BigDataForAll – Promoting Statistics and Big Data through Gamification and Digital Education (Erasmus+ Project 2020-1-ES01-KA226-HE-095688)
Universidad de Salamanca; BIDERBOST BOSCAN & ROCHIN SL; University College Odisee; ROSTO SOLIDARIO - ASSOCIACAO DE DESENVOLVIMENTO SOCIAL E HUMANO; STIFTELSEN HOGSKOLAN I JONKOPING
- Publisher
- Zenodo
- Language
- en
Abstract
Summary Background To work towards two of the concrete strategies proposed among the priorities of the European Commission for 2019-2024 ("A Europe fit for the digital age"), which were of interest to us: "A European Strategy for Data" and "Big Data Value Public-Private Partnership". All this in order to strengthen the knowledge, skills and competences of the members of European universities and companies (decision makers and staff) in relation to Statistics and Big Data so that together they are able to produce, analyze, use and/or create value from data. Students must be aware of the needs that are going to occur in the future to focus their learning; professors have to know how to provide the right tools to students to guide them in their learning and companies and NGOs must be aware of what technologies can be used to improve their performance. So we sought to provide innovative practices to the educational, youth, training, business and social sectors so that they could take advantage of them to acquire skills in gamification processes as well as in Statistics and Big Data. Objectives The objectives of this project were:1. To teach teachers how to design, implement and evaluate gamification processes for university teaching (in general), especially Statistics and Big Data (in particular) through a MOOC.2. Connect Universities with Companies and/or Social Organizations that require personnel with knowledge and skills in Statistics and Big Data, so that these actors can jointly develop an educational itinerary through a gamification process (virtual game) that responds to this need.3. To teach Statistics and Big Data to university students through the gamification process (virtual game) above, in order to increase their chances of insertion into the labor world (connecting them with Companies and/or Social Organizations that require personnel with these knowledge/skills). Implementation Throughout the project, the following activities have been carried out: planning, coordination and communication activities between partners; transnational and bilateral meetings between partners; meetings with key social agents to present the project and establish cooperation channels; creation of a graphic line and visibility and dissemination activities in different media (social networks, web, radio...); attendance at conferences and congresses to present the project and its results in different areas; creation of surveys and focus groups to carry out a context analysis that served as the basis for the development of the MOOC and the game. ); attendance at conferences and congresses to present the project and its results in different areas; creation of surveys and focus groups to conduct a context analysis that served as a basis for the development of the MOOC and the educational game; scientific research on best practices in the field of gamification; seminars with USAL students (undergraduate, master's and doctoral) for knowledge transfer; selection of participants for local and final hackathons for the evaluation of the educational game; multiplier event and monitoring and evaluation activities. Results As proposed in the application, two main intellectual products have been developed: a MOOC on gamification processes in higher education and an educational game on statistics and Big Data. Derived from the previous work done for the development of these products, a report has also been generated with a context analysis with the results of the surveys conducted to students, professors and entities from the partners' countries of origin about gamification and statistics and Big Data. This quantitative analysis was completed with the results obtained from the focus groups on the usefulness of gamification, experience and barriers associated with learning and/or teaching statistics and Big Data. Likewise, a mapping of entities interested in hiring young people with profiles associated with this branch of knowledge or in updating these skills for their own employees was carried out. More information about the project and access to its educational resources are available on the official website: https://bigdata4all.eu.The platform and its materials are available in English, Spanish, Portuguese, and Danish, promoting inclusive access to open educational resources across Europe. This project has been co-funded by the Erasmus+ Programme of the European Union under Grant Agreement No. 2020-1-ES01-KA226-HE-095688.The content of this publication reflects the views only of the authors, and the European Commission cannot be held responsible for any use which may be made of the information contained therein.
Full text
BigDataForAll Promoting Statistics and Big Data through Gamification and Digital Education 2021-2023
Title Intellectual Products Outcomes of the project
Title Intellectual Products Educational Game on Statistics and Big Data An educational game of virtual learning (through a web platform) aimed at training university students in Statistics and Big Data. This process of gamification will be a personalized training itinerary according to the competencies required by companies and social organizations in both matters MOOC on Gamification Processes A MOOC on how to design, implement and evaluate gamification processes for daily teaching in higher education (especially Statistics and Big Data).
Title MOOC Gamification in Higher Education Educational Game on Statistics and Big Data An educational game of virtual learning (through a web platform) aimed at training university students in Statistics and Big Data. This process of gamification will be a personalized training itinerary according to the competencies required by companies and social organizations in both matters Instructional Design Theory/Practice Evaluation Supporting materials
Title Intellectual Products Educational Game on Statistics and Big Data MOOC on Gamification Processes What do you know about statistics and professional profiles?
Title Educational game Statistics and Big Data What is… Statistics? Big Data? Statistics is the science of collecting, analyzing and understanding data, and accounting for the relevant uncertainties. As such, it permeates the physical, natural and social sciences; public health; medicine; business; and policy. Big Data is the collection and analysis of data sets that are complex in terms of the volume and variety, and in some cases the velocity at which they are collected. Big data problems usually require multidisciplinary teams by their very nature. At the very least, they typically require subject area (domain) experts, computational experts, machine learning experts AND statisticians.
Title Educational game Statistics and Big Data The Data Analyst (process data) The Data Entrepreneur (generate business strategies through data analysis) The Statistician (narrate and interpret the data) The Data Engineer (scale the data) The Data Architect (create secure databases) The Data Scientist (extract information from databases)
Title Educational game Statistics and Big Data Project manager Architect Engineer Analyst Scientist Statistician Entrepreneur Responsible for setting up the data science project, coordinating the whole group to work collaboratively and closing the circle of work This is in charge of the aspects associated with the origin of the data. That is to say, the handling and management of the location of the data. He/she is in charge of the proper functioning of the infrastructure where the volume of data is located and from where it will be extracted. The technical role is in charge of setting up the technological infrastructure so that the large volume of unstructured data collected becomes accessible raw material for analysts and data scientists. Responsible of extracting data, pre-processing them (data cleaning, normalisation, identification of missing values or noise), transforming and synthesising the information contained in them (for example, descriptive analysis, like frequencies and descriptives measurements) Professional dedicated to completing the initial analyses performed by the data analyst at a more complex level (multiple variables), (for example, prediction, regression models, cluster analysis…) The statistician is in charge of interpreting, narrating and communicating the results obtained in previous phases in order to extract valuable information translated into the company/business context. Its main role is to collect the needs transmitted by the business and present the results obtained in previous phases to generate business strategies.
Title Educational game Statistics and Big Data Project manager Architect Engineer Analyst Scientist Statistician Entrepreneur Responsible for setting up the data science project, coordinating the whole group to work collaboratively and closing the circle of work This is in charge of the aspects associated with the origin of the data. That is to say, the handling and management of the location of the data. He/she is in charge of the proper functioning of the infrastructure where the volume of data is located and from where it will be extracted. The technical role is in charge of setting up the technological infrastructure so that the large volume of unstructured data collected becomes accessible raw material for analysts and data scientists. Responsible of extracting data, pre-processing them (data cleaning, normalisation, identification of missing values or noise), transforming and synthesising the information contained in them (for example, descriptive analysis, like frequencies and descriptives measurements) Professional dedicated to completing the initial analyses performed by the data analyst at a more complex level (multiple variables), (for example, prediction, regression models, cluster analysis…) The statistician is in charge of interpreting, narrating and communicating the results obtained in previous phases in order to extract valuable information translated into the company/business context. Its main role is to collect the needs transmitted by the business and present the results obtained in previous phases to generate business strategies.