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InnEO Space PhD

Customer’s request

As WP leader, ReMedia was asked develop and deliver the the following tasks:

  • Docimological research work on best practices in structuring a SPOC course;
  • User’s orientation: support and assist end users on SPOC’s specific content
  • SPOCs design: develop SPOCs content from the early stage information gathering to the updating and reporting of the course content.
  • User’s guidelines: provide PDF guidelines for three different audiences (students, beta testers, teachers), to be shared at the course’s introduction.
  • Extra academic content development: two scorms (Sharable Content Object Reference Model) tests for soft skills (such as a career toolkit provided by another consortium contractor)
  • Feedback gathering development and test implementation

Our solution

Three Small Online Private Courses (SPOCs) were established, focusing on entrepreneurship, Machine Learning, and Soft Skills in communication and teamwork. The content comes from university partners at an early stage of the project.  These SPOCs’ outcome was developed and integrated into the Summer Schools’ second editions, conducted online through our Space Academy platform. Each SPOC includes an introductory trailer outlining its content, the associated skills of European ESCO classification, and a concise version of the instructor’s CVs.

Delivery methods encompassed both fully online content (Summer School) and mixed-mode sessions (Startech), targeting an audience similar to that of Startech and Summer School. These SPOCs comprise diverse modules, including different formats: videos (maximum duration of 15 minutes), PDF graphic materials , and intermediate assessments to facilitate optimal learning experiences. Moreover, the SPOCs modular structure allowed the creation of additional SPOCs within the platform, already used by partner universities involved in the project.

The following features have been added to the platform:

  • User guidelines available to three different audiences (participants, beta testers, instructors).
  • A daily News section, including various RSS feeds related to the aerospace sector.
  • Automatic scoring for almost all tests, and an automatic certification system for all SPOCs.
  • Access job advertisement platforms to create resumes, test Soft Skills relevant to the job market, assess Digital skills, and seek sector-specific advice.
  • 28 recorded hours of recorded Summer School course.

Interactive elements within the platform encompass internal messaging (inbox), cross-sectional and course-specific forums, and user profiles, allowing individuals to share brief information related to their field and links to professional accounts. The platform’s Dashboard provides staff and instructors with a comprehensive overview of the entire course and individual participants, facilitating the identification of immediate bottlenecks and offering the option to download results.

Both the platform and courses were tested by 40 beta testers with course demos. During the ‘Crash courses to prepare a hackathon’ event, nearly 150 users utilized various tools and contents created by ReMedia within a few hours. Feedback from beta testers, initial users, participants, and instructors were positive, emphasizing the user-friendly interface, clarity and relevance of the content.

Throughout the project, ReMedia showcased it at various industry conferences, including:

  • The 11th EASN International Conference on “Innovation in Aviation & Space to the Satisfaction of the European Citizens,” where we presented the paper ‘InnEO’Space PhD: Preparing Young Researchers for a successful career on Earth Observation applications’.
  • The IGARSS IEEE-International Geoscience and Remote Sensing Symposium in 2023 in Pasadena, USA, where we presented the poster ‘Education and Research Projects for Preparing Young Researchers for a Future Career in Earth Observation’.

As of now, the platform for this project boasts over 500 users, featuring three original SPOCs and an additional five SPOCs created using modules from the initial courses.

Space Business Management, Executive Master

Customer’s request

The Luiss Business School’s Executive Education seeks to enable participants to maximize their business impact, supporting their personal and professional growth, through an ultra-personalized learning path and an innovative teaching methodology. The programmes are designed to speed up careers, consolidate strengths and act on areas for improvement, but they are also aimed at those who wish to reinvent themselves (i.e., change role, industry or function by developing the necessary skills and network) or take back the reins of their professional advancement by acquiring the skills and tools to reboot their career. In 2022, the Luiss Business School decided to launch a new Executive Master, at the Hub in Amsterdam, focusing on Space Management in cooperation with ReMedia group.

