Tekes Learning Solutions Programme 2011–2015 delivered a number of interesting projects. Here's a selection of case studies.
Tekesin Oppimisratkaisut-ohjelman tuloksia 2011–2015.
Creating a school policy for digital technology- Tim Blackeaquals
The document discusses two schools' approaches to implementing Bring Your Own Device (BYOD) policies.
School X took a top-down, rushed approach by quickly setting up BYOD classrooms and expecting teachers to independently integrate the new technology. In contrast, School Y slowly introduced BYOD in one classroom, provided teacher training, and gathered feedback during implementation.
The document recommends that schools pursuing BYOD policies improve infrastructure, provide ongoing teacher training, involve all stakeholders, and accept that BYOD requires flexible development and ongoing maintenance similar to other whole-school initiatives.
This document provides an agenda and resources for a session on assistive technology and iPads in the classroom. It includes:
1) An introduction to assistive technology and augmentative communication as well as a demonstration of apps like PhotoPeach, QR codes, Symbaloo, and Glogster.
2) Information on using tools like Vimeo and Moodle for flipped classroom activities.
3) Resources on the SETT framework, universal design for learning, accessible instructional materials, and assistive technology evaluation through questions to consider for students.
4) An overview of how iPads can be used as an assistive technology tool in the classroom along with a list of recommended apps
This document discusses the benefits of incorporating technology into education. It argues that technology allows for expanded learning beyond the classroom, as students can access materials anywhere and anytime through the internet. Technology also enables deeper understanding through interactive simulations and tools. It promotes self-directed learning as students can access materials based on their own interests and pace. The document concludes that technology prepares students for the future and that while putting technology in classrooms is important, professional development for teachers is also needed to facilitate student learning with technology.
This document discusses the use of technology like tablets in education as compared to traditional books. It notes that while tablets are not widely used yet in Philippine schools, their value is being recognized for making learning interactive. At De La Salle University, administrators and teachers are replacing textbooks with tablets and working with companies to develop customized tablets and software for learning. However, using tablets in public schools faces challenges of cost and technical expertise not being widely available. The document evaluates debates around the benefits of tablets versus books for learning.
How IT can be used effectively to have a positive impact on educationcdown
IT can be used effectively in education to have a positive impact if implemented properly. When integrated thoughtfully with the curriculum, technology can help engage and motivate students by making learning more interactive, collaborative, and multi-sensory. Some ways IT can positively impact education include using virtual learning environments for flexible access to resources, tablets for field work and expanding the classroom, and chat rooms or discussion forums to facilitate communication and learning in various subjects. However, simply adding technology is not enough - teachers must design interactive lessons that maximize available tools to achieve clear learning objectives.
Tablets are increasingly being used in classrooms as they can decrease the weight of materials students carry, allow for e-textbooks with interactive features, and enable personalized lessons. Some school districts are replacing textbooks with tablets to reduce costs and tailor learning to individual students. It is estimated that tablet use in education will quadruple in 2012, with iPads currently being the most commonly purchased type of tablet.
This document discusses the debate around replacing textbooks with tablets in classrooms. It notes that students today, known as Generation Z, have never known a world without digital technologies. Several studies show that students engaged with and retained information from lessons better when using tablets compared to traditional textbooks. However, some scholars worry that over-reliance on technologies like Google could weaken human intelligence. Overall, the document argues that tablets should be integrated into education to prepare students for an increasingly digital world, though challenges around access and infrastructure remain.
This document summarizes Microsoft's vision and offerings for transforming education through technology. It discusses how Microsoft is delivering experiences that bring learning to life both in and out of the classroom, empowering educators, inspiring students, and helping institutions meet evolving needs. Microsoft aims to be partners in learning by providing the skills, communities, technologies and experiences needed to help every student achieve their potential. The document highlights how technology can impact communities through better education outcomes, an empowered knowledge economy, and entrepreneurial growth.
Creating a school policy for digital technology- Tim Blackeaquals
The document discusses two schools' approaches to implementing Bring Your Own Device (BYOD) policies.
School X took a top-down, rushed approach by quickly setting up BYOD classrooms and expecting teachers to independently integrate the new technology. In contrast, School Y slowly introduced BYOD in one classroom, provided teacher training, and gathered feedback during implementation.
