Four projects collaborate in the frames of a special conference organised by EDEN for stakeholders representing (secondary) school level education.
The eLene2learn’s Transnational Workshop aims to exchange ideas and experience in learning to learn with social networks, learning to learn with digital media, serious games and virtual worlds and learning to learn with ePortfolios and blogs.
The DigiSkills’ Best Practice Exchange Forum collects case studies and best practices that effectively promote innovative teaching and learning good practices. This works as the frame for the collection of exceptional teaching and learning approaches.
Two projects, POERUP and Open Discovery Space play a special co-hosting role and organise a dedicated OER strand. The workshop programme breaks with traditional parallel sessions of paper/poster presentations it provides instead a platform for semi-informal, so-called "Project Fairground" activities. Submission of projects is still open!
eLearning Papers Call for Papers on Changing schools and creative classrooms: 21st century teachers and their new roles
eLearning Papers seeks submissions for the issue 30 Changing schools and creative classrooms: 21st century teachers and their new roles. This issue explores the new role of teachers in 21st century learning contexts, focusing on the challenges they face and the changes in teaching practice caused by the rapid spread of educational technologies and the evolution towards creative classrooms and open educational resources. Deadline: 10 August 2012.
We are interested in contributions that address: national policies, methodologies, new tools and resources, the teacher-student relationship or class organization, among others. Guest editors: Hans Laugesen, GL - the National Union of Upper Secondary School Teachers. Jim Devine, JD Policy, Projects Innovation, EDEN Fellow (and former President, IADT, Dublin)
Click here to read the complete Call for Papers
eLearning Papers seeks contributions about Game Based Learning in both sections: In-Depth and From the Field. Deadline June 3, 2011
In parallel to the phenomenal rise of the digital game development industry through time, the acceptance of games in other sectors has also been changing. Computer game skills have been increasingly applied in almost all areas of human activity within modern societies. Digital games have now been embraced by the academic research community as a research topic, as well as discovered by the education sector as a highly interactive media that can support and foster learning. As a popular and powerful media, computer games are being considered for use in various education and training settings to motivate learners, to focus their attention, and to help them to construct meaningful and permanent records of their learning.
Games have high presence in informal segments of learning – but in formal education, games are still often seen as an unserious activity and the potentials of games for learning remain undiscovered. However, when evaluating games with their children, 85% of parents believed that computer games contributed to learning as well as providing entertainment.
Beside fantasy and fun elements, games have potential to foster players’ ability to communicate and interact with others during gameplay. Computer games can help players to think critically when they are required to construct connections between virtual and real life. Game-like learning environments can provide motivating interdisciplinary learning settings, creating opportunities that could improve student collaboration skills as well as help them learn new concepts and synthesize new information. Games have also been praised for the potential they offer in learning business leadership and other skills by practicing in a safe environment.
The potential of Game Based Learning (GBL) is still underestimated. It can play a major role in renewing learning as it is perceived by learners in all levels of education and training systems. eLearning Papers seeks contributions about mixed realities, virtual worlds and gaming in both sections: In-Depth and From the Field.
We specifically invite contributions which address one or several of the following issues:
- Innovative game based learning technologies, applications, tools and environments
- 3D virtual worlds supporting learning, e.g. in language learning or leadership training
- Use of mobile games and location-based technology for learning
- Innovative applications of mixed realities for learning
- Use of simulations in education, corporate training and military
- Technology for massive multiplayer online games (MMOGs) for learning
- Interactivity design in game based learning applications
- Player immersion and learning
- Case studies and best practices in GBL
- Social and collaborative aspects of GBL
- Implementation issues associated with GBL
- Learning design, good gameplay and instructional theory for GBL
- Use of role plays for learning and training
- Assessment and evaluation in GBL
- Gender, age, cultural and ethical issues in GBL
- Rating of games for learning
- Accessibility of games for learning
Professor DI Dr. Maja Pivec, University of Applied Sciences FH JOANNEUM in Graz, Austria
The submissions need to comply with the following guidelines:
- Submission language: English
- Title: must effectively and creatively communicate the content of the article and may include a subtitle.
- Executive summary for In-depth section should not exceed 200 words.
- Executive summary for From the field section should not exceed 50 words.
- Keywords: up to five relevant keywords need to be included.
- In-depth full texts: articles should range from 4,000 to 6,000 words.
