The document introduces Maria Perifanou, who has studied Italian Philology and Literature and received a Master's in Teaching and Promoting Italian Language and Culture. She currently works as an Italian lecturer and eLearning professional, teaching Italian at various institutions. Her current work focuses on a PhD study of collaborative blended language learning using Web 2.0 tools, examining two case studies of teaching Italian as a foreign language.
This document discusses the importance of technology in teaching and learning mathematics. It outlines six principles for effective math programs, including technology integration. Several strategies for incorporating technology are described, such as using virtual manipulatives, calculators for problem solving, and interactive software to improve understanding of mathematical concepts. The document also notes that technology like calculators can help students with disabilities or those learning English access math sequences and operations. It provides an example of a math lesson where students create video presentations involving math problems.
The document summarizes the NMC Technology Outlook for STEM+ Education 2013-2018 report, which explores emerging technologies for STEM education over the next five years. The report is a collaboration between multiple organizations and funded by a grant from CSEV. It examines technologies impacting higher education, K12, and other areas. The report identifies technologies to watch in the next one, two to three, and four to five years, such as learning analytics, mobile learning, online learning, virtual labs, 3D printing and more. Examples are provided for each time period. The document encourages participation by tagging on social media, commenting on the report, joining the advisory board, and submitting projects.
The document discusses bridging the gap between e-learning policy and practice. It reviews the history of e-learning and identifies tensions between new technologies, pedagogies, and institutional structures. Emerging themes around personalization, social learning, and open educational resources are discussed. Case studies are presented mapping how drivers like funding, research, and user adoption impact the relationship between policy, practice, and learner experience. Questions are raised about how policy can better support new forms of teaching and learning and address digital divides in a changing technological landscape.
This presentation is about the need, importance and role of ICT in Mathematics Teaching.
This presentation is specially prepared for B.Ed. Sem. II Mathematics Pedagogy Students for online interaction due to Covid 19 pandemic in the period of lockdown.
This document discusses various e-learning projects in ophthalmology including interactive case simulations, an eye simulator, online resources on ophthalmology from different universities, and multimedia presentations of common eye operations and examinations. It evaluates students' satisfaction and understanding of content delivered through 3D animations versus video alone and finds 3D animations to be more effective. It proposes developing an electronic 'textbook' platform that integrates these single e-learning projects and utilizes different interfaces like mind maps and diagrams to explore ophthalmology in an interactive way.
The document introduces Maria Perifanou, who has studied Italian Philology and Literature and received a Master's in Teaching and Promoting Italian Language and Culture. She currently works as an Italian lecturer and eLearning professional, teaching Italian at various institutions. Her current work focuses on a PhD study of collaborative blended language learning using Web 2.0 tools, examining two case studies of teaching Italian as a foreign language.
This document discusses the importance of technology in teaching and learning mathematics. It outlines six principles for effective math programs, including technology integration. Several strategies for incorporating technology are described, such as using virtual manipulatives, calculators for problem solving, and interactive software to improve understanding of mathematical concepts. The document also notes that technology like calculators can help students with disabilities or those learning English access math sequences and operations. It provides an example of a math lesson where students create video presentations involving math problems.
The document summarizes the NMC Technology Outlook for STEM+ Education 2013-2018 report, which explores emerging technologies for STEM education over the next five years. The report is a collaboration between multiple organizations and funded by a grant from CSEV. It examines technologies impacting higher education, K12, and other areas. The report identifies technologies to watch in the next one, two to three, and four to five years, such as learning analytics, mobile learning, online learning, virtual labs, 3D printing and more. Examples are provided for each time period. The document encourages participation by tagging on social media, commenting on the report, joining the advisory board, and submitting projects.
The document discusses bridging the gap between e-learning policy and practice. It reviews the history of e-learning and identifies tensions between new technologies, pedagogies, and institutional structures. Emerging themes around personalization, social learning, and open educational resources are discussed. Case studies are presented mapping how drivers like funding, research, and user adoption impact the relationship between policy, practice, and learner experience. Questions are raised about how policy can better support new forms of teaching and learning and address digital divides in a changing technological landscape.
This presentation is about the need, importance and role of ICT in Mathematics Teaching.
This presentation is specially prepared for B.Ed. Sem. II Mathematics Pedagogy Students for online interaction due to Covid 19 pandemic in the period of lockdown.
This document discusses various e-learning projects in ophthalmology including interactive case simulations, an eye simulator, online resources on ophthalmology from different universities, and multimedia presentations of common eye operations and examinations. It evaluates students' satisfaction and understanding of content delivered through 3D animations versus video alone and finds 3D animations to be more effective. It proposes developing an electronic 'textbook' platform that integrates these single e-learning projects and utilizes different interfaces like mind maps and diagrams to explore ophthalmology in an interactive way.