The document recommends that schools pursuing BYOD policies improve infrastructure, provide ongoing teacher training, involve all stakeholders, and accept that BYOD requires flexible development and ongoing maintenance similar to other whole-school initiatives.
This document provides an agenda and resources for a session on assistive technology and iPads in the classroom. It includes:
1) An introduction to assistive technology and augmentative communication as well as a demonstration of apps like PhotoPeach, QR codes, Symbaloo, and Glogster.
2) Information on using tools like Vimeo and Moodle for flipped classroom activities.
3) Resources on the SETT framework, universal design for learning, accessible instructional materials, and assistive technology evaluation through questions to consider for students.
4) An overview of how iPads can be used as an assistive technology tool in the classroom along with a list of recommended apps
This document discusses the benefits of incorporating technology into education. It argues that technology allows for expanded learning beyond the classroom, as students can access materials anywhere and anytime through the internet. Technology also enables deeper understanding through interactive simulations and tools. It promotes self-directed learning as students can access materials based on their own interests and pace. The document concludes that technology prepares students for the future and that while putting technology in classrooms is important, professional development for teachers is also needed to facilitate student learning with technology.
This document discusses the use of technology like tablets in education as compared to traditional books. It notes that while tablets are not widely used yet in Philippine schools, their value is being recognized for making learning interactive. At De La Salle University, administrators and teachers are replacing textbooks with tablets and working with companies to develop customized tablets and software for learning. However, using tablets in public schools faces challenges of cost and technical expertise not being widely available. The document evaluates debates around the benefits of tablets versus books for learning.
How IT can be used effectively to have a positive impact on educationcdown
IT can be used effectively in education to have a positive impact if implemented properly. When integrated thoughtfully with the curriculum, technology can help engage and motivate students by making learning more interactive, collaborative, and multi-sensory. Some ways IT can positively impact education include using virtual learning environments for flexible access to resources, tablets for field work and expanding the classroom, and chat rooms or discussion forums to facilitate communication and learning in various subjects. However, simply adding technology is not enough - teachers must design interactive lessons that maximize available tools to achieve clear learning objectives.
Tablets are increasingly being used in classrooms as they can decrease the weight of materials students carry, allow for e-textbooks with interactive features, and enable personalized lessons. Some school districts are replacing textbooks with tablets to reduce costs and tailor learning to individual students. It is estimated that tablet use in education will quadruple in 2012, with iPads currently being the most commonly purchased type of tablet.
This document discusses the debate around replacing textbooks with tablets in classrooms. It notes that students today, known as Generation Z, have never known a world without digital technologies. Several studies show that students engaged with and retained information from lessons better when using tablets compared to traditional textbooks. However, some scholars worry that over-reliance on technologies like Google could weaken human intelligence. Overall, the document argues that tablets should be integrated into education to prepare students for an increasingly digital world, though challenges around access and infrastructure remain.
This document summarizes Microsoft's vision and offerings for transforming education through technology. It discusses how Microsoft is delivering experiences that bring learning to life both in and out of the classroom, empowering educators, inspiring students, and helping institutions meet evolving needs. Microsoft aims to be partners in learning by providing the skills, communities, technologies and experiences needed to help every student achieve their potential. The document highlights how technology can impact communities through better education outcomes, an empowered knowledge economy, and entrepreneurial growth.
EdCrunch: Maurice De Hond, Steve JobsSchoolsEdutainme
The document proposes changing school systems to better prepare children for the future with digital technology. It describes a new approach being implemented in 22 government-funded "Steve Jobs Schools" in the Netherlands where each child has an iPad and personalized learning plan. Classes are replaced with workshops selected by children based on their talents. Teachers act as coaches, spending less time on administration and more helping individual students. This adaptive system allows each child to progress at their own pace in a less traditional, more flexible school model. Results show children enjoying it more and improvements in independence, creativity, and special needs integration.
interactive white board is a large display that is connected to the computer and a digital projector. it is mounted on a wall or floor stand. most computers are connected to interactive white boards via usb cables some are connected via bluetooth technology
Interactive whiteboards in the modern classroom (sam and nick)Samantha Baseggio
Interactive whiteboards (IWBs) are electronic whiteboards connected to a computer and projector that allow users to interact with digital content. IWBs allow teachers to save presentations, access online resources, and engage students in new ways. However, IWBs also have limitations like requiring teachers to use the physical keyboard and potentially distracting from teaching. The document discusses the benefits and drawbacks of IWBs in modern classrooms.
