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Articles

Mainstreaming eLearning in National Policies: How can we make change happen?

28 June 2011

This paper is based on a dialogue that summarises and responds to Workshop 08 of the Digital Agenda Assembly: Mainstreaming eLearning in National Policies, which took place on June 16th, 2011. It explores new ideas regarding how to make change happen by asking: do we have concrete ideas on how to introduce change in our educational systems? The workshop generated debate on issues related to both policy and practice in order to involve stakeholders from the educational sector in a discussion on the best strategies for improving learning environments.

The Digital Agenda Assembly explored new ideas regarding how to make change happen in the educational system. At the eG8, Robert Murdoch recalled that education was a pending challenge for our already digital societies. However, the question remains: do we have concrete ideas about how to make changes in educational systems?

 

The politics and practices surrounding the integration of technology and education raise many questions, and the extent to which this integration enacts real change is currently a critical debate within our field. Therefore, this discussion opens with a series of challenges related to the discourse on change, expressed in terms of four key areas: innovation, infrastructure, impact and pedagogical vision.

 

Innovation has been identified as a necessary element for creating change but the best way for introducing innovative practices is not always clear. How can we capture the innovation that takes place at the local level? Are we sure that we can transfer innovation as it is, or would it be better to concentrate on the inspirational dimension of some initiatives, in order to generate a myriad of new ones?

News

Call for Papers on Game Based Learning closes today!

19 May 2011

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

 

The article submission has been extended to June 3, 2011 The provisional date of publishing is 14 July 2011. For further information and to submit your article, please contact:

 

Guest editor:

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

News

Cursos en línea sobre TIC y educación - Campus Virtual

16 May 2012

El Centro Internacional de Tecnologías Avanzadas (CITA) de la Fundación Germán Sánchez Ruipérez abre el plazo de inscripción de 3 cursos en línea reconocidos por el Ministerio de Educación a efectos de formación permanente del profesorado. Además, están reconocidos por la Universidad de Salamanca con 4 créditos de libre elección o su equivalente en horas de formación continua.

Estas actividades formativas se realizan a través del Campus Virtual CITA, del 28 de mayo al 29 de junio de 2012. Son las siguientes:

 

Lea el anuncio completo aquí.

Vea todos los cursos del Camous Virtual aquí.

 

Projects

Social Mindedness in LEaring communiY

15 May 2012

 

The SMILEY project (Social Mindedness in LEaring communiY) gives a strong contribution in addressing social exclusion and marginalization among young students by the use of ICT as an effective educational tool integrating the conventional teaching methods. This bottom-up approach allows teachers and students to debate about the social and civic problems through a ICT-based learning methodology. Thanks to the project, Referring Teachers improve their capacity in recognizing and dealing with risky situations and behaviours among pupils, while students learn how to face daily situations in a constructive and cooperative way. To reach this purpose, an online  educational role-playing game called Your Town has been developed and implemented as a tool to raise the social awareness and sensitivity of young people towards these issues.

 

The project has been implemented through the following phases:

The first phase is aimed at the development of a specific SMILEY methodology enabling the teachers involved in the project to apply the multimedia technologies having as final aim engaging the students on different social issues and problems such as bullying, violent attitudes, ethnic and religious discrimination, etc...

The second phase is oriented to practical training of Referring Teachers in the use of ICT in education. The specific objective of this phase has been achieved through the design and implementation of integrated courses and through  the provision of specific textbooks designed to allow teachers to make the best use of digital potential and to facilitate the transmission and dissemination of the SMILEY  methodology to other teachers in the respective countries.

The third phase will be addressed to the direct involvement of students through the experimentation of “Your Town”, an educational role-playing game (ERPG) as an interactive tool of testing and stimulating the students' level of social mindedness. Through a game-based learning approach and within a safe virtual town scenario, this exciting new game encourages players age 10–16 years to think about various positive and negative social issues and situations with a view to promoting constructive, co-operative, social minded behaviour. 

