A short lunchtime #DisruptiveBytes seminar at the Disruptive Media Learning Lab, UK alongside the Rage and Magellan projects.
Watch video here: https://twitter.com/disrupt_learn/status/868062120386207744
The BEACONING project aims to support "anytime anywhere" learning through exploiting pervasive, context-aware and gamified techniques. It has 15 partners across 9 countries with a budget of EUR 5,902,772.13 over 3 years. The objectives are to 1) integrate technologies and pedagogical approaches for connected learning, 2) develop an adaptable platform leveraging approaches like gaming, analytics and problem-based learning, and 3) explore engagement and impact through large-scale pilots.
Gamified lesson path for STEM Education - Ecgbl 2017Sylvester Arnab
The document describes the Beaconing project, which aims to support STEM education through pervasive and gamified learning techniques. It discusses developing a taxonomy of gamified lesson paths and integrating them into an authoring pipeline. Teachers can create customizable lesson paths comprising quests and location-based challenges. Initial pilot feedback was positive, with teachers and students feeling gamification makes learning easier and more engaging. The project is ongoing, with lesson paths being designed and prepared for large-scale implementation across European schools.
Beaconing - General presentation and main achievements so farSylvester Arnab
Overview slides for the review meeting, 15th Sept 2017
The review was a success and thanks to all the reviewers, project officer and project consortium. A shout out to all our stakeholders!
All contents - copyrighted 2017
The document provides information about the BEACONING project, which aims to break down educational barriers through contextualized, pervasive, and game-based learning. The 36-month project has 15 partners across 9 European countries and a budget of €5,902,772.13. It seeks to develop an adaptable learning platform that leverages technologies like mobile learning, gamification, and learning analytics. This platform will be implemented and validated through large-scale pilots to explore how engagement, knowledge acquisition, and skill transfer can be improved for learners.
Beaconing 2-minute summary for DGConnect event, LUXSylvester Arnab
The document discusses the Beaconing project which aims to break down educational barriers through contextual, pervasive and game-based learning. It does this by creating an ecosystem architecture and authoring pipeline that allows learning to be accessible anywhere, context-aware, problem-based, gamified, analyzable and validated through large-scale pilots. The challenges include integrating modular components and gamifying lesson plans while adapting for different locations.
C4Rs - Crowd Sensing, Gamification and Our roadsSylvester Arnab
H2020 C4Rs.eu project presentation at the Transport Research seminar we organised as part of the project's dissemination and also to bring colleagues and the city council together.
This document outlines a project called CreativeCulture that aims to develop a game design and computational thinking program through participatory studies involving communities in Malaysian Borneo. The objectives are to 1) develop an adaptable CreativeCulture Lab program and resources to promote learning through design, 2) design and implement pilot participatory studies in Sarawak involving stakeholders, and 3) facilitate, capture and evaluate the experience and learning outcomes to refine the program. Key deliverables include the CreativeCulture Lab blueprint, identification and training of ambassadors, and an online hub to host resources. The program will benefit students, teachers, communities and telecenters.
VMCOLAB - A European Co-Laboratory for the Integration of Virtual Mobility in...Ilse Op de Beeck
VMCOLAB is an EU-funded project that wishes to contribute to the innovation and internationalisation of European Higher Education Institutions by exploiting the full potential of ICT and Virtual Mobility and broadening the access to an international learning experience for all European students
The BEACONING project aims to support "anytime anywhere" learning through exploiting pervasive, context-aware and gamified techniques. It has 15 partners across 9 countries with a budget of EUR 5,902,772.13 over 3 years. The objectives are to 1) integrate technologies and pedagogical approaches for connected learning, 2) develop an adaptable platform leveraging approaches like gaming, analytics and problem-based learning, and 3) explore engagement and impact through large-scale pilots.
Gamified lesson path for STEM Education - Ecgbl 2017Sylvester Arnab
The document describes the Beaconing project, which aims to support STEM education through pervasive and gamified learning techniques. It discusses developing a taxonomy of gamified lesson paths and integrating them into an authoring pipeline. Teachers can create customizable lesson paths comprising quests and location-based challenges. Initial pilot feedback was positive, with teachers and students feeling gamification makes learning easier and more engaging. The project is ongoing, with lesson paths being designed and prepared for large-scale implementation across European schools.
Beaconing - General presentation and main achievements so farSylvester Arnab
Overview slides for the review meeting, 15th Sept 2017
The review was a success and thanks to all the reviewers, project officer and project consortium. A shout out to all our stakeholders!
All contents - copyrighted 2017
The document provides information about the BEACONING project, which aims to break down educational barriers through contextualized, pervasive, and game-based learning. The 36-month project has 15 partners across 9 European countries and a budget of €5,902,772.13. It seeks to develop an adaptable learning platform that leverages technologies like mobile learning, gamification, and learning analytics. This platform will be implemented and validated through large-scale pilots to explore how engagement, knowledge acquisition, and skill transfer can be improved for learners.