The 2013 Eportfolio Forum focused on digital identities, footprints and networks. The keynote speaker was Prof. Phillip Long who discussed how ePortfolios can support learner-driven pathways in the new digital world. He argued that universities need to better utilize technology and implement high-impact learning practices. The rise of mobile devices and lecture capture was also examined. The forum explored how tools like ePortfolios, badges and learning records could provide authentic, participatory learning experiences and credentials owned by learners.
Hologram Lecturers and Tele-Presence Teachers in the Next DimensionZac Woolfitt
Just because you cannot travel to a university to give a lecture, does not mean you can’t be there ‘in person’. Students can still benefit from your expertise via two potential remote presence educational formats.
1 – Remote Presence Robot
2 – The Lecturer as Hologram.
From a teaching and learning perspective each format has its own strengths and unique affordances. By developing our understanding of the pedagogical potential, we can leverage these distinct elements to enhance learning and create new opportunities for education.
How credible are the as teaching formats of the future? Examining these innovative modes of remote teaching gives us a new position from which to reflect on our traditional face-to-face teaching. Not only do we open our mind to new possibilities, but we gain a deeper understanding of the core-essence of teaching and learning. Current circumstances did not allow us to demonstrate these formats on the stage of the OEB. But there was still room for a lively discussion about the educational possibilities of virtual presence teaching.
A presentation used as an initial primer. Its intention is to offer a basket of possibilities from which an informed strategic discussion can ytake place about the role e-learning might play
Dr Wolfgang Greller is an associate professor and researcher who focuses on e-learning, learning sciences, and technologies. His research center, CELSTEC, examines topics like learning and cognition using technology-enhanced learning. Greller discusses how e-learning has shifted from a centralized, instructor-led model to a more decentralized, learner-focused model utilizing personal learning environments and open networks. He also addresses challenges with the evolution of e-learning and emerging areas like adaptive learning, mobile learning, learning analytics, language technologies, and open practices.
Playful ways to include the ICT General Capability using the iPadJemima Saunders
A few examples of creative and playful use of digital devices (iPads) in the early years to achieve the Information and Communication Technology general capability from the Australian Curriculum.
How Technology Will Shape The Classroom
In The Next 5 - 10 Years
Vitaliy Goncharuk
“AI For Education” Think-Tank
http://aiforeducation.com
Contents:
1. What Features Will Future Classroom Have?
2. Robot Teachers
3. Programming Work Spaces for Coding
4. AR/VR Glasses
5. Educational Holograms
6. Analyzers of Emotional Behavior
7. Real-Life Models With 3D Printing
8. Biometrics: Eye Tracking
9. Technology Timeline
10. The Future Of Technology In Education
This document discusses various ways that technology can be used to support students in special education classrooms. It provides examples of using digital cameras and optical character recognition for communication, blogs and online resources for collaboration, and interactive storybooks and audio books for instruction. Adaptive devices like switches and alternative keyboards are also mentioned to help students with physical disabilities use computers. The document outlines multimedia tools, instructional software, and telecommunication projects and provides examples of rubrics and lesson plans that integrate technology.
The task was creating an interactive pitch for creating a multi-day workshop. I presented this to my Graduate Class at PSU over Skype. The PowerPoint is designed around clicking on the stationary tabs, and having the screen smoothy transition between subjects. This way my audience can switch between tabs at will while I was talking.
Technology in Mathematics and Science IDT285psych369
Technology can enhance mathematics and science education in several ways. Spreadsheets, graphing calculators, and interactive geometry software give students hands-on experience solving problems. Reasoning and skill-building software help increase sub-skills while developing logic and comprehension. Digital tools like simulations and imaging allow experiments to be observed more easily. Communication between students and teachers is improved through tools like interactive whiteboards, class websites, and email. Various instructional software, simulations, and online resources provide interactive learning experiences across math and science topics.
Presentation for LIS630, spring 2014
Most information is from the Horizon Report 2014 for Higher Ed: http://www.nmc.org/publications/2014-horizon-report-higher-ed
ICT Resources For teaching and learning MathematicsSharme1
This document discusses using internet and multimedia resources for teaching mathematics. It explains that technology can make abstract math concepts more tangible by providing visualizations. Some benefits of technology include engaging students, motivating interest, and illustrating real-world applications. The document then describes several online resources for teaching math, including interactive games, videos, simulations and virtual manipulatives. These resources range from early learners to high school and cover websites, apps and online libraries. Teachers can use these technologies to enhance instruction, facilitate learning, and develop students' higher-order thinking skills.
Presentation for the VII International Seminar of the UOC UNESCO Chair in e-Learning: Mobile Technologies for Learning & Development.