News

Cyfrowa szkoła i nowe umiejętności: program pilotażowy rządu

14 May 2012

Rada Ministrów przyjęła dzisiaj program pilotażowy Cyfrowa Szkoła. To pierwszy, ważny krok do przejścia polskich szkół z „epoki kredy” do ery cyfrowej. Wyniki pilotażu będą bowiem miały wpływ na planowany wieloletni program cyfryzacji szkół. Pilotaż będzie trwał od 4 kwietnia 2012 roku do 31 sierpnia 2013 roku i obejmie ok. 380 publicznych szkół podstawowych. Mają z niego skorzystać przede wszystkim uczniowie klas IV-VI.

Cyfrowa szkoła to nie tylko sprzęt….

Nauczyciele i uczniowie otrzymają komputery, tablety, cyfrowe podręczniki i inne elektroniczne pomoce dydaktyczne dofinansowane przez rząd. Szkoły same zadecydują, jaki sprzęt jest im potrzebny. Dotacja będzie zależała od wielkości szkoły:

  • małe, do 100 uczniów, mogą liczyć na 90 tys. zł;
  • większe, do 300 uczniów, dostaną maksymalnie po 140 tys. zł;
  • największe – nawet 200 tys. zł.

Koordynatorem programu jest minister edukacji narodowej we współpracy z ministrem administracji i cyfryzacji. Szkoły do pilotażu wybierze wojewoda – dostanie od rządu pieniądze proporcjonalnie do liczby podstawówek w województwie. Ostatecznie o tym, kto się dostanie do pilotażu, zdecyduje losowanie. Szkoły będą musiały jednak wnieść wkład własny – 20 proc. kwoty, o którą chcą się ubiegać. Nie musi to być jednak gotówka – wystarczy, jeśli przygotują szkołę technicznie do obsługi komputerowego sprzętu, czyli zadbają o łącze internetowe itp.

Za te dwa obszary programu „Cyfrowa Szkoła”, nazwane „e-szkoła” (infrastruktura dla szkół) i „e-uczeń” (nowoczesne pomoce dydaktyczne dla uczniów) zapłaci budżet państwa – 50 mln złotych.

 

… ale także nowe umiejętności i zasoby edukacyjne

Sam sprzęt to nie wszystko – „Cyfrowa Szkoła: to także „e-nauczyciel”, czyli rozwijanie cyfrowych umiejętności nauczycieli i „e-zasoby edukacyjne”, czyli rozbudowanie publicznych elektronicznych zasobów edukacyjnych. Będą one w ramach Programu Operacyjnego Kapitał Ludzki 2007 – 2013 współfinansowane ze środków Europejskiego Funduszu Społecznego. Na szkolenia dla nauczycieli pójdzie 20 mln zł, a na tworzenie zasobów edukacyjnych: 43 mln zł.

 

By ułatwić nauczycielom przejście do „epoki cyfrowej” zostanie przeszkolonych 40 „e-trenerów” i 1200 „e-moderatorów”, a także 19 tysięcy e-koordynatorów stosowania nowych technologii w nauczaniu. Powstaną materiały merytoryczne i szkoleniowe dla nauczycieli oraz międzyszkolna platforma informatyczna, dzięki której nauczyciele będą mogli współpracować i wymieniać się pomysłami.

Portal edukacyjny Scholaris rozbuduje zasoby edukacyjne, a Telewizja Polska SA przygotuje audycje oświatowych dla szkół, które będą dostępne na portalu edukacyjnym TVP.

Co ważne, powstaną elektroniczne podręczniki dla klas IV-VI szkół podstawowych, które zostaną udostępnione na otwartym publicznym portalu edukacyjnym. Oznacza to, że będą dostępne dla każdego i za darmo, i każdy będzie mógł z nich korzystać na dowolny sposób. W tym celu zostaną udostępnione – jak i inne pomoce edukacyjne – na licencji Creative Commons (CC) Uznanie Autorstwa lub innej wolnej licencji.

