Aida Azadegan

Nature4Cities

Duration: 2016-2020

Funding Organization: EU H2020 RIA - Research and Innovation Action Programme

Nature4Cities aims at developing complementary and interactive modules to engage urban stakeholders in a collective-learning process about re-naturing cities, develop and circulate new business, financial and governance models for NBS projects, as well as provide tools for the impacts assessment, valorisation and follow-up of NBS projects.

 

OnlineS3

Duration: 2016-2018

Funding Organization: EU H2020 RIA - Research and Innovation Action Programme

This project aims to develop an e-policy platform augmented with a toolbox of applications and online services, which will assist national and regional authorities in the EU in elaborating or revising their smart specialisation agenda, in terms of policies and strategy.

 

An Adaptive Trust-based e-Assessment System for Learning (TeSLA)

Duration: 2016-2018

Funding Organization: EU H2020 ICT Innovation Action Programme

The TeSLA project provides the educational institutions, an adaptive trust-based e-assessment system in a blended learning environment. The system will be developed taking into account quality assurance agencies in education, privacy and ethical issues and educational and technological requirements throughout Europe.

 

Youth Employability Training and Self-Development Framework (YOUTHYES)

Duration: 2014-2016

Funding Organization: EU Erasmus+ - KA2: Cooperation for innovation and the exchange of good practices program

The YouthYES project aims to provide young people with a more engaging way of tackling career planning and management skills using a gamified platform.

 

Gaming and Learning Alliance (GaLA)      

Duration: 2010-2014

Funding Organization: EU FP7- ICT program

GaLA is the Network of Excellence on Serious Games at the European level involving 31 partners from 14 EU member states. GaLA investigates the potentiality of Serious Games (SGs) for education and training. GaLA also aims to address the challenges of the main stakeholders of the SGs European landscape (users, researchers, developers/industry, educators). GALA objective is to shape the scientific community and build a European Virtual Research Centre aimed at gathering, integrating, harmonizing and coordinating research on SGs and disseminating knowledge, best practices and tools as a reference point at an international level.

 

Ed 2.0 Work - European network for the integration of Web2.0 in education and work

Duration: 2011-2014

Funding Organization: EU Life Long Learning Programme

The EdWeb2Work Network project aims to improve the use of Web2.0 tools in education and the world of work. It is also focused on building tools that will allow educators and employers and to see how effective Web2.0 tools are in improving education and working efficiencies.

 

Exploring Community Resilience (ExCoRe)   

Duration: 2013-2013

Funding Organization: Sheffield Hallam University

ExCoRe is a Cross-faculty Interdisciplinary project, which draw parallels from cellular resilience and develops a solid theoretical base to understand the concepts of resilience in a community setting. The projects aims to investigate developing a prototype game that can be used as a platform to simulate social value auditing systems to better understand community resilience.

 

Collaborative Approaches for Requirements Elicitation (CARE)    

Duration 2011-2012

Funding Organization: Natural Science Foundation of China (NSFC)

The CARE project aims to address the design and implementation of a tool that supports stakeholders’ collaboration in requirements elicitation workshops. The process involves the design, use, and evaluation of collaborative processes for requirements elicitation in different settings as well as in virtual worlds environments.

 

Second Life Project - Manchester Business School  

Duration: 2007-2009

Funding Organization: Manchester Business School (MBS)

The MBS Second Life project aimed to develop a meeting place for staff, students, alumni and other MBS stakeholders. The project was carried out in collaboration with BT and the developer company Corporation Pop. The Second Life MBS Island was developed to accommodate the school’s educational objective in teaching and learning processes and also to provide a place for academia-industry collaboration. I contributed in this project as a researcher and an in-life facilitator.

 

 

 

 

 

 

 

 

 

 

 

 

 

 

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