Beaconing 2-minute summary for DGConnect event, LUXSylvester Arnab
The document discusses the Beaconing project which aims to break down educational barriers through contextual, pervasive and game-based learning. It does this by creating an ecosystem architecture and authoring pipeline that allows learning to be accessible anywhere, context-aware, problem-based, gamified, analyzable and validated through large-scale pilots. The challenges include integrating modular components and gamifying lesson plans while adapting for different locations.
C4Rs - Crowd Sensing, Gamification and Our roadsSylvester Arnab
H2020 C4Rs.eu project presentation at the Transport Research seminar we organised as part of the project's dissemination and also to bring colleagues and the city council together.
This document outlines a project called CreativeCulture that aims to develop a game design and computational thinking program through participatory studies involving communities in Malaysian Borneo. The objectives are to 1) develop an adaptable CreativeCulture Lab program and resources to promote learning through design, 2) design and implement pilot participatory studies in Sarawak involving stakeholders, and 3) facilitate, capture and evaluate the experience and learning outcomes to refine the program. Key deliverables include the CreativeCulture Lab blueprint, identification and training of ambassadors, and an online hub to host resources. The program will benefit students, teachers, communities and telecenters.
VMCOLAB - A European Co-Laboratory for the Integration of Virtual Mobility in...Ilse Op de Beeck
VMCOLAB is an EU-funded project that wishes to contribute to the innovation and internationalisation of European Higher Education Institutions by exploiting the full potential of ICT and Virtual Mobility and broadening the access to an international learning experience for all European students
STEM/STEAM at the DMLL: Games and gamificationSylvester Arnab
1) The Disruptive Media Learning Lab is exploring new approaches to STEM/STEAM education that move away from linear learning models to more collaborative and exploratory models.
2) They are studying motivation and how learning can become more pervasive using various perspectives and trans-disciplinary approaches with tools like TaleBlazer.
3) They are also involved in the H2020 BEACONING project, a 3-year, 9 country project with 15 partners and a budget of over 5.9 million euros focused on developing technologies to improve human learning and teaching.
This document provides information about a multiplier event being held in Stockholm, Sweden on September 12-13, 2019. The event is for the ERASMUS+2017-1ES01-KA201-038199 project, which aims to create an online toolbox for teachers to develop open and distance learning courses. The project involves partners from Spain, Italy, Greece, Austria and Sweden. As a partner, the Swedish Association for Distance Education will be responsible for evaluation, open educational resources, quality enhancement and hosting a national multiplier event. The outcomes will include a self-evaluation tool, an innovative pedagogical framework and a quality framework.
The Inspiring Science project received funding from the European Union to provide digital resources and opportunities to help teachers make science education more attractive and relevant for learners. The project involves 30 partners from 15 countries who are working together to help learners make their own scientific discoveries through innovative interactive tools and digital resources. Teachers and learners are encouraged to participate in the Inspiring Science Education project and learn more by visiting the website at www.inspiringscience.eu.
The city of Antwerp wants to create an Islamic center that serves the entire Muslim community as an alternative to informal mosques. Students will help brainstorm strategies for this project by discussing needs, objectives, opportunities and threats with stakeholders. They will design 3D models or videos to visualize concepts and features to facilitate discussions with stakeholders about refining the plans for an Islamic center that appeals to both Muslim and non-Muslim communities in Antwerp.
This project aims to develop an interactive platform to enhance communication between current, former, and future students and staff of the European Polytechnic School (EPS). The platform would support users before, during, and after their EPS semester and allow them to share expertise and information. Students from fields like ICT, electronics, business, product development, education, and social work would collaborate with EPS staff and students to design a modern communication tool for the near future.
Overview on Up2U project and pilot activityUp2Universe
The Up2U project is a 3-year, 5 million Euro project coordinated by GÉANT that aims to bridge the gap between secondary schools and higher education by enhancing students' digital skills. It involves 18 partners from 12 European countries, including national research and education networks, universities, and commercial partners. The project seeks to create a digital learning environment called Up2Universe with tools and services like cloud storage, digital archives, open educational resources, and notebooks, to support project-based and hybrid learning. It has begun pilot activities involving teacher training and the introduction of this new learning environment in schools.
MatheVital is a modular collection of interactive materials for math education available freely online. The materials are designed to provide a precise and visual experience to learners through simulation environments. The goals for the materials are to offer high interactivity, be comprehensive and encourage further research, work across different platforms, and be easy for lecturers to generate and integrate into their workflows. Both learners and lecturers can access the materials to support independent study and provide demonstration materials for classroom use.
Project 6 aims to design a digital environment called P@rtibook to help children learn about children's rights in a participative way. The project will be developed at the Departments of Technology and Education in collaboration with UNICEF, Vormen vzw, and a study program on product development. Students from fields like ICT, graphic design, education, product development, and social work who care about children's rights and participative methodologies are invited to join and help design an interactive digital board to enhance children's awareness of their rights both locally and globally.
1) The University Foundation for Development Cooperation wants to raise awareness among students about issues like sustainable agriculture in the global North and South.
2) They are seeking students to design, promote, organize, and evaluate an interactive market concept focused on sustainable products from agriculture and commerce at the University of Antwerp campus.
3) The goal is to involve more students in discussions around sustainable development and international cooperation between countries in the global North and South through an educational and participatory market experience.
