computer-based educational tools
1er Congreso Internacional Sobre Entornos Digitales y Aprendizaje de Lenguas
Digitalingua nace con la intención de ser un punto de encuentro, un espacio de comunicación y un evento formativo internacional dirigido a estudiar las relaciones que se producen entre los nuevos entornos digitales y los procesos de enseñanza y aprendizaje de lenguas. Asimismo se constituye como plataforma para la creación y la transmisión de contenidos.
Se plantea establecer líneas de investigación sobre el funcionamiento de la lengua meta y los procesos de enseñanza-aprendizaje, y discusiones sobre los enfoques metodológicos más adecuados para facilitar su aprendizaje. Pretende crear espacios de encuentro y debate entre los profesionales e instituciones dedicados al secto mediante la participación de profesores e instituciones de todo el mundo. Su intención a largo plazo es dar continuidad a esta comunidad mediante la creación de un espacio estable destinado a convertirse en una plataforma para estudios y biblioteca de datos sobre la enseñanza y aprendizaje de lenguas y culturas, y sus relaciones con el nuevo espacio digital.
Objetivos:
Proporcionar un centro de reunión e intercambio para el estudio de las relaciones entre la tecnología y el aprendizaje de lenguas y culturas extranjeras.
Abordar la situación actual de la enseñanza LE/L2 respecto al uso y desarrollo de entornos digitales. Analizar oportunidades y retos, presentes y futuros.
Promover el uso de las TIC entre el profesorado de lenguas como LE y L2
Impulsar el encuentro de los profesionales y las instituciones que trabajan en la enseñanza de lenguas.
Actualizar la preparación didáctica de los profesores de lenguas en las áreas y los contenidos necesarios para su actividad.
Facilitar la búsqueda colectiva de nuevos recursos didácticos y propuestas metodológicas que contribuyan a la enseñanza-aprendizaje de la lengua.
Crear y mantener un espacio profesional estable de estudios y espacio para el intercambio y la difusión de investigaciones, así como proporcionar las bases iniciales para la constitución de un Observatorio internacional sobre entornos digitales y enseñanza-aprendizaje de lenguas y culturas extranjeras
12 de marzo
Inicio del plazo de inscripciones y envío de comunicaciones
6 de mayo
Finalización del plazo de envío de comunicaciones
13 de mayo
Finalización del plazo de inscripciones
14 de mayo
Inaguración de la plataforma del congreso
14 -19 de mayo
Comunicaciones y foros online
18 y 19 de mayo
Sesiones presenciales
19 de mayo
Clausura
Games and Learning Alliance
GaLA is the network of excellence on serious games co-funded by the EU in the 7th Framework Programme, IST-ICT.
GALA aims to build a Virtual Research Centre aimed at attracting and coordinating research on Serious Games and disseminating knowledge and tools at an international level.
The GaLA motivation stems from the acknowledgment of the potentiality of Serious Games (SGs) for education and training and the need to address the challenges of the main stakeholders of the SGs European landscape (users, researchers, developers/industry, educators). A foundational fault issue in this context is the fragmentation that affects the SG landscape.
GALA aims to shape the scientific community and build a European Virtual Research Centre (VRC) aimed at gathering, integrating, harmonizing and coordinating research on SGs and disseminating knowledge, best practices and tools as a reference point at an international level. The other two key focuses of the project are (1) the support to deployment in the actual educational and training settings and (2) the fostering of innovation and knowledge transfer through research-business dialogue.
The NoE organizations aim to integrate their activities and resources in a long-term view structuring the activities along 3 major axes:
• Research integration and harmonization.
- Strong integration among leading researchers, users and business;
- Strong concern on the current standards of education;
- Address sustainability.
• Joint research activities.
- Identify key issues and address them through multidisciplinary teams, putting always the users – learners and teachers - and stakeholders in the centre of the focus;
- Promote Research and Development team forces that will do focused research and continuously inform the project about the latest developments in technology and education;
• Spreading of excellence.
- Dissemination of the NoE achievements as a flagship EU initiative in the TEL area
- Strong coordination with EU TEL activities, offering a specialized focus and expertise on SGs
TERENA Compendium of National Research and Education Networks 2011
The Internet basically began as a technological innovation for which growing numbers of institutions and individuals found an ever-increasing variety of uses. Subsequent Internet developments were essentially driven by further technological innovations. Currently, the emphasis on technology is decreasing and greater importance is being attached to meeting user demands. This does not mean that the technology is no longer developing; it does mean that, more so than in the past, developments in services and technology have to go hand in hand. Furthermore, it is becoming increasingly important to disseminate information about these services and technologies. This edition of the Compendium offers the most extensive overview of NREN services yet, including security services, network collaboration tools, network computing resources and e-learning.