Our solution

The Master, designed by Luiss Business School and ReMedia Group, aims on developing managerial skills and providing theoretical and practical business dimensions competences to those pursuing a managerial or entrepreneurial career in the industry. To reach that goal, ReMedia covered different key roles :

  • Coordination of the scientific committee
  • Strategic advisor on the space content
  • Identifying, and inviting international key actors to join the Scientific Committee
  • Creating a coordination committee to promote the Master
  • Identifying, and implementing, strategic partnership including space agencies, institutions, industries, consultancy companies
  • Proposing keynote speeches and lectures by space professionals
  • Disseminating the Master Course content via social platform and within space related academic events.
  • Communication activities, including the graphic support for Master communication products (presentation support, brochures)

Back to Earth

The customer’s request

In the Era of the Covid-19, students from different parts of the world, but especially Italian ones, had started their first experiences with digital education, often with very low results in terms of engagement and learning achievements. The European and the Italian Space Agency launched a tender to create new digital contents in the field of STEM, with the support of one Space asset, able to provide better learning opportunities.

Our answer

Back to Earth was designed to demonstate that remote learning could be engaging such as great teachers and achieve even better didactic results. Moreover, through this project, ReMedia promoted a new educational model able to impact the students’ learning processes by enhancing the emotional and cognitive dimensions, as well as boosting their social aggregation. The pilot of the project was driven in 4 Italian secondary schools, first grade, thus all the contents have been based on the Italian ministerial science programme since we propose to create a learning path on Earth Science integrating Earth Observation data coming from Satellites. The first content realised was focused on Cryosphere. 

We structured the Educational Path with 15 Learning Objects valorised by a sinergy of different ingredients: 

  • engaging storytelling to maximize student’s commitment
  • wide usage of explanatory videos, time series and imagery
  • different tools of evaluation to assess the acquired skills and monitor the performance
  • interactive AR/VR experiences to explore and connect with abstract concepts, boosting students’ engagement
  • orginal serious games able to improve the soft skills most involved in the STEM field, i.e. memory and problem solving.

This new content have been provided through a gamified e-learning platform of ReMedia, designed especially for the school’s students called “Space Edupark”. This platform provides:

  • a Business Intelligence (BI) Dashboard that shows user’s data produced during the learning path to assess the student’s progress. These data are shown with two different perspectives both to the students and to their teachers.
  • traditional gaming elements such as ranks, avatar and badges are used to boost motivation and learning achievements.

The pilot has been closed on the 28th of June 2021. The students involved was very happy about the projects and their teachers on the results gathered. A real success for the whole initiative. You can read more about student’s feedback on this article.

Now it’s time to look to the future and think to new contents proposal to be designed. Learning science could be exticting like playing a game!

How to teach the use of a complex software

The customer’s request

In May 2018 SNAITECH launched interannaly an innovative procedural sofwtare that needed to be used in a very short time by a large-scale audience.

Our answer

Remedia in less than two months produced an e-learning course through which more than 2000 geo-localized points of sale, in different Italian, have been trained on a complex and completely new system. We structured the course following the customer’s guidelines, designing a software enriched with multimedia content able to grasp user’s attention and making the training interactive and interesting.

Once this project was completed, we were commissioned to make other digital training materials, and we have also created an interactive manual in html5, fully responsive and very easy to be updated. All the training materials developed are provided through the Relearnit platform.

Cambio stile

The customer’s request

Well-being comes from proper nutrition and a healthy lifestyle. This concept should represent a “mantra” for every human being to follow in every period of his existence, especially since he is very young.

For this reason and to raise awareness among students of both primary and secondary school, on the increasingly looming danger of childhood obesity and food-related diseases, we were commissioned by the MIUR for a publication that would tell children about the concrete need to a healthy and balanced diet and the right motor activity, throughout your life.

Our answer

To respond effectively to the customer’s request, we first analyzed the target of the publication, its communication style and the communication channels to which it was closest. Thinking about digital natives, we immediately thought that the publication could not be printed, but digital.
In the initial phase we divided our stakeholders into two distinct audience groups: elementary / middle school children and teenagers (13 – 18 years).
We have thus chosen to undertake two different communication approaches, both in the graphic style and in the contents but with a single denominator, the technological solution: a touchbook.