In recent years there have been amazing advances in consumer technology. The Mobile Learning Network (MoLeNET) initiative has enabled colleges and schools to harness some of this technology in order to modernise aspects of teaching, learning and training. The result has been improvements in learner engagement, retention, achievement and satisfaction.
This presentation draws on the experiences of approximately 40,000 learners and over 7,000 staff who have been involved in MoLeNET mobile learning projects during 2007/08, 2008/09 and 2009/2010.
ELESIG is a Higher Education Academy project to start an Experiences of E-Learning Special Interest Group with an online community space and events to discuss learners' experiences with virtual learning environments and mobile technologies in higher education. The goal is to assess the impact on learners, highlight underrepresented voices, and make recommendations to improve the learner experience and institutional support for digital literacy.
This document discusses rethinking assessment practices in technology-enhanced learning. It addresses factors like open educational resources and shifting focus from content to activities. eAssessment is available 24/7 with instant feedback and different question types. ePortfolios and various tools in the VLE like Moodle quizzes, blogs, wikis and forums are mentioned. Principles around empowering and engaging students in assessment are outlined. There is discussion on whether we over-assess, building in variability, and moving to awards-based assessment. Different types of learning activities and assessment are also categorized.
"From Making to Learning" : Dev Camps as a Blueprint for Re-inventing Project...Irene-Angelica Chounta
Dev Camps are events that enable participants to tackle challenges using software tools and different kinds of hardware devices in collaborative project style activities. The participants conceptualize and develop their solutions in a self-directed way, involving technical, organizational and social skills. In this sense, they are autonomous producers or " makers ". The Dev Camp activity format resonates with skills such as communication, critical thinking, creativity, decision making and planning and can be considered as a bridge between education and industry. In this paper we present and analyze experience from a series of such events that were co-organized between an industrial partner acting as a host and several university partners. We take this as an indication to envision new opportunities for project-based learning in more formal educational scenarios.
The document discusses trends in technology spending and access in K-12 education from 1997-98 to 2002-03. It shows increases in areas like internet use by teachers, schools with websites, and classrooms with internet connectivity. It then outlines emerging technologies like internet2, wireless networks, handheld devices, and potential applications in education like digital note-taking and interactive learning. Challenges discussed include keeping pace with students' technology skills and developing new forms of assessment.
1. The document summarizes a survey of 92 practitioners on their perspectives and experiences using technology in fieldwork.
2. It finds that while technology use has increased since 2002, barriers like cost, time, and lack of skills still exist—and technology is used more before and after fieldwork than during.
3. Emerging mobile technologies like smartphones, netbooks and laptops are being used more during fieldwork. Apps are also being utilized.
4. Questions are raised about how to better advocate for technology use during fieldwork and encourage reluctant colleagues, as well as the role of student-owned devices.
This document discusses augmented reality for learning games. It begins with introducing augmented reality, which mixes real world and virtual objects to create a mixed reality. It then discusses how augmented reality is not the same as augmented virtuality. Mobile devices and their sensors are important for augmented reality. The document explores ideas around awareness, daily activities, and using sensors on mobile devices. It discusses combining context awareness with audiovisual features to support music learning. Finally, it discusses the cybernetics of augmented reality learning games, including their design, use, and experimentation.
Conserv-AR: A mixed-reality mobile game to promote awareness of wildlife cons...Victor Alvarez
Conserv-AR is a mobile game application that employs virtual and augmented reality concepts alongside games design in order to increase awareness and knowledge surrounding environmental conservation in Western Australia.
Presented at the ACS Young IT WA 2016 Bright Sparks competition , Curtin University, WA 30 June 2016
Augmented reality lecture @ DSV Stockholm UniversityVictor Alvarez
This document summarizes a lecture on augmented reality given by Victor Alvarez from the University of Oviedo. The lecture discussed how augmented reality mixes real and virtual objects to create mixed reality experiences. It covered early examples of augmented reality from films and virtual worlds. Key concepts discussed include using devices and sensors to interact with virtual information overlaid on reality, as well as tracking, registration and different types of virtual objects. The lecture concluded with an exercise in designing augmented reality experiences.
The 2013 Eportfolio Forum focused on digital identities, footprints and networks. The keynote speaker was Prof. Phillip Long who discussed how ePortfolios can support learner-driven pathways in the new digital world. He argued that universities need to better utilize technology and implement high-impact learning practices. The rise of mobile devices and lecture capture was also examined. The forum explored how tools like ePortfolios, badges and learning records could provide authentic, participatory learning experiences and credentials owned by learners.
Hologram Lecturers and Tele-Presence Teachers in the Next DimensionZac Woolfitt
Just because you cannot travel to a university to give a lecture, does not mean you can’t be there ‘in person’. Students can still benefit from your expertise via two potential remote presence educational formats.
