Assessing and Progressing Digital Literacies as a Strategic ConcernJulian Prior
Conference workshop at the 2013 International Blended Learning Conference, University of Hertfordshire. Authors: Helen Beetham, Julian Prior, Neil Witt.
Assessing and Progressing Digital Literacies as a Strategic ConcernJulian Prior
Conference workshop at the 2013 International Blended Learning Conference, University of Hertfordshire. Authors: Helen Beetham, Julian Prior, Neil Witt.
El 26 de abril de 1986 (hace 25 años) se produjo el accidente mas severo de la nucleoelectricidad. Nivel 7 de la escala INES. Las causas fueron típicas de un regimen cerrado al mundo (URSS), hoy los reactores en el mundo están vigilados permanentemente por la agencia internacional de energía atómica (IAEA).
How do you get better outcomes for government? You make sure the right people have the right information to make the right decisions. This is a brief to market asking how they can help government do this.
Presented to a full house at the CBR Innovation Network as the first step forwards by the ACT Government as it seeks to embrace a data-driven culture...
Apresentação institucional da empresa KMG Solutions, contendo a Missão, Visão, Valores, Objetivos, Software BossControl, Assessoria, Consultoria e Treinamentos
Engage Project: Sharing Experience from Game Based Learning Dissemination Wor...eLearning Papers
Author(s): Jose Luis Soler, Gisela Vidal.
Engage Project: Sharing Experience from Game Based Learning Dissemination Workshops
With this contribution, rather than providing definitive solutions, we intend to share knowledge obtained from the cross sectoral implementation of more than 15 workshops carried out as part of ENGAGE portal activities.
Describes GenWise's (www.genwise.in) philosophy of nurturing children's potential and their various offerings- particularly the 8 weekend offering hosted in Bangalore, starting Aug 2018
Removing Obstacles for Cross border Cooparations Sergej Lugovic
Parallel session I: Ideas and plans for the development of joint study programmes (introduction: Sergej Lugović MSc. Polytechnic of Zagreb, moderators Jasmina Skočilić, Agency for Mobility and EU Programs, prof. Ranko Biondić, Ph.D., Faculty of Geotechnics, University of Zagreb , Vladimir Mrša Ph.D., Faculty of Food Technology and Biotechnology, University of Zagreb );
This keynote speech will synthesize lessons learned from more than 20 years of research and development in the areas of digital learning. The international research Centre CARDET participated in more than 100 digital learning research projects which focus on the use of technology across several contexts. The use of games, social media, and online tools is opening opportunities to both learners and teachers. The emphasis will be on the role of digital tools for revisiting how we teach and learn, and the potential for transforming education practices. We will focus on 3 key projects with interconnected themes.
Digital Responsible Citizenship - https://digital-citizenship.org. The DRC project seeks to improve students and teachers digital citizenship and competency in line with several components of the digital citizenship framework.
iDecide - http://www.idecide-project.eu. This policy reform project aims to develop an innovative toolkit and a mobile app to support evidence-based policy making. The focus is the reduction of disparities in learning outcomes and marginalization, by supporting school leaders, school staff, and policymakers to engage in shared and inclusive decision making.
ENTRINNO – Online game for entrepreneurship and innovation - http://www.entrinno.org. As part of this project we developed an online game teaching youth entrepreneurial skills. The project was implemented and evaluated in 8 EU countries.
We will bring together lessons learned discussing the key issues around gamification, storytelling, social media, and digital citizenship, providing recommendations for both researchers and practitioners.
Making a difference with technology-enhanced learning - Sarah Knight and Sama...Jisc
Led by Sarah Knight, senior co-design manager, Jisc.
With contribution from Samantha Clarke, researcher and serious games designer at Coventry University.
In this session there will be a focus how technology can support learning and teaching for a better student experience. Local providers will be sharing how their technology-based approaches have made a difference for learners and teachers.