Digital Games for Empowerment & Inclusion
The Digital Agenda for Europe aims at the overall objective of having everyone connected and empowered, which poses special challenges towards disadvantaged parts of the population, to be included. In this respect, research shows that the digital games industry is expected to grow in the future. Developing a Digital Games industry can contribute offering a key instrument to fulfill these opportunities and addressing the key challenges set out in the Digital Agenda for Europe.
Within a scenario of rapidly increasing convergence of digital technologies and integration of media services, the role of the creative content industry is expected to increase accordingly and the video games software industry plays a major role. In this general context, Digital Games use the platforms and techniques of the videogame industry to create products and services and have a potential to further education, health, public policy, government or corporate training, and strategic communication objectives.
Digital Games with useful objectives going beyond the simple fun of playing may serve social purposes like inclusion, health, skilling, learning and other public services, where their action complements more classical approaches. Because of their ludic dynamics, they are usually very welcome to different kind of public (not only youngsters) and this is their strength.
Considering that the video games industry is going through a period of change, including significant transformation in the value chain, Digital ‘Serious’ Games thus offer opportunities not only for the existing actors but also to new entrants with expertise in training, simulation, healthcare and social inclusion.
Objectives
The aim of the exploratory study is to better understand:
- what are the industrial, market, social opportunities and limitations of Digital Games for users' empowerment and as a tool for socio-economic inclusion of people at risk of exclusion (such as youth at risk, migrants, elderly, unemployed, low-educated);
- what are the technological, market, implementation, adoption and policy challenges of creating this potential and if and how policy actions could address the challenges identified.
Activities
The research will carry out the following activities:
1. Analysis of the State of Play of Digital Games for Empowerment and Inclusion
This analysis will specifically look at exploring the supply side, including various typologies of digital games, technological platforms; current knowledge of market diffusion and adoption; the state of the art of research and existing practice, as well as identifying the key actors involved in the domain. The goal of this analysis will be to define key (technological, research, policy, industry/market, social, economic) opportunities and challenges of putting Digital Games at the service of empowerment and social inclusion purposes, and to gather evidence of impact in this domain.
2. Vision Development
Building on the consolidated version of the Report of the State of Play, on the opportunities and key challenges identified, through a consultation process among EC policy officers, a common vision of the possible future application of Digital Games for Empowerment and Inclusion will be defined.
3. Development of a Roadmap for Action through Stakeholders' Consultation A multi-stakeholders consultation will be organized to enable a broader dialogue and engage stakeholders, validate the vision defined, identify stakeholders actions and build consensus on possible EC research and policy options to support the vision.
This study is co-funded by the Information Society Unit of the JRC-IPTS and DG INFSO ICT for Inclusion Unit. The JRC-IPTS conducts the study in collaboration with selected external experts in the domain of Digital Games and ICT for Social Inclusion.
JRC-IPTS is looking for examples of successful initiatives from across the world on the use of Digital Games for Empowerment and Inclusion, and for the participation of experts from research and practice in the development of the vision and roadmap. Please contact the Project Leader and the Scientific Coordinator if you wish to contribute to the future of Digital Games for Empowerment and Inclusion.
EU Kids' Corner
The EU Kids' Corner contains a selection of games for children and young people aged from 6 to 16. The games are available in 22 EU languages and have all been produced by EU institutions.
For teachers
If you are looking for teaching material, 'Teachers' Corner' also hosts free teaching material about Europe in general and important policies in particular. There are colouring books, leaflets and information packages and much more, also divided into different age categories.
Toutelaconjugaison.com
Toutelaconjugaison.com est destiné à l'apprentissage des conjugaisons françaises. Nous avons tout d'abord créé un outil pour permettre à nos enfants de réviser leurs conjugaisons. Nous souhaitons maintenant le faire partager à tous. La base de données contient 6700 verbes qui peuvent être conjugués à tous les temps. Les exercices interactifs permettent de s'entrainer, avec une correction automatique en deux phases pour progresser. Les enfants peuvent s'exercer en toute simplicité !
Mapa de la Innovación TIC en Extremadura
Este es el mapa en el que puedes localizar iniciativas, proyectos, actividades de todo tipo… Puedes navegar por él hasta encontrar lo que estás buscando
C4LPT Top 100 Tools 2011
Here are the Top 100 Tools for Learning 2011. This, the 5th Annual Survey of Learning Tools, was finalised on 13 November 2011. This year’s list was compiled from the Top 10 Tools lists of 531 learning professionals worldwide – from education, training and workplace learning.


