Analysing Professional Discourse in Interactive Learning: Integrating Historical and Situational Perspectives
Written environments in online learning enable professional discourse to be analysed in depth and provide greater knowledge for improving learning and for planning and delivering courses aimed at professional development.
Until now, research into professional discourse has highlighted the importance of a) interaction in the development of professional discourse, b) the need to analyse professional discourse as much from a historical point of view as from a situational one and c) the influence the demands of the context have on this discourse.
Published by the “Journal of Interactive Learning Research” in 2010, this paper takes this triple result and delves further into the professional discourse verbalised by 21 educational psychologists taking an online practice development course, and incorporates an integrated historical and situational analysis.
Available for download from UOC's Institutional Repository.
GeoHCI 2013 aims to provide a much needed venue for members of the human-computer interaction and geography communities to create and share knowledge on topics that span this disciplinary boundary.
For the increasing number of HCI researchers and practitioners whose work has a geographic component, GeoHCI 2013 will offer a unique opportunity to discuss best practices and open research questions with like-minded members of the HCI community and with geographers, whose field has a rich understanding of spatial phenomena. For geographers, GeoHCI 2013 is a chance to do the same with experts in HCI-related areas such as online communities, mobile and online maps, location-based social networks, crisis informatics, ubiquitous computing, and augmented reality.
Researchers and practitioners in HCI, geography, and related disciplines who are interested in participating should submit a two-page position statement as described in the call for papers. Position statements are due January 11, 2013 and should be submitted through our EasyChair site. The workshop, co-located with CHI 2013 in Paris, will be on April 27.
On April 28, we are hosting an optional second workshop day that will consist of various "in the field" activities. We are actively seeking proposals for participant-led field trips. Have a great new citizen science app you want to demonstrate? Want to lead an OpenStreetMap data collection activity to bring everyone at the workshop up to speed on the OSM state-of-the-art? Can you guide us on an augmented reality tour of Paris? Let us know! Position statements that are accompanied by field activity proposals will receive extra consideration.
Interactive Technologies in Language Teaching is a European project which aims to promote best practice in communicative language teaching using interactive whiteboards.
Interactive whiteboards may look like normal whiteboards, but they can facilitate the integration of new media in the classroom, enhance learner engagement, support new electronic literacies and meet the needs of students with diverse learning styles. If used well, IWBs can significantly transform the language classroom. For this to happen, teachers need to be given adequate training and support in how to use the tool communicatively, to be aware of strategies and procedures for designing effective IWB materials, and to have the opportunity to reflect on their own practice.
- produce effective IWB training materials for language teachers
- inform teachers of IWB best practice based on research
- provide a support network for teachers and schools
- bring together teachers from all sectors (primary, secondary, tertiary, vocational) of education
- encourage the sharing of example lesson plans
- promote reflective practice with IWBs
The iTILT project website aims to provide language teachers with a place to go to for professional development, training and support. You will find:
- information about how best to use the IWB in language teaching
- example videos of teachers using the interactive whiteboard effectively in the language classroom
- an online community of educational experts and language teaching practitioners who are using the interactive whiteboard
- guidelines and support for teacher trainers
- resources for teachers (lesson plans, etc.) supporting the teaching of a range of different European languages, such as Spanish, French, English, German, Dutch, Welsh and Turkish
- an open-source archive of example IWB materials
- interviews with teachers and learners about using interactive whiteboards
The website will be of value to all educators interested in effective teaching with IWBs, but will be of particular interest to:
- Language teachers
- Language teacher trainers
- Learning technology specialists
- Decision makers in the field of education
Outliers School Educación es una iniciativa sincrónica online de 30 días para 40 participantes. Se trata de un proyecto on-line multiplataforma “en vivo” sobre nuevas ideas y modelos de Diseño Educativo con aprendizaje basado en resolución de problemas y prototipado de soluciones. Las áreas para resolver los problemas de diseño educativo serán: 1) Desintermediación en el diseño educativo; 2) Aprendizaje Invisible y no-formal y medios sociales en educación; 3) Narrativas transmediáticas aplicadas a la educación y; 4) mobile learning.
Preinscripción hasta 10/11/2012
The webinar will give an overview of the effective use of interactive whiteboards and other interactive technologies within the Primary and Secondary classroom. Diana Bannister will explore the structure of lessons using the interactive whiteboard and identify some of the key issues that practitioners need to address when developing and delivering their lesson materials. You will learn about some key websites for you to visit and some techniques that you could try within your classroom.
The webinar will take place on Wednesday March 28th 16:00 – 17:00hrs (CET) We will use the Elluminate virtual platform. You do not need access to an interactive whiteboard to be able to take part in this session.
The presentation will be made by Diana Bannister who is the Development Director for Learning Technologies based in the School for Education Futures, University of Wolverhampton.
The webinar is free of charge and open to everybody interested in the topic. Register here
4th IEEE International Conference on Games and Virtual Worlds for Serious Applications (VS-Games’12)
The fourth IEEE International Conference in Games and Virtual Worlds for Serious Applications (2012) aims to meet the significant challenges of the cross-disciplinary community that work around these serious application areas by bringing the community together to share case studies of practice, to present new frameworks, methodologies and theories and to begin the process of developing shared cross-disciplinary outputs. In order to achieve this main aim the conference will pioneer new methods for bringing together and supporting communities of practice emerging in themed areas beyond the duration of the conference. Using the conference as an ignition to support a wider aspiration to form and sustain a community of practice around the field.
The term 'Serious Games' covers a broad range of applications from flash-based animations to totally immersive and code driven 3D environments where users interface with large volumes of data through sophisticated and interactive digital interfaces. This shift towards immersive world applications being used to support education, health and training activities marks the beginning of new challenges that offer real scope for collaborative and multi-disciplinary research solutions, and real opportunities for innovative development.
We invite researchers, developers, practitioners and decision-makers working with or applying serious games in their communities to present papers in the following two main streams of the conference: games and virtual world applications for serious applications. The conference will explore games and virtual worlds particularly but not exclusively in relation to:
The conference aims to ask and search for answers to the following questions:
- In what ways are games and virtual world applications effective tools?
- What founding theories and approaches are emerging to support the field?
- What and how can different technologies contribute to build ever better serious games?
- What are the benefits of serious games for end-users and stakeholders? How can benefits be assessed?
- What are the technologies (e.g. applications, platforms, engines) that are most effective in which areas and for what targets?
- What cross-disciplinary approaches are emerging to support design, development and implementation of the technologies?
- How and for what benefits is user generated content supported?
Based on a short film that was produced as a result of a crowdsourcing project “The First World War in everyday documents”, the video now turns into a new enriching experience. Empowered with latest video technology and resources from Europeana and the web, the interactive video lets you browse through related content, share the video with your friends and interact with other users through comments that you can post at any moment of the film.
Your Better Life Index is designed to let you visualise and compare some of the key factors – like education, housing, environment, and so on – that contribute to well-being in OECD countries. It’s an interactive tool that allows you to see how countries perform according to the importance you give to each of 11 topics that make for a better life.
The Council invites Member States to support relevant initiatives aiming to ensure that persons with disabilities have access to quality education and training on an equal basis with others.
One of the main objectives is to increase their knowledge, skills and qualifications in order to promote persons with disabilities' mobility and employability.
The invitation also calls to promote the exchange of good practices, including comparative studies, with regard to support and assistance for persons with disabilities, with a view to improving their access to the education system at all levels, including, for example, the use of assistive technologies.