ANGELS a new european project: “look at risks through the eyes of those who live them in the front line”
“Every year in Europe there are 5,720 fatal accidents at work and millions of people are injured or report serious damage to their health in the workplace.”(Source: EU-OSHA). (fonte: EU-OSHA).
ANGELS (Augmented Network GEnerating Learning on Safety) is a new European project involving four European Union countries (Italy, France, Spain and the Czech Republic) aiming at bringing innovation in learning practices and at raising the awareness of workers on health and safety in the workplace.
ANGELS proposes a new, “addictive” learning system, based on TEL (Technology Enhanced Learning), which tests a new tool and a new learning paradigm.
The project answers to two needs:
- bringing innovation to the practices of learning; and
- raise the awareness of workers about the risks they face in the workplace and how to handle them.
Thanks to Augmented Reality and a new methodology that overturns the learning paradigm, the environment becomes proactive and interactive, leading to an integration between environment and human behaviour.
ANGELS has four innovative features:
- use of innovative technologies (Augmented Reality) that are usually not involved in educational practices;
- realistic assessment of the learning environments currently used, and particularly in the context of health care;
- scope, work safety in healthcare, where it is essential to adopt tools for training and updating deeply integrated in the work environment;
- Starter Kit that includes multimedia content, documents, and a free demo of the software that enables organisations and individual workers to use and understand in depth the ANGELS system for the management of safety in the workplace.
The ANGELS project involves six partners: the PTV Foundation Policlinico Tor Vergata of Rome, which is the project coordinator; the human resources development company Entropy Knowledge Network of Rome; the management and human resources development company Mf & Partners Consulting of Ecully (France); the information technology company Inglobe Technologies of Ceccano (FR); the paramedical training centre NCONZO of Brno (Czech Republic); the department of applied psychology, clinical psychology and biological psychology at the University Jaume 1 of Valencia (Spain ).
Learn to Lead – L2L
Project website http://188.8.131.52/learn2lead/portal/index.php Start: 1/1/2010 Finish: 30/12/2011 INTRO Nearly all productive activity involves work by teams of competing and collaborating individuals, each with their own personalities, motivations and skills. The effectiveness and efficiency of the team is an emergent property of the dynamics that develop within the team in a continuous cycle of “forming – storming- norming and performing”. Effective team leaders manage these dynamics in ways that help the team to meet its objectives. As well as technical skills related to their area of business, they thus require competencies in “people management”, resource management and organization. Effective training in these areas is scarce and is usually available only in high quality MBA programs or in major corporations. GOAL The goal of Learn2Lead is to design, implement, and test a novel, online approach to training in team leadership, suitable for use in SMEs, small government offices, NGOs etc. The training provided by Learn2Lead is based on an online game. In the game, each learner manages a simulated team of employees (e.g. a team of workers in a bank agency, a post-office or a local government office) which competes against other teams to maximize its objectives (e.g. profit, volume of services delivered, customer satisfaction). The system allows the user to experiment with different approaches before competing with other players. Play is asynchronous (players will not be required to be online at the same time). A script-based design facilitates adaptation for use in different professional settings. The game is suitable for use, both for self-learning and for learning in a blended learning environment with the support of a tutor. L2L software were tested in three trial sessions in France, Italy and Spain. Documentation and software are released in English, French, Italian and Spanish. OPERATIONS Learn2Lead lasted for 24 months. The work begin with a study of user requirements, followed by the definition of the training methodology, the definition of the underlying team dynamics model, the “game design” and the implementation of required software components. An initial version of the game was subjected to a pilot study to eliminate technical problems and guarantee usability. This pilot study took place on three sites in Spain, Italy and France with approximately 10 “friendly users”/site. User feedback will be used to refine the methodology and the software which will then be subjected to a large scale “summative evaluation” (approx 30 users/site). A key goal of the project is to ensure the effective “valorization” of project results. Two training companies belonging to the partnership will use the game to offer tutor-supported training to their commercial customers. In parallel with this effort, the partnership will provide free access to the standalone (non-tutored) version of the game, through servers maintained by one of the partners. These servers will be maintained in operation for at least 1 year after the conclusion of the project. Large-scale use of the system will be encouraged using online and traditional media (e.g. online publicity, use of popular “social networking sites”, distribution of CDs via newspapers and magazines) MAIN OUTCOME A free online Serious Game with supporting document in English, Spanish, French and Italian containing L2L instructions and guiding lines. Beside the game a moodle portal is released for managing the learning path on leadership skills in a self learning mode. Check it on this website: – L2Lead game http://184.108.40.206/learn2lead/game/ – L2Lead moodle platform http://220.127.116.11/learn2lead/moodle/ PROJECT PARTNERS
• ISTC-CNR National Research Council – Institute of Cognitive Sciences and Technologies, Italy http://www.istc.cnr.it/ • Entropy Knowledge Network s.r.l., Italy http://www.entropykn.net • University of Naples Federico II, Italy www.nac.unina.it/ • Universitat Jaume I de Castellon, Spain http://www.uji.es – http://www.labpsitec.es • University of Lincoln – Lincoln Social Computing (LiSC) Research Centre – http://www.lincoln.ac.uk • MF & Partners Consulting – France .
This project has been funded with support from the European Commission. This publication reflects the views only of the author, and the Commission cannot be held responsible for any use which may be made of the information contained therein