is to improve the quality of education and enhance students’ productivity by providing fun and engaging learning experiences. ALIVE’s adaptive learning platform creates personalized worksheets focused on the 4C’s development, generated based on data from the user profile. The user profile includes pedagogical theories, the taxonomy of teaching objectives, preferences, and the user’s learning performance and dynamically adjusts upon the completion of each worksheet. ALIVE implements the educational material generated from the platform in immersive virtual environments, using AR and VR technologies complementary to the conventional desktop application. The project is expected to enable teachers and students to stay up-to-date with the newest technological educational advancements and equip them with cutting-edge skills and knowledge that they will need to thrive in the 21st century.