Presentation of the VMCOLAB project by Ilse Op de Beeck (KU Leuven)
Presented at the Italian VMCOLAB Awareness Seminar “European Co-Laboratory for the Integration of Virtual Mobility in Higher Education Innovation and Modernization Strategies” on 27 March 2014 in Padova.
Future Project: Foster, mUltiply and connecT adUlt Education Karl Donert
Foster, mUltiply and connecT adUlt Education – FUTURE aims at exchanging good practices among different organisations in order to create the right environment in adult education to embrace the digital revolution. In particular, the project objective is to analyse and understand possible future scenarios in the field of adult education, in relation to the use of digital tools and methodologies such as: educational processes, classroom dynamics, inclusive learning and adult learners teaching methodologies.
Promoting the use of Open Data facilitates more attractive conditions and practical relevance of research and education. OpenGeoEdu aims to prepare Open (Geo-)Data for education and science and to provide open access to cost-free data without restrictions. The use of Open Data will be taught with best practice examples from Geospatial Science and Technology that are conveyed in the form of e-learning lessons and Massive Open Online Courses (MOOCs). This talk will summarize the current state of the project, which just started in Summer 2017, and discuss its concepts and implementation. We present an online-platform for searching Open Data portals and Geodatainfrastructures and describe our prospective e-learning environment.
Project website: https://www.opengeoedu.de
Conference website: http://wherecamp2017.geoit.org
The Red Cross provides first aid services at events and transports medical supplies from their base to the events and back. Their inventory manager is responsible for preparing supplies, refilling shortages, and keeping inventory updated. Students are needed to create a system to automatically track medical supplies during Red Cross services, keep the inventory up-to-date at their division, and notify the manager of any shortages. The project involves designing a solution, observing volunteers, and implementing the system at a local Red Cross division in Antwerp, Belgium.
MERIKA Project Overview @AllEnergy, 21-22 May 2014, Aberdeen ScotlandMERIKA-Project
The MERIKA Project received over 3 million euros in funding from the European Union Seventh Framework Programme to enhance marine energy research and innovation capacity at the University of the Highlands and Islands over three years. The funding builds research capabilities through staff exchanges with international institutions, equipment upgrades, and networking opportunities to engage in future European research initiatives and collaborate with industry partners.
The MERIKA Project received over 3.9 million euros in funding from the European Union Seventh Framework Programme to enhance the University of the Highlands and Islands' marine energy research innovation capacity and engagement in international research partnerships over three years. The project aims to build capacity through new researchers, equipment upgrades, and exchange programs with international institutions, as well as develop capabilities like coaching, networking with EU stakeholders, and relations with businesses and industries. Overall, MERIKA seeks to make the University of the Highlands and Islands a leading marine energy research institute and innovation hub.
eTwinning is an online platform launched by the European Commission in 2005 that supports collaboration between schools. It allows teachers, students, and staff from different European countries to carry out joint projects using information and communication technologies. The eTwinning Portal provides tools for creating, managing, and running online projects between at least two schools in two countries. Both eTwinning and the School Education Gateway website can be accessed with one account and are translated into 28 languages to facilitate international partnerships.
The iTEC project from 2010-2014 worked with education ministries, technology providers, and research organizations across Europe to transform technology use in classrooms. Over the course of the project, educational tools and resources were piloted in over 2,500 classrooms across 20 European countries. The goal was to provide a sustainable model for redesigning teaching and learning. The project involved 26 partners, including 14 Ministries of Education, and received €9.45 million in funding from the European Commission.
A presentation at the Gamification World Congress 2016 in Madrid. The talk touched on the H2020 BEACONING approach and showcase the gamified play lesson concept that will innovate the way lesson plans are designed in formal education. The use of gamification in a hybrid space as the key inspiration for the creation of the BEACONING Meta-Game was discussed.
http://www.gwc-conference.com/gwc-2016/speakers/sylvester-arnab/
Context behind H2020 Beaconing - Pervasive gamification for LearningSylvester Arnab
Sylvester Arnab discusses the EU H2020 Beaconing Project, which aims to create a pervasive and gameful learning experience. The project will develop a holistic approach using location-based challenges and quests to deliver learning in smaller chunks and track student progress through analytics and feedback. It will provide authoring tools to empower teachers to create reusable lesson paths and activities. The goal is to break down educational barriers through contextualized, pervasive and gameful learning.
STEM/STEAM at the DMLL: Games and gamificationSylvester Arnab
1) The Disruptive Media Learning Lab is exploring new approaches to STEM/STEAM education that move away from linear learning models to more collaborative and exploratory models.
2) They are studying motivation and how learning can become more pervasive using various perspectives and trans-disciplinary approaches with tools like TaleBlazer.
3) They are also involved in the H2020 BEACONING project, a 3-year, 9 country project with 15 partners and a budget of over 5.9 million euros focused on developing technologies to improve human learning and teaching.
