www.inlife-h2020.eu 1
Project
presentation
contact-inlife@cn.ntua.gr
Co-funded by the horizon 2020 Framework
Programme of the European Union
InLife - Grant Agreement 732184
Innovation action
Information and Communication Technologies
H2020 Programme
Duration 24M
www.inlife-h2020.eu 3
Objectives
InLife aims to support educational and behavioural
change purposes toward an extensible and
versatile framework for serious games development.
It leverages on state-of-the-art of Gamification and
Internet-of-things (IoT) potentials to bridge ICT and
real life interactions and to promote pro-environment
and social inclusion behaviours.
www.inlife-h2020.eu 4
Expected Outcomes
Foster behavioural change for
pro-environmental education
and social inclusion.
Create synergies between the
IoT and the reality-driven games.
Provide a flexible development frame-
work with personalized learning
analytics for educational purposes.
Support the development
of gamification business
model opportunities.
1
2
3
4
www.inlife-h2020.eu 5
It enables the creation
of user-centric
applications in various
domains and scales,
allowing seamless
connection of objects
able to interact
with the environment
and also the apps.
Tools to achive the goals: InLife Platform
www.inlife-h2020.eu 6
Tools to achive the goals: 4 Pilots
ICEBERG
Pro-environmental behaviours
AKSION
Social inclusion education
InLife will use 4 real public environments with different users typologies,
to demonstrate and validate the InLife platform with real data.
The demos aim to promote:
Pilots
Valladolid / Spain
Municipal library
Adolfo Miaja de la Muela
ICEBERG
Athens / Greece
School of Electrical
and Computer Engineering
Buildings, ICCS, National
Technical University of Athens
ICEBERG
Les Ulis / France
AVAG Association for
Living the Self-Governance
ICEBERG - AKSION
Athens / Greece
ALMA PanHellenic Association
of Adapted Activities
AKSION
www.inlife-h2020.eu 8
The InLife
framework
www.inlife-h2020.eu 9
Potentials
ICT for the creation of new
educational methodologies
and gamification business
opportunities
To effectively join the forces
of gaming industries,
IoT technologies and
social science research.
To deliver a SDK for educators,
teachers and people interested in
implementing gamification and
IoT to educational purposes
www.inlife-h2020.eu 10
Join us!
Be part of the InLife community
network using serious games for
promoting pro-environmental behaviours
and social inclusion.
Visit our website Connect to our communities
Participate
Consortium
Advisory board
Thank you!
www.inlife-h2020.eu
contact-inlife@cn.ntua.gr

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InLife Project presentation

  • 1. www.inlife-h2020.eu 1 Project presentation contact-inlife@cn.ntua.gr Co-funded by the horizon 2020 Framework Programme of the European Union InLife - Grant Agreement 732184
  • 2. Innovation action Information and Communication Technologies H2020 Programme Duration 24M
  • 3. www.inlife-h2020.eu 3 Objectives InLife aims to support educational and behavioural change purposes toward an extensible and versatile framework for serious games development. It leverages on state-of-the-art of Gamification and Internet-of-things (IoT) potentials to bridge ICT and real life interactions and to promote pro-environment and social inclusion behaviours.
  • 4. www.inlife-h2020.eu 4 Expected Outcomes Foster behavioural change for pro-environmental education and social inclusion. Create synergies between the IoT and the reality-driven games. Provide a flexible development frame- work with personalized learning analytics for educational purposes. Support the development of gamification business model opportunities. 1 2 3 4
  • 5. www.inlife-h2020.eu 5 It enables the creation of user-centric applications in various domains and scales, allowing seamless connection of objects able to interact with the environment and also the apps. Tools to achive the goals: InLife Platform
  • 6. www.inlife-h2020.eu 6 Tools to achive the goals: 4 Pilots ICEBERG Pro-environmental behaviours AKSION Social inclusion education InLife will use 4 real public environments with different users typologies, to demonstrate and validate the InLife platform with real data. The demos aim to promote:
  • 7. Pilots Valladolid / Spain Municipal library Adolfo Miaja de la Muela ICEBERG Athens / Greece School of Electrical and Computer Engineering Buildings, ICCS, National Technical University of Athens ICEBERG Les Ulis / France AVAG Association for Living the Self-Governance ICEBERG - AKSION Athens / Greece ALMA PanHellenic Association of Adapted Activities AKSION
  • 9. www.inlife-h2020.eu 9 Potentials ICT for the creation of new educational methodologies and gamification business opportunities To effectively join the forces of gaming industries, IoT technologies and social science research. To deliver a SDK for educators, teachers and people interested in implementing gamification and IoT to educational purposes
  • 10. www.inlife-h2020.eu 10 Join us! Be part of the InLife community network using serious games for promoting pro-environmental behaviours and social inclusion. Visit our website Connect to our communities Participate