This document discusses a trial conducted by Sydney Region Public Schools to explore the use of iPads in the classroom. 75 iPads were provided to 3 primary schools along with training for teachers. An evaluation found that iPads increased student engagement and motivation, improved learning outcomes, and enabled new forms of pedagogy. Teachers developed lessons categorized as "modification" or "redefinition" on the SAMR model of technology integration. The evaluator concluded that iPads can shift learning to a more student-centered approach when used for authentic tasks, but the teacher's role in design is critical to the technology's success.
Interactive whiteboards are large displays connected to a computer that allow users to control the computer display using a pen, finger, or other device. They are used in many classrooms as replacements for traditional whiteboards or flipcharts. Teachers can record lessons and post them for students to review. This benefits students who learn through repetition or struggle with material. There are different types of interactive whiteboards, including touch-based, pen-based, and portable ultrasonic versions. Effective use of interactive whiteboards in classrooms can improve learning, increase participation, enable collaboration, and provide immediate feedback.
The document summarizes the Hour of Code, an annual global event that introduces students to computer science through fun, one-hour tutorials. Last year, over 15 million students in 170 countries participated in the Hour of Code. The event aims to make computer science accessible to all students regardless of background and to increase participation by girls and underrepresented minorities. Teachers are encouraged to sign up their classrooms and help spread computer science education.
The document discusses uts e-Campus, an online education platform that uses the Blackboard learning management system. It allows for collaborative and participatory online learning through features like online coursework, self-assessment, discussion forums, mobile learning, and more. The platform aims to enhance the learning experience through a virtual environment and tools like course menus, assessments, blogs, and collaborative chat. It also discusses uts e-Library, an online library providing 24/7 access to resources like books, videos, and journal articles. Learning at uts focuses on students' individual needs through advanced learning platforms and cutting-edge technology, aiming to create skilled professionals and maximize employment.
Digital access at wvss – parent information eveningSteveRauh
This document outlines a school's plan to provide all students with digital access through a 1:1 initiative using personal devices. It discusses shifting instruction to leverage technology for deeper learning. Teachers are seen using various apps and digital tools to provide feedback and engage students. Safety, etiquette, and parental support are also covered. The goal is to prepare students for future careers and lives with technology skills in a caring environment.
Effective Use of Interactive Whiteboard in Schoolischool webboard
This commissioned study on the use of interactive whiteboard is a good reference for the schools that are acquiring interactive whiteboard for their teacher and students use.
The K-12 Student Vision for Personalized Learning and STEM EducationJulie Evans
The document summarizes key findings from a report on personalized learning with mobile devices and social media. It finds that mobile devices and social media are enabling more personalized learning for students and educators. It also finds that increased parental support for mobile learning is changing discussions, though changing teacher practices remains a challenge. Additionally, many schools are exploring student-owned devices and that the future of mobile learning depends on a shared vision for personalized learning.
The document discusses the rationale for using technology in education and compares traditional and modern educational technologies and resources. It notes that technology motivates students, provides unique instructional capabilities, and supports new instructional approaches while increasing teacher productivity. Both traditional materials like blackboards and chalk as well as modern technologies like interactive whiteboards, the World Wide Web, and electronic devices are presented.
Traditionally, learning has been a part of teaching in the classroom, but internet has changed all that. Our pupils learn 24 hours a day. This is a reality teachers are facing when they meet students today. Many teachers use flipped classrooms to enhance pupil’s learning. It is a challenge for some of us. How can we provide excellent quality in our flipped education? It is a technical issue as well as a methodological challenge. This interactive workshop will explore this topic. I will give examples from Swedish schools and provide the audience with tools for teaching in a modern classroom.
Interactive whiteboard India, interactive boarduneecopsweb
Interactive classroom technology (ICT) can help education by allowing all teaching tools to work seamlessly together. ICT includes interactive whiteboards, which are touch-sensitive displays that work with a computer and projector. Interactive whiteboards benefit education by elevating student engagement, motivating learning, and making lessons accessible and memorable. They allow teachers to present content and activities in engaging ways. Studies found that interactive whiteboards improved planning, student literacy learning, and engagement when students could physically interact with the board.