This document provides information about a multiplier event being held in Stockholm, Sweden on September 12-13, 2019. The event is for the ERASMUS+2017-1ES01-KA201-038199 project, which aims to create an online toolbox for teachers to develop open and distance learning courses. The project involves partners from Spain, Italy, Greece, Austria and Sweden. As a partner, the Swedish Association for Distance Education will be responsible for evaluation, open educational resources, quality enhancement and hosting a national multiplier event. The outcomes will include a self-evaluation tool, an innovative pedagogical framework and a quality framework.
The Inspiring Science project received funding from the European Union to provide digital resources and opportunities to help teachers make science education more attractive and relevant for learners. The project involves 30 partners from 15 countries who are working together to help learners make their own scientific discoveries through innovative interactive tools and digital resources. Teachers and learners are encouraged to participate in the Inspiring Science Education project and learn more by visiting the website at www.inspiringscience.eu.
The city of Antwerp wants to create an Islamic center that serves the entire Muslim community as an alternative to informal mosques. Students will help brainstorm strategies for this project by discussing needs, objectives, opportunities and threats with stakeholders. They will design 3D models or videos to visualize concepts and features to facilitate discussions with stakeholders about refining the plans for an Islamic center that appeals to both Muslim and non-Muslim communities in Antwerp.
This project aims to develop an interactive platform to enhance communication between current, former, and future students and staff of the European Polytechnic School (EPS). The platform would support users before, during, and after their EPS semester and allow them to share expertise and information. Students from fields like ICT, electronics, business, product development, education, and social work would collaborate with EPS staff and students to design a modern communication tool for the near future.
Overview on Up2U project and pilot activityUp2Universe
The Up2U project is a 3-year, 5 million Euro project coordinated by GÉANT that aims to bridge the gap between secondary schools and higher education by enhancing students' digital skills. It involves 18 partners from 12 European countries, including national research and education networks, universities, and commercial partners. The project seeks to create a digital learning environment called Up2Universe with tools and services like cloud storage, digital archives, open educational resources, and notebooks, to support project-based and hybrid learning. It has begun pilot activities involving teacher training and the introduction of this new learning environment in schools.
MatheVital is a modular collection of interactive materials for math education available freely online. The materials are designed to provide a precise and visual experience to learners through simulation environments. The goals for the materials are to offer high interactivity, be comprehensive and encourage further research, work across different platforms, and be easy for lecturers to generate and integrate into their workflows. Both learners and lecturers can access the materials to support independent study and provide demonstration materials for classroom use.
Project 6 aims to design a digital environment called P@rtibook to help children learn about children's rights in a participative way. The project will be developed at the Departments of Technology and Education in collaboration with UNICEF, Vormen vzw, and a study program on product development. Students from fields like ICT, graphic design, education, product development, and social work who care about children's rights and participative methodologies are invited to join and help design an interactive digital board to enhance children's awareness of their rights both locally and globally.
1) The University Foundation for Development Cooperation wants to raise awareness among students about issues like sustainable agriculture in the global North and South.
2) They are seeking students to design, promote, organize, and evaluate an interactive market concept focused on sustainable products from agriculture and commerce at the University of Antwerp campus.
3) The goal is to involve more students in discussions around sustainable development and international cooperation between countries in the global North and South through an educational and participatory market experience.
Presentation of the VMCOLAB project by Ilse Op de Beeck (KU Leuven)
Presented at the Italian VMCOLAB Awareness Seminar “European Co-Laboratory for the Integration of Virtual Mobility in Higher Education Innovation and Modernization Strategies” on 27 March 2014 in Padova.
Future Project: Foster, mUltiply and connecT adUlt Education Karl Donert
Foster, mUltiply and connecT adUlt Education – FUTURE aims at exchanging good practices among different organisations in order to create the right environment in adult education to embrace the digital revolution. In particular, the project objective is to analyse and understand possible future scenarios in the field of adult education, in relation to the use of digital tools and methodologies such as: educational processes, classroom dynamics, inclusive learning and adult learners teaching methodologies.
Promoting the use of Open Data facilitates more attractive conditions and practical relevance of research and education. OpenGeoEdu aims to prepare Open (Geo-)Data for education and science and to provide open access to cost-free data without restrictions. The use of Open Data will be taught with best practice examples from Geospatial Science and Technology that are conveyed in the form of e-learning lessons and Massive Open Online Courses (MOOCs). This talk will summarize the current state of the project, which just started in Summer 2017, and discuss its concepts and implementation. We present an online-platform for searching Open Data portals and Geodatainfrastructures and describe our prospective e-learning environment.
Project website: https://www.opengeoedu.de
Conference website: http://wherecamp2017.geoit.org
The Red Cross provides first aid services at events and transports medical supplies from their base to the events and back. Their inventory manager is responsible for preparing supplies, refilling shortages, and keeping inventory updated. Students are needed to create a system to automatically track medical supplies during Red Cross services, keep the inventory up-to-date at their division, and notify the manager of any shortages. The project involves designing a solution, observing volunteers, and implementing the system at a local Red Cross division in Antwerp, Belgium.
MERIKA Project Overview @AllEnergy, 21-22 May 2014, Aberdeen ScotlandMERIKA-Project
The MERIKA Project received over 3 million euros in funding from the European Union Seventh Framework Programme to enhance marine energy research and innovation capacity at the University of the Highlands and Islands over three years. The funding builds research capabilities through staff exchanges with international institutions, equipment upgrades, and networking opportunities to engage in future European research initiatives and collaborate with industry partners.