Thanks to this tool we have created an innovative publication:

  • for the little ones, full of games and illustrations dedicated to nutrition and sport
  • for the older ones accompanied by columns, curiosities and information so as to make it look like a diary.

With the advent of Expo 2015 it was decided to expand the product even further by adding content dedicated to food as “nourishment for the planet and energy for life”, as the theme of the Universal Exposition stated.
The result was very positive and the project closed with the approval of the Ministry of Education, a press conference, a communication campaign and dedicated pages in school newspapers.

In addition, to allow wider use to all the public of the EXPO, the touchbook has been published on all major Kindle, Android and Apple stores and in 3 languages: Italian, French and English.

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Anti-money laundering measures course Lottomatica

The customer’s request

In December 2017, the Lottomatica training department requested an e-learning course approched to all tobacco bar managers authorized to sell Scratch & Win.

In fact, according to Italian law and the regulations in force, whoever supplies this product / service is obliged to be trained in all phases of product sales and management procedures, from the sale of the ticket to the winning.

In 2018, given the positive results obtained, the client commissioned us two new training projects, one relating to anti-money laundering for the VLT halls and another for the betting halls.

The internal audience was used to e-learning with a video and pdf manuals.

Our answer

In 2017, when we were commissioned the first e-learning project, we presented to the client our ways of creating an e-learning course and we worked together on a storyboard capable of supporting user involvement and building the right mix of interactivity and multimedia to make even the most technical and specific, interesting and stimulating contents.

We have thus created a Scorm compliant course, which can be used within the Lottomatica Moodle platform, with a mandatory final questionnaire to be administered to each participant who has exceeded the client’s expectations in terms of learning outcomes of the course subject and the number of active participants.

In 2018, two other important e-learning projects followed on topics relating to the rules and preventive anti-money laundering measures for the VLT and betting halls that each operator undertakes to adopt.

We are proud of the work carried out from 2017 to today and equally happy to be chosen, after four years, by Lottomatica for further projects dedicated to the world of digital training!

Copernicus Touchbook

How to make the most of the largest Earth Observation program ever made.

The customer’s request:

The Copernicus project is the largest Earth Observation program ever promoted by the European Commission with the support of ESA for the construction of a constellation of satellites and the Environment Agency (EEA) for Earth data detection.

The articulated nature of Copernicus, technical and difficult to understand by a non-technical public, brought ESA to contact us initially to convert an institutional brochure into a digital tool, applied to the general public with the aim of describing the program and the actors involved.

Our answer:

As soon as the customer’s request arrived, we immediately realized the enormous potential of this project: we had the opportunity to develop an innovative digital tool that really presented all the value and potential of the program from different points of view, given the nature and the flexibility of the object we had in our hands.

With this idea in mind, we have created the architecture of the project on several conceptual levels: on the one hand we have created an institutional, digital communication tool, able to speak to stakeholders and the most experienced public, but in parallel we have created it another able to speak directly to those citizens who will be the true beneficiaries of the program for the first time.

Thus was born the Copernicus touchbook, a project born from a real teamwork that from 2016 to 2018 involved us directly together with many experts of the contents of ESA and the European Commission to give life to a unique and innovative communication tool that was at the height of the program it was to represent.

Most of the work was dedicated to the storytelling part for each Copernicus application, to describe their impact on everyday life. Different stories have thus seen the light that use all the tools to engage the reader such as quizzes, games, interactive infographics, 3D animations, video and audio to explain to everyone the connections between satellite data and the services that can derive from them to improve. the quality of our life.

ESA Cert cyber security

Prototipo di corso sulla Cyber security

The customer’s request:

To create a light, stimulating, completely reactive product that could facilitate the training of employees on the subject of information security.

Our Answer:

We started from the information material sent by the customer, that is, a static pdf file with a non-engaging and interactive textual and graphic content.

Our added value consisted in “translating” the concept of Cyber Security training into a dynamic, versatile and stimulating key, without distorting the contents.

Thanks to our digital tools, we chose to create a multimedia and interactive responsive WBT, which allowed us to teach complex projects in a simple and intuitive way, which simulated real cases of hacker or virus attacks via web.