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Maxime Legrand - Tactileo
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Transcript of Maxime Legrand - Tactileo
Rapid Fire: Prototype
Tactiléo : An example of innovation in E-education
Maxime Legrand – 26/04/2012
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Project Education
A European consulting firm dedicated to the development and promotion of strong links between Education, Research and the business world
Project Education has advised and helped more than 50 projects across all fields of Education and innovation, from natural sciences to social sciences and humanities
Project Education has considerable experience in advising higher education institutions, government institutions, research teams and small and medium enterprises reach their goals of academic excellence and innovation. Project Education has also advised consortiums and clusters on the deployment and implementation of their projects, both in Europe and globally.
Our consultants are often called upon to work on promotion strategies for projects, but often the project leaders realise they also need assistance with developing a commun strategy for all partners and encouraging teamwork. This is the key to success in all projects.
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The promotion and dissemination mechanism for innovative projects
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New product inside the core business
Development outside core business
Spin-off
Development outside core businessLicenses
& patents
Academic actors Private partner
Other companies
Public / private collaborations
Technological sourcing
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What is a prototype ?
The Oxford dictionary defines a prototype as: “the first example of something, such as a machine or other industrial product, from which all later forms are developed”
The prototype creation and imagination phase is the key moment when both technical conditions and commercial constraints meet
The analysis of market needs and potential uses is crucial at this early stage in a project
The prototype needs to respond to market needs: a perfect example of this is the iPhone, which was initially a Humanities and Social sciences based prototype, responding to society’s needs, before becoming a technological prototype!
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Important things to remember when developing a prototype with other partners!
“Almost everyone is able to imagine and create a prototype, but very few people are able to think beyond their own fantasies in order to take society’s needs into account”
What is essential when imagining and creating a prototype in a group is that each partner identifies what they can bring to the project as an individual and then jumps into the collective movement in order to think only about the project as a whole!
“The true strength of each human being is in his ability to overcome his own individual condition” Albert Camus
This is exactly what you need to do when imagining a prototype!! Move past your own condition and think about the project’s strategy
as a whole. That’s where the prototype’s success lies!
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The birth of Tactileo : From one project to another
Digital Benchtop+
Touchpad
Applied to natural sciences & physics…
…Then on to use in new subjects
(Litterature, English…)
Create a complete touch environment
« The class of the future »
The beginning of the project
The end of the project
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Partners with very diverse interests
Leader of the consortium.Its main goal was to find new partners
Undetermined interests
Sell devicesThe partner left the consortium
Finance the institute and find new experimentations for their researchers
Only a few of the team wanted to participate in the project
Finance the institut and improve their research. A partner really involved
Supply the consortium with contents
Sell their virtual contents
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24 hours before the call for tenders deadline, we noticed an administrative rule : up to 30% of the grant could be allocated to R&D.
So it was necessary to start a 2nd round of negotiations with several partners to reduce their grant application
A negotiation at all times, until the very end of the project
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A new and innovative classroom:For dynamic and collaborative learning opportunities
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Tactiléo's digital tables : Wortking both with the virtual and the tangible
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How to rally project partners and encourage innovative teamwork and thinking?
The aims of workshops:Using creative and innovative atmospheres and locations to encourage team-work and new ideasAlternating plenary sessions (for decision) and group workshops to move ahead and imagine / createEncouraging very diverse partners to work together, to imagine the future and to put aside current constraintsA means to moving quickly forward on the project
« A fascinating and
inspiring day »« I really felt like we
were being listened to
and understood! »
« A group of passionnate
indivudals getting together
to create »
« The workshops were a way of
getting in touch with concrete ideas
and decisions… and that’s very
reassuring when developing a
project with so many different
partners»
Some testimonials from the Tactiléo workshops:
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A moment to share
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Questions? Comments?
Thanks for listening!
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Annex / The framework of the call for projects: Prototypes in e-education
The aim of the call for projects
The aim of the call for projects
How are these aims to be achieved?
How are these aims to be achieved?
The reasons necessary for public funding
The reasons necessary for public funding
The stakes at play that justify the call
for projects
The stakes at play that justify the call
for projects
- Acquiring fundamental knowledge- Evaluating by competencies- The generalisation of digital tools for pedagogy and education- The personalisation of student pathways- Improved integration of special-need students
- Acquiring fundamental knowledge- Evaluating by competencies- The generalisation of digital tools for pedagogy and education- The personalisation of student pathways- Improved integration of special-need students
- The development and implementation of prototypes for e-education and e-teaching.- The prototypes are to aim for the use of digital technology in teaching, across one or
several links in the field (content, tools, platforms, pedagogical material)
- The development and implementation of prototypes for e-education and e-teaching.- The prototypes are to aim for the use of digital technology in teaching, across one or
several links in the field (content, tools, platforms, pedagogical material)
- By confronting the imagined solutions and innovations to real-life conditions of use- Surpassing the experimental level- Improving and validating:
- The technology and usages suggested- The impact in a teaching environment- The economic model and its sustainability
- By confronting the imagined solutions and innovations to real-life conditions of use- Surpassing the experimental level- Improving and validating:
- The technology and usages suggested- The impact in a teaching environment- The economic model and its sustainability
- Costly projects- The experimental nature of many of the projects- The lack of immediate market response
- Costly projects- The experimental nature of many of the projects- The lack of immediate market response
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The aims of the Tactiléo project
An ambitious project dedicated to helping students, Tactiléo aims to build and implement an ecosystem within the classroom that will allow for truly digital and innovative teaching : collaborative, nomadic and taking full advantage of the scope of tactile technology (telephones, tablets, digital tables and lab benches) already used in classes or yet to be implemented.