The MERIKA Project received over 3.9 million euros in funding from the European Union Seventh Framework Programme to enhance the University of the Highlands and Islands' marine energy research innovation capacity and engagement in international research partnerships over three years. The project aims to build capacity through new researchers, equipment upgrades, and exchange programs with international institutions, as well as develop capabilities like coaching, networking with EU stakeholders, and relations with businesses and industries. Overall, MERIKA seeks to make the University of the Highlands and Islands a leading marine energy research institute and innovation hub.
eTwinning is an online platform launched by the European Commission in 2005 that supports collaboration between schools. It allows teachers, students, and staff from different European countries to carry out joint projects using information and communication technologies. The eTwinning Portal provides tools for creating, managing, and running online projects between at least two schools in two countries. Both eTwinning and the School Education Gateway website can be accessed with one account and are translated into 28 languages to facilitate international partnerships.
The iTEC project from 2010-2014 worked with education ministries, technology providers, and research organizations across Europe to transform technology use in classrooms. Over the course of the project, educational tools and resources were piloted in over 2,500 classrooms across 20 European countries. The goal was to provide a sustainable model for redesigning teaching and learning. The project involved 26 partners, including 14 Ministries of Education, and received €9.45 million in funding from the European Commission.
A presentation at the Gamification World Congress 2016 in Madrid. The talk touched on the H2020 BEACONING approach and showcase the gamified play lesson concept that will innovate the way lesson plans are designed in formal education. The use of gamification in a hybrid space as the key inspiration for the creation of the BEACONING Meta-Game was discussed.
http://www.gwc-conference.com/gwc-2016/speakers/sylvester-arnab/
Context behind H2020 Beaconing - Pervasive gamification for LearningSylvester Arnab
Sylvester Arnab discusses the EU H2020 Beaconing Project, which aims to create a pervasive and gameful learning experience. The project will develop a holistic approach using location-based challenges and quests to deliver learning in smaller chunks and track student progress through analytics and feedback. It will provide authoring tools to empower teachers to create reusable lesson paths and activities. The goal is to break down educational barriers through contextualized, pervasive and gameful learning.
Slides and documentation of the joint workshop at the EDmedia conference in Amsterdam, 25th June 2018: "Making with kids in Europe - to foster digital literacy, to make a better world, and to build a new entrepreneurship education", hosted by Adj. Prof. Dr. Martin EBNER (University of Technology Graz, Austria), Maria GRANDL (University of Technology Graz, Austria), Karen VAN DER MOOLEN (Waag Society, Netherlands) and Dr. Sandra SCHÖN (Salzburg Research, Austria)
Doukas School participates in several EU and national research projects focused on technology-enhanced learning, STEM education, literacy skills, and other areas. It provides feedback and evaluates educational software and applications as part of these projects. Doukas School teachers and experts also work to express the needs of students and educators. The school disseminates information about its research through its website and involvement in various projects.
Six universities collaborated to develop a new module on digital competencies for teacher training programs. They created a MOOC lecture called "Teaching and Learning with New Media" that was implemented in the 2019 and 2020 summer semesters. In 2019, it was a blended format with the MOOC lecture and in-person exercises, while in 2020 it was fully online due to COVID-19. The MOOC aimed to provide open educational resources and increase digital competencies of pre-service teachers across the universities.
Doukas School participates in several EU and National R&D projects and coordinates extensive European Networks under programmes such as Horizon 2020, Erasmus+, Lifelong Learning Programme, Intelligent Energy Europe, EPEAEK, PAVE, LINGUA.
For further information about Doukas School Projects please visit:
http://bit.ly/Doukas_R-D_leaflet & http://www.en.doukas.gr/randd
In the context of research projects, Doukas School teachers and experts cooperate in order to express the user-needs of the school pupils or school educators. They also provide valuable feedback for the design of educational services, activities, software/applications etc. During the testing and validation stage, students and teachers in Doukas School evaluate the demonstrator, in order to provide feedback form the side of the actual end-user. Finally, the school participates actively in dissemination and quality assurance activities.
eTwinning Sharing Practices - Innovative Learning EnvironmentsMarco Neves
Presentation at the eTwinning Seminar - Lisbon June 2017 - Innovative Learning Environments. During the presentation a short resume about the impact of the Fourth Industrial Revolution on society, economy and labour market and how the educational system needs to adapt to this new changes. eTwinning appears as an amazing framework to facilitate the development of skills and competences by students and that are the ones asked by the future jobs.
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.
The document summarizes insights into smart education in Romania. It discusses the necessary conditions for smart education including smart learning, smart technology, smart classrooms, and smart policies/strategies. It then provides examples of technologies facilitating smart learning and discusses Romania's digitalization progress in schools according to EU benchmarks. The document highlights examples of smart education initiatives in Romania and discusses the country's smart education strategy and goals for 2021-2027.