Connect more in Cheltenham, 30 June 2016
Matthew Bates, Aoife Breheny, David Brown, Andy Burton and Penny Standen
Using a blended pedagogical framework to guide the applications of games in non-formal contexts
Interactive Technologies and Games (ITAG) Conference 2014
Health, Disability and Education
Dates: Thursday 16 October 2014 - Friday 17 October 2014
Location: The Council House, NG1 2DT, Nottingham, UK
El 26 de abril de 1986 (hace 25 años) se produjo el accidente mas severo de la nucleoelectricidad. Nivel 7 de la escala INES. Las causas fueron típicas de un regimen cerrado al mundo (URSS), hoy los reactores en el mundo están vigilados permanentemente por la agencia internacional de energía atómica (IAEA).
How do you get better outcomes for government? You make sure the right people have the right information to make the right decisions. This is a brief to market asking how they can help government do this.
Presented to a full house at the CBR Innovation Network as the first step forwards by the ACT Government as it seeks to embrace a data-driven culture...
Apresentação institucional da empresa KMG Solutions, contendo a Missão, Visão, Valores, Objetivos, Software BossControl, Assessoria, Consultoria e Treinamentos
Engage Project: Sharing Experience from Game Based Learning Dissemination Wor...eLearning Papers
Author(s): Jose Luis Soler, Gisela Vidal.
Engage Project: Sharing Experience from Game Based Learning Dissemination Workshops
With this contribution, rather than providing definitive solutions, we intend to share knowledge obtained from the cross sectoral implementation of more than 15 workshops carried out as part of ENGAGE portal activities.
Describes GenWise's (www.genwise.in) philosophy of nurturing children's potential and their various offerings- particularly the 8 weekend offering hosted in Bangalore, starting Aug 2018
Removing Obstacles for Cross border Cooparations Sergej Lugovic
Parallel session I: Ideas and plans for the development of joint study programmes (introduction: Sergej Lugović MSc. Polytechnic of Zagreb, moderators Jasmina Skočilić, Agency for Mobility and EU Programs, prof. Ranko Biondić, Ph.D., Faculty of Geotechnics, University of Zagreb , Vladimir Mrša Ph.D., Faculty of Food Technology and Biotechnology, University of Zagreb );
This keynote speech will synthesize lessons learned from more than 20 years of research and development in the areas of digital learning. The international research Centre CARDET participated in more than 100 digital learning research projects which focus on the use of technology across several contexts. The use of games, social media, and online tools is opening opportunities to both learners and teachers. The emphasis will be on the role of digital tools for revisiting how we teach and learn, and the potential for transforming education practices. We will focus on 3 key projects with interconnected themes.
Digital Responsible Citizenship - https://digital-citizenship.org. The DRC project seeks to improve students and teachers digital citizenship and competency in line with several components of the digital citizenship framework.
iDecide - http://www.idecide-project.eu. This policy reform project aims to develop an innovative toolkit and a mobile app to support evidence-based policy making. The focus is the reduction of disparities in learning outcomes and marginalization, by supporting school leaders, school staff, and policymakers to engage in shared and inclusive decision making.
ENTRINNO – Online game for entrepreneurship and innovation - http://www.entrinno.org. As part of this project we developed an online game teaching youth entrepreneurial skills. The project was implemented and evaluated in 8 EU countries.
We will bring together lessons learned discussing the key issues around gamification, storytelling, social media, and digital citizenship, providing recommendations for both researchers and practitioners.
Making a difference with technology-enhanced learning - Sarah Knight and Sama...Jisc
Led by Sarah Knight, senior co-design manager, Jisc.
With contribution from Samantha Clarke, researcher and serious games designer at Coventry University.
In this session there will be a focus how technology can support learning and teaching for a better student experience. Local providers will be sharing how their technology-based approaches have made a difference for learners and teachers.
Connect more in Cheltenham, 30 June 2016
Matthew Bates, Aoife Breheny, David Brown, Andy Burton and Penny Standen
Using a blended pedagogical framework to guide the applications of games in non-formal contexts
Interactive Technologies and Games (ITAG) Conference 2014
Health, Disability and Education
Dates: Thursday 16 October 2014 - Friday 17 October 2014
Location: The Council House, NG1 2DT, Nottingham, UK
Introduction to the side event organized by the UN GGIM Academic Network and Private Sector at the Thirteenth Session of the United Nations Committee of Experts on Global Geospatial Information Management. The outcome of two surveys (to Universities and to Member States) are presented.