Z zakupionych w ramach programu pomocy dydaktycznych i innego sprzętu będą mogli również korzystać, w miarę możliwości, uczniowie klas I-III szkół podstawowych.


Projects

Metafora

14 May 2012

The Metafora R&D project will result in the creation of a Computer-Supported Collaborative Learning (CSCL) system to enable 12 to 16-years-old students to learn science and mathematics in an effective and enjoyable way.

THE OBJECTIVES

 

Metafora project proposes to explore the potential of social learning for science and mathematics (S&M) by providing a visual language to support online groups in designing their own learning together. To gain deep knowledge of any specific domain learners need to integrate learning experiences with shared reflection through dialogue, in a way that builds conceptual understanding cumulatively.
To this end, the objectives of the project are:

  • to further our understanding of meta-learning within collaborative communities engaged in S&M learning;
  • to design a visual  language to support students’ reflection on their individual and collaborative learning;
  • to implement a platform integrating state-of-the-art argumentation tools with exploratory environments;
  • to develop an adaptive diagnostic system utilizing AI techniques to support students and teachers during the collaboration and learning to learn process;
  • to develop appropriate pedagogies to inform the design of the technical system; and
  • to design new forms of assessment of the individual and collaborating learning exploiting the diagnostic system.

 

For more background information about the tools and pedagogy, click here.

Directory

Evaluation report of the Acer - European Schoolnet Educational Netbook Pilot

11 May 2012

The aim of the project was to understand and document how learners and teachers use netbooks in various educational contexts, and this major European action-research project provides us with some trends, practices and observations that will be shared among the community of practitioners, at the level of both teachers and school heads. Furthermore, the results of this action-research project help inform ministries about the practices identified at school level, and help them to define future strategies in that specific area.

This evaluation reports on the Acer-European Schoolnet Educational Netbook Pilot, which ran in parallel in six countries: France, Germany, Italy, Spain, Turkey and the UK. The Netbook Pilot explores how the introduction of netbooks and 1:1 pedagogy in schools can have an impact on the processes involved in teaching and learning, both inside and outside of school. The name 1:1 pedagogy highlights the fact that the learners have access to netbooks at all times, taking advantage of a blended learning approach alternating online and offline activities, as well as individual and collaborative ones (Vuorikari,Garoia & Balanskat, 2010). The main phase of the Acer-European Schoolnet Educational Netbook Pilot started in the beginning of the school year 2010-2011 and ran until the end of the school year. The Netbook Pilot involved 124 schools in six countries and it had a total of 245 classes of learners equipped with netbooks (see Table 1). The main phase was preceded by a pre-pilot, from January 2010 until the end of the school year,during which 59 schools received netbooks for students and teachers. The pre-pilot classes participated in the main pilot phase in all countries but the UK, where three pre-schools abstained.

The evaluation of the pilot aimed at understanding and documenting how learners and teachers use netbooks in various educational contexts, as well as how parents perceived the use of netbooks in school and out of school. 

 

Read the complete report here.

report
Events

NOTICE 2012 Conference

11 May 2012

The main topic of the conference will be Computer Science with a Purpose and Human-Centred Information System Design. It is aimed at practitioners and researchers on application and development of new IT technologies. The conference is also a forum for educational innovations experience exchange.

The NOTICE Conference is forum for state-of-the-art of IT technologies in applications. The conference scope gives a wide view at possibilities of their use in education and other areas of knowledge, science and life.

 

The main topic will explore the many facets of computerised systems from an interdisciplinary, design-oriented perspective. It seeks to deepen the understanding of design processes aimed at delivering solutions that help in human activities and improve the quality of everyday living. The conference organisers will welcome contributions that address multiple aspects of system design that take into account the complicated nature of human beings, their particular requirements and the need for transdisciplinary problem-solving.