The document discusses open virtual mobility (OpenVM), which facilitates international collaborative learning experiences through online contexts. It defines OpenVM and outlines its benefits for teacher professional development and students. OpenVM can enhance curricula by developing skills like intercultural competence, self-regulated learning, and collaboration. The webinar presents an example of OpenVM between Italian and Spanish students to envision how it could support primary education.
The document summarizes the BBC Research & Development's work in collaborating with academic and industry partners to develop new broadcasting technologies. Some key areas of focus include developing IP networks for content distribution, exploring new formats for non-linear viewing experiences, and creating spatially aware devices. The BBC aims to help shape the future of media through partnerships that bring together diverse expertise from different organizations.
A University Imaginarium: are you game?Jonathan Shaw
A University Imaginarium: are you game?
Keynote presentation for Creative Culture Gamification Seminar 2018
Hosted by UNIMAS, Malaysia, 12th December 2018
CREATIVECULTURE is proud to bring you the GAMIFICATION in LEARNING SEMINAR 2018. Hosted at our brand new gamification lab myCapsule at the Faculty of Computer Science & Information Technology, UNIMAS on 12 December 2018.
The seminar presents ideas about playful and gameful learning, to extend formal engagement methods in teaching. Gameful learning experience promotes lifelong learning, and reshapes thinking about learning for 21st century knowledge economies and open societies. The seminar taps into playful inspirations of existing traditional games played by various cultures in Sarawak and all around the globe.
In the workshop, participants will develop playful solutions to address serious challenges, themes and topics. Two keynote speakers will speak about gamification of learning, from perspectives and experiences in the UK, the US and in Malaysia. Success stories by teachers who have used gamification in their own classrooms will also be presented at the seminar.
This event is open to public. Teachers, instructors, trainers, and lecturers will find contents of the seminar relevant to their professional development as educators. You may refer to the attached flyer for more information about the event.
http://mycapsule.my
Empowering Student Engagement with Open EducationLorna Campbell
Presentation about the University of Edinburgh OER Service's programme of student student employment, exploring how salaried internships encourage students to become knowledge activists. OER24 Conference, Cork.
Ramon Rentmeester (AgentschapNL) @ Horizon 2020 voorlichtingsbijeenkomstMedia Perspectives
This document discusses opportunities for media, ICT, and gaming projects in Horizon 2020, the EU's research and innovation program for 2014-2020. Horizon 2020 has three pillars: excellent science, industrial leadership, and societal challenges. It places more emphasis on innovation and features simpler rules. Relevant funding opportunities for media, ICT, and gaming include the ICT calls on technologies for creative industries, big data innovation, supporting ICT creative industry SMEs, advanced digital gaming technologies, and new ICT-based solutions for energy efficiency. Information days will be held in January 2014 to provide more details on the ICT calls. National support is also available to help access Horizon 2020 funding.
Introduction presentation to the 18th Science Projects Workshop at the Future Classroom Lab by European Schoolnet, held 8-10 December 2017 in Brussels, Belgium.
A bric-a-brac approach to arts & media education!? (Draft)Jonathan Shaw
When faced with a broken and out of date methodology, structure and systems, how do we as academics find our purpose, value and relevance within the 21st Century classroom or perhaps a more relevant question should be how would we re-imagine what that classroom could look like. Here, I am not meaning what shape of rectangle or square room and colour chairs or even what type of physical building, I am thinking what tools, skills will we, as learners and teachers, need to make this 'place' an effective, enjoyable environment to experiment and work together to help create and propel the next wave of creatives out into the big wide world!
In 2011 Peter Norvig and Sebastian Thrun at Stanford University shook up educational institutions by opening their doors to their ‘Introduction to Artificial Intelligence’ interactive MOOC (Massively Open Online Class). Two years earlier in the back of a converted cinema in the UK1, Jonathan Shaw and his team seeking to enhance student engagement with photography and connect them with their wider professional networks, had explored a similar idea, allowing the world to peer into their classroom. Picturing the Body better known by its hashtag #picbod, a free and open undergraduate photography class was born. #picbod together with its sister open class #phonar (short for Photography and Narrative) are now referred to as Open Boundary2 by JISC as a third distinct thread running within the wider weave of what might be commonly termed MOOCs.
SESSION
This conversation will reflect3 upon and explore the motivations, rational and strategies for development and support of open4, online courses specifically within context of arts, media and design education.
It is aimed at people who are interested in exploring how the practitioner led educator may have privileged insights into defining new practices for the fast changing higher education and professional landscapes.
The document summarizes a study conducted by the Joint Research Centre (JRC) of the European Commission on the use of blockchain technology in education. The study aims to identify current blockchain practices in education through case studies, explore potential future applications, and propose recommendations to support open education in EU member states. Main conclusions are that blockchain applications are still emerging in education but have potential to disrupt student information systems, and that open implementations utilizing open standards and self-sovereign data are more likely to achieve benefits. The study recommends a shared competence approach between the public and private sectors to ensure innovation and public interest are balanced.
Keynote - The Magic Circle of Playful and Gameful Co-CreationSylvester Arnab
This document discusses motivation and nudging in gameful and playful co-creation. It explores how games can drive collective action and social innovation through creative and playful learning spaces that merge physical and digital experiences. Examples of game inspirations are provided, such as card games, escape rooms and role-playing games. The document advocates for keeping the game creation process simple by tapping into personal play experiences and remixing elements that already exist.