Digital Student: Further Education and Skills projectRhona Sharpe
The
Jisc
Digital
Student
project
has
investigated
the
expectations
and
experiences
of
technology
provision
held
by
students
coming
into
higher
education,
and
also
funded
a
small
review
of
current
practice
within
secondary
schools.
The
further
education
(FE)
and
skills
project
ran
between
1
June
2014
and
30
April
2015
in
order
to
extend
the
findings
of
the
Digital
Student
project
to
further
education
and
skills.
The
project
undertook
a
comprehensive
desk
review
based
on
63
reports
from
the
FE
and
Skills
sector,
conducted
12
focus
groups
with
220
learners
across
six
general
FE
colleges,
and
contributed
to
six
national
consultation
events
and
five
other
dissemination
events.
The
project
has
produced
a
range
of
resources,
trialled
and
iteratively
improved
through
the
consultation
events
in
order
to
support
staff
in
FE
to
understand
the
experiences
of
all
learners
when
using
technology,
and
to
design
services
which
meet
their
needs.
The
project
resources
can
be
used
by
colleges
to
gather
experiences
and
expectations
from
their
own
learners.
Recommendations
are
made
for
colleges,
and
for
Jisc
and
its
sector
partners.
Apresentação GO>Express by Transporta | MAI16Miguel Luís
A GO>Express by Transporta é a mais antiga empresa de distribuição a operar no mercado nacional.
Distribuímos volumes e paletes em todo o território ibérico continental e dispomos de duas plataformas de cross-docking na Madeira e nos Açores.
Se dispõe de mercadoria disforme contacte os nossos Serviços Especiais.
Quer ter a sua marca associada ao mais antigo evento de Gestão das Pessoas em Portugal? Conheça os Planos Corporativos do 47º Encontro Nacional da APG.
Do you know ETDF - European Training and Development Federation? If you don't, be sure to see what it has to offer you and all of its members, including APG - Portuguese People Management Association and Project GREAT - Game Based Research in Education and Action Training.
A APG - Associação Portuguesa de Gestão das Pessoas convida-o a patrocinar o seu Encontro Nacional que se realizará no dia 30 de Outubro no Centro Cultural de Belém. APG - Porque o Melhor do Mundo está nas Pessoas!
2. Maja
Pivec
FH
JOANNEUM
University
of
Applied
Sciences
Graz,
Austria
maja.pivec@+-‐joanneum.at
3. Presentation Outline
• Project,
Aim
and
Research
Methods
• Expert
Focus
Group
and
Statements
• Interviews
on
Usage
of
GBL
and
Analysis
• Strengths
• OpportuniJes
and
Main
InnovaJve
Aspects
• Barriers
• Conclusions
and
Further
Events
4. GREAT Project
• EU Leonardo da Vinci funded project
• October 2011 – September 2013
• hLp://www.projectgreat.eu/
• Co-ordinator:
APG (Portuguese Association of Human Resource
Managers), Portugal
• Partners: AIF (IT), FH JOANNEUM (AT), GAZI University
(TR), I.ZONE (RO), MERIG (AT)
• Associated and media partners
5. Aim
to
provide
methodology
and
guidelines
for
using
Game-‐Based
Learning
(GBL)
in
educa?on
and
training
• Research
Phase
– to
develop
a
common
vision
for
the
role
for
GBL
in
training
and
educaJon
– to
elaborate
a
detailed
Needs
Analysis
of
Skills
and
Competencies
in
Small
and
Medium
Enterprises
from
parJcipaJng
countries
– to
map
in
detail
the
most
recent
approaches
and
good
pracJces
in
Web-‐Based
Needs
Assessment
and
Game-‐
Based
Learning.
