study

Nieuws

Call for Papers on Game Based Learning closes today!

19 Mei 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

Nieuws

TEL-Map project survey about technology supported, innovative learning practices

08 Mei 2013

The TEL-Map European project, funded by the European Commission, has launched a survey about technology supported, innovative learning practices.

TEL-Map is a Coordination and Support Action focussing on roadmapping activities for innovative forms of learning. A roadmap can be understood as a ‘strategic lens’, through which future developments in a domain or an organisation are analysed for the purpose of channelling available resources wisely.

 

The aim of this new survey is to collect the views of teaching professionals to inform future roadmapping activities by probing certain statements with regards to their likelihood, desirability and – when it comes to policy measures – their feasibility.

 

There is no need to be an expert in all areas addressed to answer the survey, as the objective of TEL-Map is to get feedback from people with as diverse backgrounds as possible.

 

Question blocks have been created for each of the following innovative practices:

  • Gamification: using game mechanics and elements of game design in non-game contexts in order to motivate learning. Controversial issues evolve around 'hunting for points as a distraction of learning', neglect of demographic particularities, availability of gamification strategies.
  • Free Massive Open Online Course: bringing existing courses to an extended audience by driving technological and economical innovation. Controversial issues evolve around funding models, accreditation, high attrition rates and possible ways of highly automated learner support.  
  • Flipped classroom: inverting classroom situations so that the lecture part is moved from school to home and the exercise part takes place at school. Controversial issues evolve around managing differences between learners being more or less successful doing their homework, which requires fundamentally new types of in-class activities.
  • Seamless Learning (Ubiquitous Learning): obliterating borders between different technologies and learning formats such as formal and informal learning or individual and social learning. Controversial issues evolve around the ownership of learning tools and data generated by learners' activities, or the potentially invasive character of learning technologies to the detriment of a balanced life style.
Nieuws

ORIOLE Survey 2013

29 April 2013

The Universitat Oberta de Catalunya and the Open University are conducting an international survey, as part of the project Open Resources: Influence on Learners and Educators (ORIOLE).

The ORIOLE Survey 2013 aims to collect and share data about how learning resources are used and sourced in higher education.

 

Available in English and Spanish, the online survey will remain open until May 30th and is targeted to anyone working directly in learning and teaching and those who support this work (Library, Instruction Design, Educational Technology, etc.)

 

Spread the word! £300 will be donated to Oxfam education programmes, with respondents choosing the specific initiatives to receive money.

Artikels

Beyond the Net Generation Debate: A Comparison of Digital Learners in Face-to-Face and Virtual Universities

25 Maart 2013

This article was originally published on the International Review of Research in Open and Distance Learning, Volume 13, Issue, 4.

The study compares behaviour and preferences towards ICT use in two groups of university students: face-to-face students and online students. A questionnaire was applied to a sample of students from five universities with different characteristics (one offers online education and four offer face-to-face education with LMS teaching support).

Directory

Open Education: a wake up-call for the learning industry?

12 April 2012

The full title of this White Paper produced by the ELIG Secretariat is
Open Education: a wake up-call for the learning industry?
Is open education fundamental to a sustainable learning industry
or a noble but commercially flawed cause?

Key Message
Based on research from across the breadth of the learning industry, there are clear indications that the commercial learning industry has not yet fully engaged with open education (OE) or open educational resources (OER). The commercial hesitation to adopt OE is in large part due to a perceived lack of associated new business models. It is also due to the perceptionof OE being a potential threat to existing learning business models. This view neglects the important innovation potential that OE brings to the learning market. We present evidence that OE is growing quickly – e.g. in the academic world– even though only few industry members are currently supporting it. This creates a potential for market disruption – in similar ways as the music industry has experienced with the rise of Internet filesharing or the software industry with the rise of Open Source. To not proactively engage with open education, its production, use or practices, could present a serious threat to the sustainability of the current learning market.

study
Evenementen

StudyWorld 2011

23 April 2011
170 Universities and Higher Education. Institutions from 25 Countries. Bachelor and Master Programmes/ Internships Abroad
study
Artikels

21e eeuwse vaardigheden ontwikkelen: web 2.0 in het hoger onderwijs. Een casusstudie

14 April 2011
Dit is een verslag van een samenwerkingsproject met betrekking tot twee universitaire experimentele studieprogramma's en het follow-up onderzoek over de integratie van web 2.0 als inhoud en onderwijsmethode dat werd uitgevoerd met 47 studenten gedurende de periode van oktober 2010 tot februari 2011 tussen twee universiteiten van toegepaste wetenschappen in Berlijn en München.
s een verslag van een samenwerkingsproject met betrekking tot twee universitaire experimentele studieprogramma's en het follow-up onderzoek over de integratie van web 2.0 als inhoud en onderwijsmethode dat werd uitgevoerd met 47 studenten gedurende de periode van oktober 2010 tot februari 2011 tussen twee universiteiten van toegepaste wetenschappen in Berlijn en München.
Artikels