Flash cards are being used to onboard participants into a remix play process where they will create games. The cards provide game inspirations on one side and a topic on the other to prompt participants to create a new game related to the topic within one minute. The first two participants to share their created games on Twitter using the designated hashtag and handle will win a prize. The goal is to gamify the learning process and get participants engaging with topics through rapid game creation.
GameChangers' Remix Play- Flash game developed by Sylvester Arnab for helping participants to get into the creative and co-creative mindset based around the remixing and modding of existing game inspirations into new solutions. This approach is CC by NC 4.0.
Feel free to repurpose and add more cards to your sessions- please share on social media and mention us. Would love to see new iterations of the cards!
http://gamify.org.uk
#GChangers @disrupt_learn
This document provides instructions for an empathy exercise where participants take on the perspectives of farmers or decision makers. It outlines categories for input including successful organizations, things to learn, important messages, and hoped for impacts. Participants will silently generate ideas on post-it notes within their assigned perspective and category. All ideas will then be displayed for review. Participants will vote for their top three preferences within each category and perspective to identify themes. The exercise aims to build understanding across stakeholder groups involved in an agricultural organization project.
The document describes an icebreaker activity called "Bonding - Bridging - Linking" which aims to get partners in a project to know each other and create connections. The partners come from different but complementary backgrounds and will have interconnecting roles in the project. The activity involves dividing participants into teams by organization type and having them form two circles moving in opposite directions to spend three minutes bonding, bridging and linking with participants from other teams by sharing contact information on post-its.
Press cut - GameChangers and CreativeCulture in MalaysiaSylvester Arnab
A research team in Sarawak, Malaysia is exploring using games and play to teach STEAM (science, technology, engineering, arts, and mathematics) subjects. They argue that hands-on experiences through games help students understand and stay engaged better than traditional rigid teaching methods. In a recent experiment, students and teachers participated in math games and were able to work through challenges. The researchers are collaborating with universities to expand this approach and establish a lab with games and gadgets to introduce game-based learning into STEM subjects.
CreativeCulture Remixing Play workshop: keynoteSylvester Arnab
This document summarizes a workshop on remixing play for gameful learning experiences. The workshop will discuss using play and games for learning and using the game design process as a learning process. It will provide inspirations from card games, story dice, escape rooms and more to tap into play mechanics for creative and innovative thinking. Participants will design a gameplan by mapping strategy and mechanics from common games. The workshop aims to design empowering learning experiences and break educational barriers with contextualized, pervasive and gameful learning.
This document discusses using game design principles and gamification to create empowering learning experiences. It proposes a trans-disciplinary methodology for developing game-based interventions that involves needs analysis, identifying relevant game mechanics from common games, mapping strategies to mechanics, and designing and implementing a "gameplan." Examples of inspirations mentioned include card games, story dice, escape rooms, and pervasive gaming. The document also discusses merging physical and digital learning spaces and breaking down educational barriers with contextualized, pervasive, and gameful learning through a learning path of missions, quests, and challenges.
Light project presentations for the Research Finance group at Coventry Univer...Sylvester Arnab
The document discusses several educational projects focused on gameful and playful learning experiences. It describes projects taking creative learning to university campuses in the UK and Malaysia through game design and computational thinking. Another project aims to break down educational barriers with contextualized, pervasive, and gameful learning across 9 countries in Europe. The motivation is to design empowering learning experiences inspired by games through playful and gameful practices.
Transdisciplinary game based intervention designSylvester Arnab
A quick introduction to the game-intervention design approach based on:
Arnab, S. and Clarke, S. (2017), Towards a trans-disciplinary methodology for a game-based intervention development process.. British Journal of Educational Technology, 48: 279–312. doi:10.1111/bjet.12377
This document discusses using gamification in lesson paths and plans to create more engaging hybrid learning experiences. It proposes structuring lessons as missions and quests within different paths that students can level up through. Example paths include play-lesson paths with mini-game and location-based quest challenges, as well as meta-game narratives. Both customized lesson paths for individual students and opportunities for teacher collaboration and reusable content are addressed. Balancing learning objectives and student engagement is also noted as a key challenge.
Introduction to play and game thinking - CEDEP workshopSylvester Arnab
Part 1 of a 4 -hour workshop on remixing play with CEDEP's trainers and consultants 13th January 2017. Part 2- pls refer to the slides on Remixing Play into a GamePlan
The document outlines a three step process for post-digital transformation through playful and gameful approaches. Step 1 involves onboarding and discovery workshops to expose participants to new ways of thinking. Step 2 is an iterative process where participants design experiences to solve real problems using design thinking methodology. Step 3 involves achieving mastery through practice and sustaining changes in mindsets and practices by linking solutions to projects, funding, and training others. The overall process uses play and games to encourage discovering new ways of problem solving and digital engagement.