1 – Remote Presence Robot
2 – The Lecturer as Hologram.
From a teaching and learning perspective each format has its own strengths and unique affordances. By developing our understanding of the pedagogical potential, we can leverage these distinct elements to enhance learning and create new opportunities for education.
How credible are the as teaching formats of the future? Examining these innovative modes of remote teaching gives us a new position from which to reflect on our traditional face-to-face teaching. Not only do we open our mind to new possibilities, but we gain a deeper understanding of the core-essence of teaching and learning. Current circumstances did not allow us to demonstrate these formats on the stage of the OEB. But there was still room for a lively discussion about the educational possibilities of virtual presence teaching.
A presentation used as an initial primer. Its intention is to offer a basket of possibilities from which an informed strategic discussion can ytake place about the role e-learning might play
Dr Wolfgang Greller is an associate professor and researcher who focuses on e-learning, learning sciences, and technologies. His research center, CELSTEC, examines topics like learning and cognition using technology-enhanced learning. Greller discusses how e-learning has shifted from a centralized, instructor-led model to a more decentralized, learner-focused model utilizing personal learning environments and open networks. He also addresses challenges with the evolution of e-learning and emerging areas like adaptive learning, mobile learning, learning analytics, language technologies, and open practices.
Playful ways to include the ICT General Capability using the iPadJemima Saunders
A few examples of creative and playful use of digital devices (iPads) in the early years to achieve the Information and Communication Technology general capability from the Australian Curriculum.
How Technology Will Shape The Classroom
In The Next 5 - 10 Years
Vitaliy Goncharuk
“AI For Education” Think-Tank
http://aiforeducation.com
Contents:
1. What Features Will Future Classroom Have?
2. Robot Teachers
3. Programming Work Spaces for Coding
4. AR/VR Glasses
5. Educational Holograms
6. Analyzers of Emotional Behavior
7. Real-Life Models With 3D Printing
8. Biometrics: Eye Tracking
9. Technology Timeline
10. The Future Of Technology In Education
This document discusses various ways that technology can be used to support students in special education classrooms. It provides examples of using digital cameras and optical character recognition for communication, blogs and online resources for collaboration, and interactive storybooks and audio books for instruction. Adaptive devices like switches and alternative keyboards are also mentioned to help students with physical disabilities use computers. The document outlines multimedia tools, instructional software, and telecommunication projects and provides examples of rubrics and lesson plans that integrate technology.
The task was creating an interactive pitch for creating a multi-day workshop. I presented this to my Graduate Class at PSU over Skype. The PowerPoint is designed around clicking on the stationary tabs, and having the screen smoothy transition between subjects. This way my audience can switch between tabs at will while I was talking.
Technology in Mathematics and Science IDT285psych369
Technology can enhance mathematics and science education in several ways. Spreadsheets, graphing calculators, and interactive geometry software give students hands-on experience solving problems. Reasoning and skill-building software help increase sub-skills while developing logic and comprehension. Digital tools like simulations and imaging allow experiments to be observed more easily. Communication between students and teachers is improved through tools like interactive whiteboards, class websites, and email. Various instructional software, simulations, and online resources provide interactive learning experiences across math and science topics.
Presentation for LIS630, spring 2014
Most information is from the Horizon Report 2014 for Higher Ed: http://www.nmc.org/publications/2014-horizon-report-higher-ed
ICT Resources For teaching and learning MathematicsSharme1
This document discusses using internet and multimedia resources for teaching mathematics. It explains that technology can make abstract math concepts more tangible by providing visualizations. Some benefits of technology include engaging students, motivating interest, and illustrating real-world applications. The document then describes several online resources for teaching math, including interactive games, videos, simulations and virtual manipulatives. These resources range from early learners to high school and cover websites, apps and online libraries. Teachers can use these technologies to enhance instruction, facilitate learning, and develop students' higher-order thinking skills.
Presentation for the VII International Seminar of the UOC UNESCO Chair in e-Learning: Mobile Technologies for Learning & Development.
In recent years there have been amazing advances in consumer technology. The Mobile Learning Network (MoLeNET) initiative has enabled colleges and schools to harness some of this technology in order to modernise aspects of teaching, learning and training. The result has been improvements in learner engagement, retention, achievement and satisfaction.
This presentation draws on the experiences of approximately 40,000 learners and over 7,000 staff who have been involved in MoLeNET mobile learning projects during 2007/08, 2008/09 and 2009/2010.
ELESIG is a Higher Education Academy project to start an Experiences of E-Learning Special Interest Group with an online community space and events to discuss learners' experiences with virtual learning environments and mobile technologies in higher education. The goal is to assess the impact on learners, highlight underrepresented voices, and make recommendations to improve the learner experience and institutional support for digital literacy.