6. Research Methods
Desktop Research:
• Distribution of work per geographic areas
• Template for project assessment
Online Survey (540 responses from 32 countries)
Interviews on Usage of GBL (20 in-depth interviews):
• Interview method and Template
• Collecting information by partners
International Expert Focus Group (16 experts)
7. Expert Focus Group 26-27th February Graz, AT
a platform for international experts on serious games,
game-based learning, e-learning and training
8. Expert Statements
-‐ Tendency
that
GBL
is
geUng
more
value
-‐ Preparing
citizens
to
our
society
(also
due
to
technology)
-‐ Can
we
afford
games
in
educaJon
without
video
game
industry?
-‐ Now
the
technology
is
available
that
everyone
can
make
its
own
game
(important
is
game
play
and
design
of
the
game)
-‐ Important
how
and
when
the
feedback
is
presented
-‐ Good
environment
to
test
hypothesis
-‐ Safe
environment,
to
try
out,
make
mistakes
and
to
learn
from
that
…
we
need
to
facilitate
and
help
this
process
9. Expert Statements
-‐ Term
games
can
demoJvate
a
lot
of
people
(in
terms
of
learning)
-‐ How
can
we
use
games
for
adults,
to
learn
and
have
fun,
as
a
serious
way
-‐ What
is
the
big
appeal
for
youngsters?
Not
a
concept
of
serious
game,
but
serious
fun
i.e.
fostering
competences
by
allowing
also
fun
experience
-‐ Company
needs
one
stop
shopping
–
do
everything
in
one
place
(depends
also
on
the
role
of
the
trainer
and
teachers)
-‐ Games
need
to
be
culturally
adaptable
to
different
countries,
different
age,
technology,
and
need
to
be
easily
accessible
10. Interviews on Usage of GBL
To
elaborate
detailed
Needs
Analysis
of
Skills
and
Competencies
in
Small
and
Medium
Enterprises
from
par?cipa?ng
countries
To
map
in
detail
the
most
recent
approaches
and
good
prac?ces
in
Game-‐Based
Learning
• Collecting information by partners
– Translating questionnaire (TR, PT)
– Carrying out interviews (PT, TR, RO, AT, HU, SI)
– Transcripts and collation of information in English
• STAKEHOLDERS: More detailed information on training
organizations and trainers
• TRAINING DISCIPLINES: Information on training topics and
needs for games
11. Analysis
Strengths,
Opportuni0es
and
Main
Innova0ve
Aspects
SWOT Analysis
Strengths – Benefits for the learning experience
Weaknesses – Barriers to implementation
Opportunities –Topics, competences, educational
activities
Threats – Problems, disadvantages, challenges
12. Strengths
• Students
live
online
in
virtual
spaces
• Would
increase
tool
kit
diversity
for
teaching,
linked
with
moJvaJon
=>
engaged
and
self
reflecJve
students
• Open
environment
for
learning
• Richer
learning
experience
• Memorising,
behavioural
paLerns,
self-‐esteem
• Contextual
learning
• Linking
theory
and
pracJce
• Instantaneous
feedback
• SJmulate
pro-‐acJve
behaviour
and
parJcipaJon
13. Opportunities and Main Innovative Aspects
• gain
“learning
to
learn”
competences
• funcJonal
competences
(language,
communicaJon
and
negoJaJon
skills)
• conflict
management
and
resoluJons
• social
and
cultural
sensiJvity
• ethical
competences
• interdisciplinary
and
cross
generaJon
learning
• sustainable
behaviour
• learning
alone
and
in
groups
• learning
from
experts
and
with
pears
14. Barriers for Usage of GBL Approaches
• complexity
of
acJviJes
• duraJon
Jme
of
game-‐based
acJviJes
• meeJng
the
learning
objecJves
• language
of
the
resources
• competences
of
the
learners/trainers
• technical
equipment
needed/available
• access
to
the
resources
• costs
15. Conclusions & Further events
To
achieve
results
teachers
/
trainers
need
competences
to
be
able
to
integrate
digital
games
into
the
teaching,
familiarise
themselves
with
the
game-‐based
methods
and
the
games
themselves.
Ongoing
acJviJes
and
seminars
hLp://www.projectgreat.eu/
Final
conference
15
–
16
September
2013,
Lisabon,
Portugal
Contact:
maja.pivec@+-‐joanneum.at