The document outlines a gameplan activity where participants will be split into groups and assigned a theme such as social change, health, or environment. Each group will then analyze needs in their domain, select common games and identify their mechanics and strategies, map the game mechanics to strategies to inform their approach, and design a gameplan to address their theme. They will then present their gameplan to the group for feedback.
A Strategic Approach: GenAI in EducationPeter Windle
Artificial Intelligence (AI) technologies such as Generative AI, Image Generators and Large Language Models have had a dramatic impact on teaching, learning and assessment over the past 18 months. The most immediate threat AI posed was to Academic Integrity with Higher Education Institutes (HEIs) focusing their efforts on combating the use of GenAI in assessment. Guidelines were developed for staff and students, policies put in place too. Innovative educators have forged paths in the use of Generative AI for teaching, learning and assessments leading to pockets of transformation springing up across HEIs, often with little or no top-down guidance, support or direction.
This Gasta posits a strategic approach to integrating AI into HEIs to prepare staff, students and the curriculum for an evolving world and workplace. We will highlight the advantages of working with these technologies beyond the realm of teaching, learning and assessment by considering prompt engineering skills, industry impact, curriculum changes, and the need for staff upskilling. In contrast, not engaging strategically with Generative AI poses risks, including falling behind peers, missed opportunities and failing to ensure our graduates remain employable. The rapid evolution of AI technologies necessitates a proactive and strategic approach if we are to remain relevant.
Macroeconomics- Movie Location
This will be used as part of your Personal Professional Portfolio once graded.
Objective:
Prepare a presentation or a paper using research, basic comparative analysis, data organization and application of economic information. You will make an informed assessment of an economic climate outside of the United States to accomplish an entertainment industry objective.
This presentation was provided by Steph Pollock of The American Psychological Association’s Journals Program, and Damita Snow, of The American Society of Civil Engineers (ASCE), for the initial session of NISO's 2024 Training Series "DEIA in the Scholarly Landscape." Session One: 'Setting Expectations: a DEIA Primer,' was held June 6, 2024.
it describes the bony anatomy including the femoral head , acetabulum, labrum . also discusses the capsule , ligaments . muscle that act on the hip joint and the range of motion are outlined. factors affecting hip joint stability and weight transmission through the joint are summarized.
ISO/IEC 27001, ISO/IEC 42001, and GDPR: Best Practices for Implementation and...PECB
Denis is a dynamic and results-driven Chief Information Officer (CIO) with a distinguished career spanning information systems analysis and technical project management. With a proven track record of spearheading the design and delivery of cutting-edge Information Management solutions, he has consistently elevated business operations, streamlined reporting functions, and maximized process efficiency.
Certified as an ISO/IEC 27001: Information Security Management Systems (ISMS) Lead Implementer, Data Protection Officer, and Cyber Risks Analyst, Denis brings a heightened focus on data security, privacy, and cyber resilience to every endeavor.
His expertise extends across a diverse spectrum of reporting, database, and web development applications, underpinned by an exceptional grasp of data storage and virtualization technologies. His proficiency in application testing, database administration, and data cleansing ensures seamless execution of complex projects.
What sets Denis apart is his comprehensive understanding of Business and Systems Analysis technologies, honed through involvement in all phases of the Software Development Lifecycle (SDLC). From meticulous requirements gathering to precise analysis, innovative design, rigorous development, thorough testing, and successful implementation, he has consistently delivered exceptional results.
Throughout his career, he has taken on multifaceted roles, from leading technical project management teams to owning solutions that drive operational excellence. His conscientious and proactive approach is unwavering, whether he is working independently or collaboratively within a team. His ability to connect with colleagues on a personal level underscores his commitment to fostering a harmonious and productive workplace environment.
Date: May 29, 2024
Tags: Information Security, ISO/IEC 27001, ISO/IEC 42001, Artificial Intelligence, GDPR
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A workshop hosted by the South African Journal of Science aimed at postgraduate students and early career researchers with little or no experience in writing and publishing journal articles.
Executive Directors Chat Leveraging AI for Diversity, Equity, and InclusionTechSoup
Let’s explore the intersection of technology and equity in the final session of our DEI series. Discover how AI tools, like ChatGPT, can be used to support and enhance your nonprofit's DEI initiatives. Participants will gain insights into practical AI applications and get tips for leveraging technology to advance their DEI goals.
How to Fix the Import Error in the Odoo 17Celine George
An import error occurs when a program fails to import a module or library, disrupting its execution. In languages like Python, this issue arises when the specified module cannot be found or accessed, hindering the program's functionality. Resolving import errors is crucial for maintaining smooth software operation and uninterrupted development processes.
18. www.beaconing.eu
LEARNING SHOULD BE...
Anytime
anywhere
1
Pervasive and
context-aware
2
Pedagogy
driven
3
Gamified
4
Accessible
5
Analysable/
traceable
(learning analytics)
6
…and based on innovative content
and validated through large-scale pilots
For more go to BEACONING.EU
What if education is a non-linear adventure game where you can make decisions on your own path, fight battles, power up and level up in missions and quests?
What if education is a non-linear adventure game where you can make decisions on your own path, fight battles, power up and level up in missions and quests?
To emphasise that the games to be created has tio be within the clear learning narrative and journey