This document discusses rethinking assessment practices in technology-enhanced learning. It addresses factors like open educational resources and shifting focus from content to activities. eAssessment is available 24/7 with instant feedback and different question types. ePortfolios and various tools in the VLE like Moodle quizzes, blogs, wikis and forums are mentioned. Principles around empowering and engaging students in assessment are outlined. There is discussion on whether we over-assess, building in variability, and moving to awards-based assessment. Different types of learning activities and assessment are also categorized.
"From Making to Learning" : Dev Camps as a Blueprint for Re-inventing Project...Irene-Angelica Chounta
Dev Camps are events that enable participants to tackle challenges using software tools and different kinds of hardware devices in collaborative project style activities. The participants conceptualize and develop their solutions in a self-directed way, involving technical, organizational and social skills. In this sense, they are autonomous producers or " makers ". The Dev Camp activity format resonates with skills such as communication, critical thinking, creativity, decision making and planning and can be considered as a bridge between education and industry. In this paper we present and analyze experience from a series of such events that were co-organized between an industrial partner acting as a host and several university partners. We take this as an indication to envision new opportunities for project-based learning in more formal educational scenarios.
The document discusses trends in technology spending and access in K-12 education from 1997-98 to 2002-03. It shows increases in areas like internet use by teachers, schools with websites, and classrooms with internet connectivity. It then outlines emerging technologies like internet2, wireless networks, handheld devices, and potential applications in education like digital note-taking and interactive learning. Challenges discussed include keeping pace with students' technology skills and developing new forms of assessment.
1. The document summarizes a survey of 92 practitioners on their perspectives and experiences using technology in fieldwork.
2. It finds that while technology use has increased since 2002, barriers like cost, time, and lack of skills still exist—and technology is used more before and after fieldwork than during.
3. Emerging mobile technologies like smartphones, netbooks and laptops are being used more during fieldwork. Apps are also being utilized.
4. Questions are raised about how to better advocate for technology use during fieldwork and encourage reluctant colleagues, as well as the role of student-owned devices.
This document discusses augmented reality for learning games. It begins with introducing augmented reality, which mixes real world and virtual objects to create a mixed reality. It then discusses how augmented reality is not the same as augmented virtuality. Mobile devices and their sensors are important for augmented reality. The document explores ideas around awareness, daily activities, and using sensors on mobile devices. It discusses combining context awareness with audiovisual features to support music learning. Finally, it discusses the cybernetics of augmented reality learning games, including their design, use, and experimentation.
Conserv-AR: A mixed-reality mobile game to promote awareness of wildlife cons...Victor Alvarez
Conserv-AR is a mobile game application that employs virtual and augmented reality concepts alongside games design in order to increase awareness and knowledge surrounding environmental conservation in Western Australia.
Presented at the ACS Young IT WA 2016 Bright Sparks competition , Curtin University, WA 30 June 2016
Augmented reality lecture @ DSV Stockholm UniversityVictor Alvarez
This document summarizes a lecture on augmented reality given by Victor Alvarez from the University of Oviedo. The lecture discussed how augmented reality mixes real and virtual objects to create mixed reality experiences. It covered early examples of augmented reality from films and virtual worlds. Key concepts discussed include using devices and sensors to interact with virtual information overlaid on reality, as well as tracking, registration and different types of virtual objects. The lecture concluded with an exercise in designing augmented reality experiences.
Introducing augmented reality @ MIW Oviedo Victor Alvarez
The document discusses augmented reality and context awareness. It defines augmented reality as mixing real world and virtual objects to create a mixed reality. It explores ideas around augmented reality including simulations, virtual worlds, augmented virtuality, and using devices like Kinect. The document suggests augmented reality can provide freedom and redefine experiences through ambient, self, and event awareness. It examines interacting with augmented reality through devices, sensors, and virtual information overlay.
Voice interactive learning. A framework and evaluation @ ITiCSE 2013Victor Alvarez
This document presents a framework for voice interactive learning and its evaluation. The framework was developed by researchers in Spain to integrate audio features into e-learning using a service-oriented middleware and voice modules. They developed an empirical evaluation model to assess usability and didactic effectiveness. Testing showed the voice interactive classroom had high usability ratings and auditory content was educationally valuable for different learning styles. The researchers concluded their evaluation method should be expanded and applied to further analyze memorability and learnability.
This document discusses using mobile augmented reality (MAR) to boost physics education. It defines MAR and outlines several MAR apps that can be used to teach science concepts, such as Wikitude for location-based information and Aurasma for overlaying digital content on images. Examples are given of how Aurasma can be used to teach electromagnetic induction and density measurement. Pre-service teachers participated in MAR activities and had positive attitudes towards integrating such technologies. Challenges include technical issues and limited research, but opportunities exist to increase student motivation and accessibility through MAR.
