
D2.5: STATE OF MARKET ANALYSIS - REPORT WP2 DEFINITION OF SPECIFICATIONS TASK 2.6- STATE OF MARKET ANALYSIS AND FUTURE TRENDS DEL. 2.5 STATE OF MARKET ANALYSIS - REPORT Contract number: 732420 Project acronym: e-Confidence Project title: Confidence in behaviour changes through serious games DELIVERY DATE 30/04/2017 Author(s): EVERIS Partners contributed: ITCL, EUN, NUROGAMES, USAL, UNIRI FRI Date: 28/04/2017 Version: 1.0 public version Abstract: Market analysis and future trends on education, serious games, bullying prevention and safe use of internet and mobile devices Status: X PU (Public) PP Restricted to other programme participants (including the Commission Services) Restricted to a group specified by the consortium (including the Commission Services) (please specify the group) Confidential, only for members of the consortium (including the Commission Services) DOCUMENT REVISION LOG VERSION DATE DESCRIPTION AUTHOR Draft 28/11/2016 Draft version of information sources EVERIS and experts Draft 27/12/2016 Final list of information sources and EVERIS, EUN, experts completed with contributions UNIRI FRI by EUN and UNIRI FRI Draft 19/04/2017 Competitors analysis EVERIS Draft 24/04/2017 Bullying, safe use of internet and serious EVERIS games market analysis and future trends 1.0 27/04/2017 Complete state of market analysis EVERIS H2020-ICT-2016-2017/H2020-ICT-2016-1· e-Confidence Project nr: 732420 Page 3 CONTENTS DOCUMENT REVISION LOG ............................................................................ 3 CONTENTS ........................................................................................................ 4 PURPOSE .......................................................................................................... 6 INTRODUCTION ................................................................................................ 7 CHAPTER 1: MARKET ANALYSIS AND FUTURE TRENDS ........................... 8 USE OF TECHNOLOGY IN THE SCHOOL ................................................................ 8 SERIOUS GAMES AND GAME BASED LEARNING ............................................. 13 BULLYING .................................................................................................................. 21 SAFE USE OF INTERNET AND MOBILE DEVICES .............................................. 27 MAIN CONCLUSIONS ............................................................................................... 33 CHAPTER 2: FIELD STUDY ........................................................................... 34 PROCESS AND QUESTIONNAIRE ........................................................................... 34 ANALYSIS OF EXPERTS OPINIONS ....................................................................... 35 MAIN CONCLUSIONS ............................................................................................... 38 CHAPTER 3: COMPETITORS ANALYSIS...................................................... 39 OVERVIEW OF EXISTING SOLUTIONS ................................................................. 44 MAIN CONCLUSIONS ............................................................................................... 55 CHAPTER 4: KEY ISSUES FOR E-CONFIDENCE ......................................... 57 ANNEX I: LIST OF INFORMATION SOURCES .............................................. 60 THE AMERICAN REFERENCE ................................................................................. 60 INTERNATIONAL BODIES ....................................................................................... 64 ANALYST AND RESEARCH COMPANIES ............................................................ 69 SPECIALIZED BULLYING SOURCES ..................................................................... 72 SPECIALIZED SECURITY IN INTERNET SOURCES ............................................ 75 SPECIALIZED SERIOUS GAMES AND EDUCATION SOURCES ........................ 80 ANNEX II: INTERVIEWS QUESTIONNAIRE ................................................... 87 PROJECT BACKGROUND ......................................................................................... 87 INFORMATION ABOUT INTERVIEWS ................................................................... 88 QUESTIONNAIRE ....................................................................................................... 88 ANNEX III: LIST OF EXPERTS ....................................................................... 90 H2020-ICT-2016-2017/H2020-ICT-2016-1· e-Confidence Project nr: 732420 Page 4 LIST OF EXPERTS CLASSIFIED BY AREA OF EXPERTISE ................................ 91 LIST OF EXPERTS CLASSIFIED BY LOCATION .................................................. 93 LIST OF EXPERTS CLASSIFIED BY TYPE OF ORGANIZATION ....................... 