This presentation was given to Year 7 2013 parents during an information evening about the Year 7 2013 BYOiPad program at St Luke's Grammar School by Mr. Jason Arruzza, Director of ICT.
This document discusses how technology can help support diversity in the classroom. It notes that students have a variety of learning abilities and needs. While technology may seem frightening to some teachers, many basic technological tools that are already available can help all students, including those with physical impairments, learning disabilities, or who need greater challenges. Examples of helpful technology include web resources, graphic organizers, word processors with text-to-speech capabilities, and eBooks, which allow font changes and zooming. Overall, technology is presented as a solution that can engage students and address the wide variety of needs in today's classrooms.
When to use Computer and Multimedia in the ClassroomSheila Alberca
This document discusses the uses of multimedia and computers in education. It provides 10 reasons why multimedia can be used in the classroom, such as to engage learners, explain difficult concepts, and inspire creativity. It also discusses how computers are useful for teaching and learning, testing and evaluation, research, and school administration. Computers allow students to complete projects, take online courses, and conduct video conferencing. The document emphasizes that computer literacy is an important skill and that computers are useful for information storage, processing, communication, and online activities like banking and shopping. It concludes that the field of educational technology is new and still developing effective uses, but it has potential to address instructional challenges.
This document discusses challenges schools face in integrating technology and potential solutions. The four biggest challenges are: 1) lack of an integrated curriculum, 2) insufficient teacher training, 3) lack of accountability for teachers to use technology, and 4) inability to solve simple technical problems in-house. An effective solution provides an online curriculum, ongoing customized training, accountability through coaching, and teaching schools to solve basic technical issues. This empowers teachers to facilitate standards-based projects requiring higher-order skills and collaboration using technology as a teaching tool.
The document discusses Noblesville Schools' plans to implement a 1:1 iPad program across its middle schools. It outlines the district's vision of developing engaged, inspired, and empowered learners through student-centered, inquiry-based, and technology-rich learning experiences. Teachers have received professional development and support through a pilot program. The goals are to increase student engagement, enhance instruction, and allow learning beyond the classroom. Digital citizenship training will be provided to students. iPads were chosen as the device to support educational needs. A deployment plan is outlined for summer 2014.
EdCrunch: Maurice De Hond, Steve JobsSchoolsEdutainme
The document proposes changing school systems to better prepare children for the future with digital technology. It describes a new approach being implemented in 22 government-funded "Steve Jobs Schools" in the Netherlands where each child has an iPad and personalized learning plan. Classes are replaced with workshops selected by children based on their talents. Teachers act as coaches, spending less time on administration and more helping individual students. This adaptive system allows each child to progress at their own pace in a less traditional, more flexible school model. Results show children enjoying it more and improvements in independence, creativity, and special needs integration.
interactive white board is a large display that is connected to the computer and a digital projector. it is mounted on a wall or floor stand. most computers are connected to interactive white boards via usb cables some are connected via bluetooth technology
Interactive whiteboards in the modern classroom (sam and nick)Samantha Baseggio
Interactive whiteboards (IWBs) are electronic whiteboards connected to a computer and projector that allow users to interact with digital content. IWBs allow teachers to save presentations, access online resources, and engage students in new ways. However, IWBs also have limitations like requiring teachers to use the physical keyboard and potentially distracting from teaching. The document discusses the benefits and drawbacks of IWBs in modern classrooms.
This document discusses a trial conducted by Sydney Region Public Schools to explore the use of iPads in the classroom. 75 iPads were provided to 3 primary schools along with training for teachers. An evaluation found that iPads increased student engagement and motivation, improved learning outcomes, and enabled new forms of pedagogy. Teachers developed lessons categorized as "modification" or "redefinition" on the SAMR model of technology integration. The evaluator concluded that iPads can shift learning to a more student-centered approach when used for authentic tasks, but the teacher's role in design is critical to the technology's success.
Interactive whiteboards are large displays connected to a computer that allow users to control the computer display using a pen, finger, or other device. They are used in many classrooms as replacements for traditional whiteboards or flipcharts. Teachers can record lessons and post them for students to review. This benefits students who learn through repetition or struggle with material. There are different types of interactive whiteboards, including touch-based, pen-based, and portable ultrasonic versions. Effective use of interactive whiteboards in classrooms can improve learning, increase participation, enable collaboration, and provide immediate feedback.
