BEACONING STANDS FOR BREAKING EDUCATIONAL BARRIERS WITH CONTEXTUALISED, PERVASIVE AND GAMEFUL LEARNING AND WILL FOCUS ON 'ANYTIME ANYWHERE' LEARNING BY EXPLOITING PERVASIVE, CONTEXT-AWARE AND GAMIFIED TECHNIQUES AND TECHNOLOGIES, FRAMED UNDER THE PROBLEM-BASED LEARNING APPROACH. BEACONING IS A HORIZON 2020 FUNDED PROJECT OF THE EUROPEAN UNION INVOLVING 15 PARTNERS- GRANT AGREEMENT 687676. IN CONJUNCTION WITH 15 PARTNERS WHO EACH BRING IN THEIR OWN EXPERTISE AND TECHNOLOGIES, THE PROJECT SEEKS TO PILOT INNOVATION IN A REAL OPERATIONAL ENVIRONMENT, ALIGNING WITH DMLL'S ETHOS IN DISRUPTIVE MEDIA AND THE IMPACT ON CHANGING MIND-SETS AND CREATING NEW MODELS AND PRACTICES OF TEACHING AND LEARNING. THE OBJECTIVES OF THE PROJECT ARE: 1. INTEGRATE TECHNOLOGIES, PEDAGOGICAL AND SOCIAL PERSPECTIVES USING PERVASIVE, CONTEXT AWARE AND GAMIFIED APPROACHES ENSURING THAT THE BEACONING PLATFORM IS INNOVATIVE WHILE ALSO EXTENDING OUR SCIENTIFIC UNDERSTANDING AND PRACTICE-BASED EXPERIMENTS OF ENGAGING A COMMUNITY OF LEARNERS INCLUDING THOSE WITH DISABILITIES WITH A MORE INCLUSIVE, CONNECTED AND CONTEXTUALISED LEARNING PROCESS. 2. DEVELOP, IMPLEMENT AND VALIDATE THE BEACONING PLATFORM THAT: LEVERAGES CUTTING-EDGE APPROACHES INCLUDING THE FUTURE INTERNET TECHNOLOGY, MOBILE, GAMIFICATION, PERVASIVE GAINING, PROCEDURAL GAME CONTENT GENERATION, GAME AUTHORING, HUMAN-COMPUTER INTERFACES, LEARNING ANALYTICS AND PROBLEM-BASED LEARNING MODEL; IS USABLE, ADAPTABLE, EXTENDABLE AND SUSTAINABLE. 3. EXPLORE AND MEASURE THE LEVEL OF ENGAGEMENT, EFFECTIVENESS AND IMPACT THAT IS ENABLED BY THE BEACONING PLATFORM TOWARDS INCENTIVISING LEARNERS AND FOSTERING ACQUISITION AND TRANSFER OF KNOWLEDGE AND SKILLS, VALIDATE THIS THROUGH LARGE SCALE PILOTS INVOLVING A COMMUNITY OF STAKEHOLDERS AND PRACTITIONERS IN EUROPE, AND PROVIDE AN EXPLOITATION AND BUSINESS PLAN FOR THE PLATFORM ADOPTION. WEB: IMPS://BEACONING.EU TWITTER. HTTPS://TWITTER.COM/BEACONINGEU FACEBOOK: HTTPS://WWW.FACEBOOK.COIN/BEACONING YOUTUBE: HTTPS://WWW.YOUTTIBE.COM/C/BEACONINGEUPROJECT