Big Data, Analytics and the Future of LearningKim Flintoff
As training, education, teaching and learning are constantly adapting to new technological developments it is not surprising that in the dawning age of data these areas are finding new ways to engage learners, provide teachers and learners with new insights about learning, and to find new ways to recognise and acknowledge learning. In an time when we might be considered as “always-on” and generating data in unprecedented volumes we are possibly more able to engage in more organic learning activities that do not require high-stakes testing regimes for us to evidence our learning. This session will consider the more recent developments in data-informed learning and teaching, learning analytics; and new forms of credentials as they influence our experience of learning across a range of contexts.
Presented at Forward Government Learning Forum 2016 (Canberra for the ARK Group)
and at Digicon 2016 for DLTV (Swinburne, Melbourne).
Computational Thinking and Acting: Future Technologies for Future GenerationsJan Pawlowski
Computation Thinking describes the ability to purposefully use computers for problem solving. Computation Thinking and Acting focuses on using technologies for solving real world problems. The slides give examples and solutions how to include COTA in primary schools.
Short introduction to educational technology for sharingMike Sharples
This document provides a brief history of educational technology from the 1920s to present day. It discusses early technologies like teaching machines and programmed instruction. It then covers developments like computer-assisted instruction, intelligent tutoring systems, online/virtual learning, mobile learning, MOOCs, and personalized learning. Emerging themes are identified like interactive learning, adaptive/personalized pathways, and blended approaches. The document argues that education must adapt to a changing world through resilient models that support differing contexts.
Visualisation and Simulation for teaching, learning and assessmentdebbieholley1
Session two of a series of keynotes talks at the University of the Sunshine Coast
Visualisation and Simulation:
“The future is human, and the future of learning is immersive. In the future, learning will take the shape of a story, a play, a game; involving multiple platforms and players; driven by dialogue and augmented with technology, an interplay of immersive experiences, data, and highly social virtual worlds” State of XR and Immersive Learning Outlook Report (2021 p 21)
Debbie contributed to the Delphi study above, , and to the updated with findings due this June. This session will consider the opportunities afforded by Visualisation and Simulation; and discuss ways in which educators can draw upon both lo-tec and hi-tech solutions in a range of disciplinary contexts; and consider what digital futures may offer us as educators, as well as those we educate, our students.
I was invited to deliver a keynote at the SITE Interactive online conference 2021 Keynote on “Restoring Context in Online Teaching with Artificial Intelligence and Multimodal Learning Experiences”. The keynote paper to be published in the proceedings of the conference on the Learning & Technology Library
Abstract: The COVID-19 pandemic forced more than 1.6 billion learners out of school, becoming the most challenging disruption ever endured by the global education systems. In many countries, education institutions decided to move their regular activities online, opting for remote teaching as an emergency solution to continue their education. Meanwhile, physical distancing and learning in isolation are heavily challenging learners and hindering their study success. There is a compelling need to make education systems more resilient and less vulnerable to future disruptions in such a critical landscape. In particular, we have to reconsider how digital technologies can support online and hybrid teaching. In recent years, video conferencing tools and learning management systems have improved to make educational resources more available and education more flexible. However, the modes of interaction they implement remain essentially unnatural for the learner due to a substantial lack of context. Modern sensor-enabled computer systems allow extending the standard human-computer interface for multimodal communication. The advances in Artificial Intelligence allow interpreting the data collected from multimodal and multi-sensor devices. These insights can be used to support online teaching and learning in isolation with personalised feedback and adaptation through Multimodal Learning Experiences (MLX). In this keynote paper, I analyse the benefits and caveats of MLX and Multimodal Learning Analytics (MMLA) for online teaching. I describe three existing MLX systems to illustrate the possible ways of how these technologies can support online teaching.
This document introduces a special section on educational multimedia. It discusses that while multimedia in education has achieved success, there are still open questions to explore, as new technologies and their use cases emerge. Three selected articles are summarized that represent current trends - automating lecture recording, adding handwriting to intelligent tutors, and application-specific music transcription. The selection covers different topics from different world regions and involves multidisciplinary collaboration, illustrating the potential and challenges in the field.