- From the field texts: texts should not exceed 1,200 words.
- Conclusions: special importance is given to the representation of the conclusions, which should be clearly stated both in the summary and at the end of the article.
- References: All the references must be adequately cited and listed.
- Author profile: author name, institution, position and e-mail address must accompany each submission.
- Images: Please send high resolution JPEG files
See the complete guidelines at: Instructions for writers
The lead teachers from some Advanced Schools involved in the Living Schools Lab project will lead a chat on Collaborative Learning.
The Living Schools Lab will hold a total of six webinars to present the best practices around different themes of interest for schools and teachers. The webinars are based on themes selected by the Advanced Schools in a way that each theme involves two to four schools. In the framework of the themes, schools work and discuss together, and collect and share resources, practices, ideas, etc.
The schedule of events for 2013 is as follows:
- Collaborative Learning, 28 November 6pm CET
- Building a Flexible Learning Space, 4 December 8 pm CET
- Social Media (and Shakespeare) in the Classroom, 12 December
- Students as digital leaders, 17 December
- 1:1 devices, 18 December
Developing human potential has been a persistent EU policy aim even in the recent years of economic crisis. Among the goals of the European Strategy for smart, sustainable and inclusive growth, Europe 2020, we find employment and innovation, featuring education as a major lever.
The year 2014 is important as the start of the new European programme period until 2020. This coincides with intensive developments in ICT-supported learning, educational innovations and, in particular, open educational resources. With present economic trends, the key question being growth and employability, it is highly important how employers accept job candidates with the certifications and competences from the new world of learning, characterised by many innovative approaches and open educational settings.
The EDEN Conference welcomes both academics and professionals to discuss research, projects and experiences related to the conference themes. There will be paper presentations, poster presentations, workshops, and demonstrations. The Synergy Strand is a platform for sharing research findings and output in order to facilitate collaboration and new partnerships.
A call for contributions is now open, and submissions will be accepted until 31 January 2013. Registration for the conference will open in mid-February.
We invite you to submit your abstracts and participate in the 8th International Technology, Education and Development Conference, INTED2014, that will be held in Valencia (SPAIN), on 10-12 March, 2014. The submissions deadline is Dec 5!
The deadline for the call for papers is rapidly approaching for the INTED2014 conference. It is the perfect platform to discuss the latest developments in the field of teaching and learning methodologies, educational projects and innovations and new technologies applied to education and research. INTED2014 is a world-class event with over 700 delegates from 75 different countries expected to attend.
You can present your contributions in two modalities:
- In person: oral and poster presentations.
- Virtually: if you can not attend in person.
INTED2014 Abstracts CD and Proceedings CD, both with ISBN, will be produced with all accepted abstracts and papers submitted. INTED2014 Publications will be included in the IATED Digital Library and submitted to be reviewed by ISI Conference Proceedings Citation Index.
The 8th International Technology, Education and Development Conference (INTED2014) is a platform for international experts to discuss the latest developments in the technologies and methodologies of teaching and learning. We invite you to submit your abstracts and participate in the conference.
INTED2014 provides the ideal opportunity to present projects and experiences in the fields of learning and teaching methodologies, educational innovations, e-learning and new technologies applied to education, technology and development.
There will be two types of presentations:
- In person: oral and poster presentations.
- Virtually: for those who cannot attend in person.
The conference will produce two ISBN publications. All of the accepted contributions will be included in the IATED Digital Library of innovative education and techology projects. The conference proceedings will be included in Google Scholar and sent for review to be included in the ISI Conference Proceedings Citation Index. The deadline to submit an abstract is 5 December, 2013.
Erster deutscher Twitterchat für Lehrer, Lehrerinnen und andere Bildungsmenschen findet jeden Dienstag von 20 bis 21 Uhr statt.
First german Twitterchat for teachers and other people at educational contexts - every Tuesday 8pm to 9pm (Berlin timezone).
Über die Themen der Woche wird jeweils bis montags um 18:00 auf der Website abgestimmt.
Die Fragen werden auf Englisch übersetzt, sodass auch Bildungsmenschen aus anderen Ländern teilnehmen können.
The questions are translated in English so also people from other countries can participate.
UNESCO's new, innovative OER Platform offers selected UNESCO publications as OERs and allows communities of practice including teachers, learners, and education professionals to freely copy, adapt, and share their resources.