The document summarizes the Hour of Code, an annual global event that introduces students to computer science through fun, one-hour tutorials. Last year, over 15 million students in 170 countries participated in the Hour of Code. The event aims to make computer science accessible to all students regardless of background and to increase participation by girls and underrepresented minorities. Teachers are encouraged to sign up their classrooms and help spread computer science education.
The document discusses uts e-Campus, an online education platform that uses the Blackboard learning management system. It allows for collaborative and participatory online learning through features like online coursework, self-assessment, discussion forums, mobile learning, and more. The platform aims to enhance the learning experience through a virtual environment and tools like course menus, assessments, blogs, and collaborative chat. It also discusses uts e-Library, an online library providing 24/7 access to resources like books, videos, and journal articles. Learning at uts focuses on students' individual needs through advanced learning platforms and cutting-edge technology, aiming to create skilled professionals and maximize employment.
Digital access at wvss – parent information eveningSteveRauh
This document outlines a school's plan to provide all students with digital access through a 1:1 initiative using personal devices. It discusses shifting instruction to leverage technology for deeper learning. Teachers are seen using various apps and digital tools to provide feedback and engage students. Safety, etiquette, and parental support are also covered. The goal is to prepare students for future careers and lives with technology skills in a caring environment.
Effective Use of Interactive Whiteboard in Schoolischool webboard
This commissioned study on the use of interactive whiteboard is a good reference for the schools that are acquiring interactive whiteboard for their teacher and students use.
The K-12 Student Vision for Personalized Learning and STEM EducationJulie Evans
The document summarizes key findings from a report on personalized learning with mobile devices and social media. It finds that mobile devices and social media are enabling more personalized learning for students and educators. It also finds that increased parental support for mobile learning is changing discussions, though changing teacher practices remains a challenge. Additionally, many schools are exploring student-owned devices and that the future of mobile learning depends on a shared vision for personalized learning.
The document discusses the rationale for using technology in education and compares traditional and modern educational technologies and resources. It notes that technology motivates students, provides unique instructional capabilities, and supports new instructional approaches while increasing teacher productivity. Both traditional materials like blackboards and chalk as well as modern technologies like interactive whiteboards, the World Wide Web, and electronic devices are presented.
Traditionally, learning has been a part of teaching in the classroom, but internet has changed all that. Our pupils learn 24 hours a day. This is a reality teachers are facing when they meet students today. Many teachers use flipped classrooms to enhance pupil’s learning. It is a challenge for some of us. How can we provide excellent quality in our flipped education? It is a technical issue as well as a methodological challenge. This interactive workshop will explore this topic. I will give examples from Swedish schools and provide the audience with tools for teaching in a modern classroom.
Interactive whiteboard India, interactive boarduneecopsweb
Interactive classroom technology (ICT) can help education by allowing all teaching tools to work seamlessly together. ICT includes interactive whiteboards, which are touch-sensitive displays that work with a computer and projector. Interactive whiteboards benefit education by elevating student engagement, motivating learning, and making lessons accessible and memorable. They allow teachers to present content and activities in engaging ways. Studies found that interactive whiteboards improved planning, student literacy learning, and engagement when students could physically interact with the board.
This presentation was given to Year 7 2013 parents during an information evening about the Year 7 2013 BYOiPad program at St Luke's Grammar School by Mr. Jason Arruzza, Director of ICT.
This document discusses how technology can help support diversity in the classroom. It notes that students have a variety of learning abilities and needs. While technology may seem frightening to some teachers, many basic technological tools that are already available can help all students, including those with physical impairments, learning disabilities, or who need greater challenges. Examples of helpful technology include web resources, graphic organizers, word processors with text-to-speech capabilities, and eBooks, which allow font changes and zooming. Overall, technology is presented as a solution that can engage students and address the wide variety of needs in today's classrooms.