94 BACKGROUND OF EXPERTS .................................................................................. 97 H2020-ICT-2016-2017/H2020-ICT-2016-1· e-Confidence Project nr: 732420 Page 5 PURPOSE The objective of this document is to analyse the market and future trends in the use of technology for education, serious games, bullying prevention and safe use of internet and mobile devices. There have been used different information sources and also inputs from interviews and questionnaires to experts. The document also includes an extensive competitors analysis. The objective of the study is to know needs, trends and global educational context related to bullying, safe use of internet and mobile devices in order to guide the business model and the definition of the e-Confidence solution. As a result of the market analysis, the last chapter of the document summarizes the key issues that will be taken into account in the development of serious games. H2020-ICT-2016-2017/H2020-ICT-2016-1· e-Confidence Project nr: 732420 Page 6 INTRODUCTION The study is structured in three main parts: The first one serves to obtain global context information about use of technology in the classroom, use of serious games for K-12, bullying prevention programs and safe use of internet and mobile devices The second one offers the analysis of experts opinions about main topics of the study The third one includes the competitors analysis. There have been 28 games analysed that could be e-Confidence competitors for bullying or safe use of internet The study offers an objective resume of experts opinions, hierarchized by relevance both by the reiteration and by the application to the project aims. Due to discretion and in compliance with the agreements established with the participants, comments on the opinions and reflections of the participants are not nominated. The report includes three Annex: Annex I – List of information sources Annex II – Interviews questionnaire Annex III – List of experts H2020-ICT-2016-2017/H2020-ICT-2016-1· e-Confidence Project nr: 732420 Page 7 CHAPTER 1: MARKET ANALYSIS AND FUTURE TRENDS USE OF TECHNOLOGY IN THE SCHOOL DIGITAL EDUCATION INDUSTRY The digital transformation affects the education sector fully and the wave of disruption is covering and modifying all its elements and sections, reason why companies and educational institutions are making an adaptation effort of their contents, resources and objectives to the reality of the digital world. The OECD Digital Economy Outlook 2015 shows that most of the OECD countries establish as a fundamental pillar of their national digital strategies the promotion of ICT adoption in the education sector and the promotion of ICT-related skills. Recent studies about trends in education show that the classroom is no exception to this trend. Digital learning is an inherent part of the educational system; whether it’s schools providing pupils with tablets or laptops, or students bringing their own devices (BYOD) into the learning environment. In fact, technology analyst Gartner value the educational tech market at almost £17.5 billion. Apple, Google, Microsoft, Amazon and other major tech companies are getting into the education industry with mixed results. Education technology companies are leveraging big data to improve classroom engagement and make learning more effective. They're focusing on everything from online courses to personalized testing to standardized APIs for K-12 schools, and investors are champing at the bit to fund their data-driven initiatives. Knewton, an adaptive platform that collects real-time data based on students' learning habits, has received $105 million in funding to predict failure in subject areas and enable smarter, more dynamic learning that's tailored to the ways in which students learn best. If more teachers utilized big data to monitor student progress and meet students at their level, perhaps our dropout rates wouldn't be so high. According to a study conducted by The New America Foundation, more than 87% of teachers believe that analytics can be a powerful instruction tool in the classroom because these new tools can help ensure success for our students, understand what they learn and how they learn best. STATISTICS ABOUT ICT IN THE CLASSROOM According to UNESCO in most countries, pupil to computer ratio decrease from primary to secondary levels of education indicating greater access and reflecting the increasing importance of computer-assisted instruction in both education policy and official curriculum. Computer resources are most abundant in Western Europe and Central and Eastern Europe, where, PCRs were relatively low—typically 10:1 or less in most countries for all levels. In contrast, computer access was somewhat
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