Het bevorderen van het gebruik van ICT in onderwijspraktijken in het onderwijs in de natuurwetenschappen

05 Juli 2010
Het FICTUP-project (het bevorderen van het gebruik van ICT in onderwijspraktijken), gefinancierd met de steun van het levenslang leren programma van de Europese Unie, is erop gericht om (1) innovatief leermateriaal voor pedagogische activiteiten met gebruik van ICT te creëren, gekoppeld aan een direct begeleidingsproces, en (2) het effect te testen van het materiaal en de begeleiding van docenten voor wie het gebruik van ICT in de klas nieuw is.
Het innovatieve leermateriaal, ontwikkeld door ervaren en beginnende docenten om de toegankelijkheid te garanderen, richt zich op specifieke klasactiviteiten waarbij ICT wordt gebruikt. Elke studie bevat een uitgebreide beschrijving van de activiteit (PDF-bestand) en drie korte, pedagogische video's (die elk twee à zes minuten duren) die de transversale ICT-vaardigheden laten zien die tijdens de activiteit aan bod kwamen. In het eerste jaar van het project zijn negen casussen geïmplementeerd waarvan enkele nadrukkelijk gericht waren op het gebruik van ICT in het onderwijs in de natuurwetenschappen. Dit artikel presenteert een aantal verschillende voorbeelden, zoals “Device – meting – evaluatie: gebruik van ICT in natuurkunde” (Hongarije), “Groeifactoren onderzoeken: toepassing van onderzoeksgebaseerd leren in biologie” (Finland) en “Gebruik van de GeoGebra-software in wiskunde op de middelbare school” (Frankrijk).

Het toenemende gebruik van ICT heeft geleid tot de invoering van nieuwe pedagogische benaderingen, zoals hulpmiddelengebaseerd onderwijs (Resource Based Learning - RBL), waarmee verschillende leerbehoeften worden ondersteund door een breed scala aan ICT-middelen. Natuurwetenschappelijke onderwerpen lenen zich bij uitstek voor de voordelen die RBL en de hieraan gekoppelde ICT-middelen bieden. De invoering van door technologie versterkt, collaboratief onderzoek stelt de docenten in staat om de onderwijsomgeving als een geïntegreerd geheel te ontwerpen die de leerlingen van de toepasselijke technologische hulpmiddelen voorziet, ze stimuleert om daadwerkelijk samen te werken, en de nieuwe creatieve modaliteiten van werken met kennis van hoog epistemologisch niveau bevordert.
Artikels

Hoe de nieuwe technologieën kunnen helpen ‘onzichtbare handicaps’ te overwinnen

23 April 2010
Het Europese ICTBell project heeft als doel dyslexie en taalverwerving te bestuderen, met als einddoel een speciale taalcursus zakelijk Engels te ontwikkelen gebaseerd op ICT en een virtuele leeromgeving (VLE) waar dyslectische lerenden kunnen slagen dankzij de geïntegreerde e-learning inhoud, virtuele leeromgeving en online studieleiders.
De algemene doelstelling van het project is het ondersteunen van kwalitatieve verbeteringen en innovatie in de taalverwerving bij dislectische volwassenen en het ondersteunen van deelnemers die een taal leren.

Het idee dat internet zou bijdragen aan een nieuwe tijd met een participatieve democratie heeft zich de afgelopen jaren opgedrongen. Er bestaat echter een werkelijk risico dat dit “hulpmiddel voor de democratie”, zoals men het graag noemde, een factor kan worden voor sociale marginalisatie voor hen die niet in staat zijn hun lees- en schrijfvaardigheid te beheersen. Om dit risico te vermijden, dienen de educatieve en sociale instellingen de problemen en moeilijkheden in ogenschouw te nemen waar mensen met handicaps mee hebben te maken wanneer zij de moderne technologieën gebruiken, en hen speciale hulpmiddelen bieden, met name scholing en aangepaste computerprogramma's.

Alleen op deze manier kan de technologie niet zozeer als DE oplossing maar ten minste als een middel gezien worden om de gevolgen van dyslexie tot een minimum te beperken en de sociale integratie van dyslectici te bevorderen door ze te helpen hun angsten en problemen het hoofd te bieden die zij in hun dagelijkse situatie ervaren.