June 28 - LS6 Webinar: Empowering future language learners: Formal and informal language learning through social media
Pierre-Antoine Ullmo, P.A.U. Education, Barcelona, Spain
Stylianos Mystakidis, University of Patras, Greece
Pere Arcas, Catalan TV, Barcelona, Spain
Laia Canals, P.A.U. Education, Barcelona, Spain
Nina Timmer, P.A.U.Education, Barcelona, Spain
Join us for the special live debate (videostreaming webinar)
For free registration email now: firstname.lastname@example.org
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
Pierre Dillenbourg, Professor of Computer Science at the Swiss Federal Institute of Technology in Lausanne (EPFL), is co-author of the article MOOCs are More Social than You Believe, included in issue number 33 of eLearning Papers.
Massive Open Online Courses (MOOCs) are indeed changing the educational landscape, says Mr Dillenbourg in a podcast interview with eLearningEuropa.info, but “in terms or technology and the kind of pedagogy involved, there is not a major revolution compared to what was done before.” The major changes, he points out, are on the social dimension.
“My goal is to show there is much more into the MOOCs than what we see”, he says. For instance, it is already being acknowledged by university teachers that on-campus students who follow MOOCs are better prepared when they take their exercises, “because they have time to digest” the information. This single fact, he says, justifies all the energy put into the design of these courses, as “being better prepared for an exercise is a key factor” for educators.
Professor Dillenbourg also stresses that “you need to be quite self motivated to follow a MOOC”, as these are usually tough and contents are highly demanding. This is for example something valuable that potential employers might want to know, and students should start adding MOOCs in their CVs because “they are an indicator of motivation.”
Researchers on learning technologies should analyse in-depth “the innovative practices that come around what seems a traditional medium”, he recommends.
Open Tapestry is an online educational/ training tool that leverages open education resources to aid in teaching and learning. Instructors can use it to deploy courses through the Open Tapestry platform or through their own website.
Open Tapestry can easily be integrated with anything (any LMS, Google Docs, interactive tools) and provides a scalable search and recommendation engine, where instructors can connect with colleagues and find relevant content.
The platform aims to make finding teaching and training materials simple and reduce the costs associated with assembling instructional content.
SpeakApps Open Educational Resources (OER) consists of a set of online tools for practising oral production and interaction when learning foreign languages.
The SpeakApps openly licensed tools are directed at different types of activities and are suitable for all students, regardless of the level they have reached in a particular language.
The platform's OER repository allows teachers to find a growing amount of activities and experiences to be carried out in their classrooms. Moreover, and since the repository is build in a wiki environment, users are able to actively contribute to the project by modifying and adapting activities to their needs.
Media & Learning 2013 is targeted at practitioners and policy makers interested in exploring and discussing media supported learning at all levels of education and training.
Media & Learning 2013 is for all those interested in the latest developments, services and uses of media in education and training. Aimed at both policy makers and practitioners, the purpose of this annual event is to identify policies and initiatives that promote digital and media competence at all levels of education and training as well as to promote best-practice in the take-up and application of media in education and training.
The AGRICOM project aims to establish the first Competence Model for the Agricultural Sector (ACM) in order to strengthen the transparency and comparability of VET opportunities at a European level.
AGRICOM (Transfer of the Water Competences Model to AGRIcultural COMpetences), a European Commission project, has as its goal to enhance the Vocational education and training situation by defining the skills and competences required for the different areas of work, workplaces and workers within the agricultural sector.
“Enhanced Publications: Linking Publications and Research Data in Digital Repositories” provides a contemporary overview of the structural elements of an enhanced publication.
Published in 2009 by Amsterdam University Press and Surf Foundation, one of the main conclusions of the report is that Long Term Preservation (LTP) archives should have a policy in which they describe which preservation actions they will undertake in case risks are identified that might affect their archived digital objects.
As for Enhanced Publications (EPs), tuning the preservation policies of the different LTP archives that take care of parts of the EP and have a shared responsibility is even more important, as different approaches might lead to inaccessible EPs and loss of authenticity.
Net Texts is a free app which organises and delivers the wealth of Open Educational Resources available on the Internet.
Net Texts helps schools replace or supplement printed textbooks with customized multimedia courses delivered to students' iPads, Android tablets and laptops.
- Teachers use the app’s Content Management Website to select existing courses or to create new courses by mixing and matching items from the library with their own educational material.
- Students use the Next Texts iPad or Android or web app to download and view these courses, filled with videos, slideshows, e-books, PDFs, text, audiobooks and links.