Guest Lecture: Restoring Context in Distance Learning with Artificial Intelli...Daniele Di Mitri
Presentation given on the February 1st, 2022 at the "Brown Bag" presentation series organised by the Faculty of NYU Educational Communication and Technology which is part of the Steinhardt School of Culture, Education, and Human Development.
https://www.ectstudent.info/news-events/brown-bag-dr-daniele-di-mitri
Presentation Abstract:
The COVID-19 pandemic forced more than 1.6 billion learners out of school, becoming the most challenging disruption ever endured by the global education systems. In many countries, education institutions decided to move their regular activities online, opting for remote teaching as an emergency solution to continue their education. Meanwhile, physical distancing and learning in isolation heavily challenge learners and hinder their study success. There is a compelling need to make education systems more resilient and less vulnerable to future disruptions in such a critical landscape. In particular, we have to reconsider how digital technologies can support online and hybrid teaching. If digital education technologies such as video conferencing tools and learning management systems have improved to make educational resources more available and education more flexible, the modes of interaction they implement remain essentially unnatural for the learner due to a substantial lack of context. Modern sensor-enabled computer systems allow extending the standard human-computer interfaces and facilitate richer multimodal interaction. Furthermore, advances in AI allow interpreting the data collected from multimodal and multi-sensor devices. These insights can be used to support online teaching and learning in isolation with personalised feedback and adaptation through Multimodal Learning Experiences (MLX). This guest lecture elaborates on existing approaches, architectures, and methodologies. I illustrate use cases that employ multimodal learning analytics applications that can shape the online teaching of the future.
Digital Innovation in Schools: Case Studies of 10 Schools for 21st Century discusses technology integration in education. It describes 10 schools that have successfully implemented digital technologies and transformed their pedagogical approaches. The schools employ strategies like project-based learning, personalized learning, BYOD programs, and digital curricula. They aim to equip students with 21st century skills by enhancing the learning process through technology, redesigning teaching methods, and empowering students as producers and managers of their own learning.
The Role Of Technology In Education: Impact, Tools, Challenges, Future | Futu...Future Education Magazine
Embracing Technology In Education: 1. The Impact of Technology on Education 2. Key Technological Tools Shaping Education 3. Challenges and Considerations 4. The Future of Education
Conceptualization of hypersituation as result of IoT in EducationFilipe T. Moreira
Conceptualization of hypersituation presented at the 5th conference on Smart Learning Ecosystems and Regional Development.
With the emergence of new technologies and their use in different areas, new experiences emerge. In the context of the use of IoT in educational contexts, the potential of hypersituation has been considered by several authors as the greatest potential of these technologies for this field of study. However, despite several references to this fact, this term still lacks further conceptualization and the drawing of guidelines to achieve it. Thus, this paper aims to present an interpretation and definition of the term hypersituation indicating potentials, challenges, and ways to achieve it.
A Pedagogical Model for Science Education through Blended LearningJosé Bidarra
Presentation delivered at the EADTU 2015 - THE ONLINE, OPEN AND FLEXIBLE HIGHER EDUCATION CONFERENCE. Authors: José Bidarra (UAb), Ellen Rusman (OUNL).
It is an experimentation whether use of Technology can improve the Mathematics Score or not.
I found an interesting result that it motivated students to learn themselves,to learn beyond book and to learn how to use more and more technology.
The document discusses distance education assumptions, design, and tools. It covers several topics:
- Pedagogical models for distance education, including constructivism and learning by doing.
- Tools for distance education, such as learning management systems (LMS), e-portfolios, blogs, social software like Delicious and Flickr.
- Issues around the use of technology in education, including information overload and the need for critical thinking skills.
The document discusses the potential educational benefits of multi-user virtual environments (MUVEs) like Second Life. It notes that over 40 UK universities and colleges have a presence in Second Life. Research estimates that around three quarters of UK universities are actively using or developing Second Life. The document then provides examples of how Second Life has been used in educational contexts like visualization, roleplaying, tutorials, simulations, and conferences. It concludes by discussing challenges and directions for further research on using virtual worlds for education.
Learning with new technologies. The case of Second Lifeelena.pasquinelli
The document discusses the use of virtual and telepresence technologies in education. It notes that these technologies can enable new forms of learning through simulations and remote collaboration. However, it also raises ethical questions about their effects on teacher-student relationships and the need to distinguish real from virtual experiences. The document advocates for developing dedicated educational tools rather than using general virtual worlds like Second Life, with a focus on complementing rather than replacing teachers.
This document summarizes a study on using tablet-cloud systems to support inquiry-based learning in elementary science education. It discusses combining teacher-led and student-led learning initiatives using open-ended apps to enhance creativity and collaboration. The tablet-cloud system was found to stimulate student engagement and self-expression. Insights were gained from creating, implementing, and sustaining the tablet-cloud system in classrooms. The experiences concluded that open-ended apps and a combination of teacher and student-led learning are effective approaches for introducing new technologies into the classroom.