This year papers are particularly invited on the following focus areas:

  • User-centred design principles
  • Interaction design principles
  • Usability
  • Design-based research
  • Ubiquitous computing
  • Deployment experiences
  • User-centred design case studies
  • e-Learning, blended learning,
  • Mobile and remote learning,
  • Ethics in remote learning.
  • Ambient Assisted Living
  • Ubiquitous healthcare solutions
  • Ambient displays
  • Computer-supported collaboration
  • Context-aware applications
  • Mobile mixed reality
  • Interactive and virtual educational environments
  • Intelligent coaching systems
  • Ambient intelligence
  • Artificial intelligence for context processing

 

Read the Call for Papers here.

 

Important dates:

Extended abstract submission (max. 2 page ACM SIG P format): May 30, 2012
Notification of acceptance: June 6, 2012
Conference date: June 12, 2012.

News

Education Inquiry (Edu.Inq.) - Call for Papers

11 May 2012

 

Education Inquiry (Edu.Inq.) is an international on-line, peer-reviewed journal with free access in the field of Educational Sciences and Teacher Education. It publishes original empirical and theoretical studies from a wide variety of academic disciplines. As the name of the journal suggests, one of its aims is to challenge established conventions and taken-for-granted perceptions within these fields.

 

The theme of this issue will be: Digital technologies in K-12 schools in Sweden, China and Norway – A comparative perspective (To be published in Education Inquiry, No. 4 Dec. 2013)

 

The aim of this thematic issue is to more deeply explore some aspects of the uptake and use of digital technologies in K-12 schools in Sweden, China and Norway. The comparison of these three countries is interesting as regards how on a policy level they have conceptualised and what is the direction of the uptake and use of digital technologies in K-12 schools. In addition, their actual use of digital technologies in K-12 schools seems to have succeeded at different paces and taken different routes. Another interesting aspect concerning the three countries is the extent and tremendous pace at which China is already now taking up digital technology in its K-12 schools. Finally, in all three countries different kinds of 1:1 initiatives (one student-one computer/digital divide) have been and are currently being implemented in such schools.

 

Read the complete Call for Papers here.

 

Schedule
Deadline for language-edited article submissions to the Guest Editors: 1 December 2012
Language-edited articles to be submitted to Edu.Inq.: 1 Feb 2013, and then the journal will
send them to two external referees
Decision on acceptance by Edu.Inq. Editors: 1 May 2013
Final and revised versions submitted to Edu.Inq.: 1 Sept 2013
Proofs and publication: December 2013

 

For submission guidelines click here.

 

 

papers
Events

EADTU 25th ANNIVERSARY CONFERENCE 2012

09 May 2012

The Open University of Cyprus will be hosting EADTU's Annual Conference in Paphos, under the EU Presidency of Cyprus.

Educational models are changing increasingly. More universities are embracing open and flexible learning and as a consequence, the creation of international student markets is becoming a reality. Formal learning nowadays becomes integrated with non-/informal learning and educational innovation is now  both financially, technology and socially driven. Worldwide there is an awareness of the emerging role of open education en open educational resources  to support educational transformation. For example, by offering better quality education to significantly larger numbers of students.
The role of open and flexible learning is becoming more important for these new models, new markets and new media.

 

The conference will address topics such as

  • how open and flexible education is organised as an organic part of European higher education systems
  • implementing new organisational and educational models within frontrunner institutions, capitalizing on new opportunities created by ICT in education
  • meeting new markets and learning needs, i.e. at the postgraduate level or related to knowledge alliances with the public and private sector, on top of the mission of widening participation
  • developing open media like open educational resources, YouTube, ITunes U, broadcasting as platforms for open knowledge sharing
  • developing European open and flexible higher education in a 2020 perspective

See the complete programme, list of speakers and invited speakers on the conference website.

 

The Call for Abstracts is open from 1st March 2012. You're invited for submission until 14th May 2012.

with the scope of:
‘’The role of open and flexible education in European higher education systems for 2020: new models, new markets, new media’’.
Read or download the complete Call for Abstracts here.