This document discusses the emergence of smart e-education and e-learning. It describes how new technologies are enabling personalized, mobile, collaborative and analytics-based learning. It outlines the construction of smart learning environments including smart devices, classrooms, labs, campuses and educational clouds. Examples of smart e-learning applications in China include e-textbooks, e-schoolbags and smart campuses. Challenges to facilitating smart education include changes to pedagogy, educational technology leadership, and teachers' roles. National projects in China are addressing these challenges through competency standards and teacher training.
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Realidad Extendida y 3D Inmersiva - Techfest2022, Oviedo, SpainVictor Alvarez
Presentación para el EII TECHFEST 26/01/2022. Un evento orientado a difundir las tendencias del sector tecnológico e informático celebrado en la Escuela de Ingeniería Informática de Oviedo (Asturias).
Video de la presentación: https://www.youtube.com/watch?v=OM0Hnz_REbQ
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Presentación para el EII TECHFEST 24/01/2019. Un evento orientado a difundir las tendencias del sector tecnológico e informático celebrado en la escuela de ingeniería informática de Oviedo (Asturias).
ITNG 2O11 Designing case studies for the Voice Interactive ClassroomVictor Alvarez
Slideshow presentation for the 8th International Conference on Information Technology : New Generations, ITNG 2011, held in Las Vegas, Nevada, USA on April 2011.
Contact:
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THE SACRIFICE HOW PRO-PALESTINE PROTESTS STUDENTS ARE SACRIFICING TO CHANGE T...indexPub
The recent surge in pro-Palestine student activism has prompted significant responses from universities, ranging from negotiations and divestment commitments to increased transparency about investments in companies supporting the war on Gaza. This activism has led to the cessation of student encampments but also highlighted the substantial sacrifices made by students, including academic disruptions and personal risks. The primary drivers of these protests are poor university administration, lack of transparency, and inadequate communication between officials and students. This study examines the profound emotional, psychological, and professional impacts on students engaged in pro-Palestine protests, focusing on Generation Z's (Gen-Z) activism dynamics. This paper explores the significant sacrifices made by these students and even the professors supporting the pro-Palestine movement, with a focus on recent global movements. Through an in-depth analysis of printed and electronic media, the study examines the impacts of these sacrifices on the academic and personal lives of those involved. The paper highlights examples from various universities, demonstrating student activism's long-term and short-term effects, including disciplinary actions, social backlash, and career implications. The researchers also explore the broader implications of student sacrifices. The findings reveal that these sacrifices are driven by a profound commitment to justice and human rights, and are influenced by the increasing availability of information, peer interactions, and personal convictions. The study also discusses the broader implications of this activism, comparing it to historical precedents and assessing its potential to influence policy and public opinion. The emotional and psychological toll on student activists is significant, but their sense of purpose and community support mitigates some of these challenges. However, the researchers call for acknowledging the broader Impact of these sacrifices on the future global movement of FreePalestine.
Level 3 NCEA - NZ: A Nation In the Making 1872 - 1900 SML.pptHenry Hollis
The History of NZ 1870-1900.
Making of a Nation.
From the NZ Wars to Liberals,
Richard Seddon, George Grey,
Social Laboratory, New Zealand,
Confiscations, Kotahitanga, Kingitanga, Parliament, Suffrage, Repudiation, Economic Change, Agriculture, Gold Mining, Timber, Flax, Sheep, Dairying,
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إضغ بين إيديكم من أقوى الملازم التي صممتها
ملزمة تشريح الجهاز الهيكلي (نظري 3)
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تتميز هذهِ الملزمة بعِدة مُميزات :
1- مُترجمة ترجمة تُناسب جميع المستويات
2- تحتوي على 78 رسم توضيحي لكل كلمة موجودة بالملزمة (لكل كلمة !!!!)
#فهم_ماكو_درخ
3- دقة الكتابة والصور عالية جداً جداً جداً
4- هُنالك بعض المعلومات تم توضيحها بشكل تفصيلي جداً (تُعتبر لدى الطالب أو الطالبة بإنها معلومات مُبهمة ومع ذلك تم توضيح هذهِ المعلومات المُبهمة بشكل تفصيلي جداً
5- الملزمة تشرح نفسها ب نفسها بس تكلك تعال اقراني
6- تحتوي الملزمة في اول سلايد على خارطة تتضمن جميع تفرُعات معلومات الجهاز الهيكلي المذكورة في هذهِ الملزمة
واخيراً هذهِ الملزمة حلالٌ عليكم وإتمنى منكم إن تدعولي بالخير والصحة والعافية فقط
كل التوفيق زملائي وزميلاتي ، زميلكم محمد الذهبي 💊💊
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10. GPS
Accuracy
Network
signal
BaNery
life
Weather
condi6ons
11. Content
Vs
Pedagogy
Novelty
Vs
Experience
Technology
Vs
Surrounding
Technological
affordances
Vs
Consider
learning
goals
first
Excessive
reinforcement