When to use Computer and Multimedia in the ClassroomSheila Alberca
This document discusses the uses of multimedia and computers in education. It provides 10 reasons why multimedia can be used in the classroom, such as to engage learners, explain difficult concepts, and inspire creativity. It also discusses how computers are useful for teaching and learning, testing and evaluation, research, and school administration. Computers allow students to complete projects, take online courses, and conduct video conferencing. The document emphasizes that computer literacy is an important skill and that computers are useful for information storage, processing, communication, and online activities like banking and shopping. It concludes that the field of educational technology is new and still developing effective uses, but it has potential to address instructional challenges.
This document discusses challenges schools face in integrating technology and potential solutions. The four biggest challenges are: 1) lack of an integrated curriculum, 2) insufficient teacher training, 3) lack of accountability for teachers to use technology, and 4) inability to solve simple technical problems in-house. An effective solution provides an online curriculum, ongoing customized training, accountability through coaching, and teaching schools to solve basic technical issues. This empowers teachers to facilitate standards-based projects requiring higher-order skills and collaboration using technology as a teaching tool.
The document discusses Noblesville Schools' plans to implement a 1:1 iPad program across its middle schools. It outlines the district's vision of developing engaged, inspired, and empowered learners through student-centered, inquiry-based, and technology-rich learning experiences. Teachers have received professional development and support through a pilot program. The goals are to increase student engagement, enhance instruction, and allow learning beyond the classroom. Digital citizenship training will be provided to students. iPads were chosen as the device to support educational needs. A deployment plan is outlined for summer 2014.
This document provides an overview of the Learn It mobile learning app. The app aims to provide an engaging alternative to traditional learning by delivering educational content on smartphones and tablets. It covers a wide range of subjects from basic math and science to exam preparation. The app is free with optional paid features like games and mock tests. Its goals are to become the preferred learning platform globally and enable universal basic education through flexible online learning. It plans to generate revenue through premium content and collaborations with publishers.
Technology in Education - Priya Krishnan, Sujaya SchoolsCSFCommunications
Priya Krishnan shows how Sujaya Schools leveraged technology to improve student learning outcomes. Presentation given at the NISA School Leaders Summit.
The objective of this summit was to provide a platform for school owners and school leaders from affordable private schools to share best practices across multiple areas of school efficacy.
Infusing and Promoting Computer-Based Learning taniakelly123
This document discusses the benefits of incorporating technology into classrooms. It provides statistics about a school district and discusses goals of introducing laptops and digital learning. Studies show benefits like improved test scores, engagement, and preparation for future careers that require technology skills. The document argues that technology helps meet different learning styles and that schools must stay current to benefit students in an increasingly digital world.
Infusing and Promoting Computer-Based Learningtaniakelly123
This document discusses the benefits of incorporating technology into classrooms. It provides statistics about a school district and outlines goals of introducing laptops and tablets to excite staff and students. Studies cited show benefits like increased test scores, engagement, and preparation for future careers that require technology skills. The document argues that technology helps address different learning styles and that schools must stay current to benefit students competing in a global, digital world.
2013 1011 presentation knooppunt ipa open conference frankfurtboek_be
The document provides an overview of Knooppunt, a non-profit organization that provides a centralized digital platform and services for educational publishers in Belgium. It discusses what Knooppunt is, including providing single sign-on access to publisher content and a shared helpdesk. Statistics are presented showing it serves over 255,000 active user accounts and 620,000 content licenses across 6 publishers. The organization aims to provide equal access to all publishers regardless of size and focus on educational quality over technological features or any single publisher's materials. The document also discusses perspectives on digital evolution in schools, including considerations around infrastructure, skills, resource availability, and ensuring improvements to pedagogical approaches and learning outcomes.
1GWSPS 1:1 Launch Presentation June 5, 2013ICTGWSPS
This is the Parent Presentation given at the Glen Waverley South Primary School 1:1 Netbook Program Launch. It is provided for information purposes only, some details may differ to the currently offered contract.
SD57 - from December 3 school board meeting - Tech presentationSarah Holland
1) The school district developed a technology plan in 2011 after gathering feedback from staff on how technology could enhance student learning. The plan focused on improving wireless connectivity, web applications, policies, and internet connections across schools.
2) Key goals included providing wireless access at all schools, developing an online learning portal, updating policies for privately-owned devices, and upgrading internet connections which has now been completed.
3) Moving forward, the district aims to empower learning through increased use of online resources, collaboration tools, and professional development while ensuring compliance with data privacy laws.
The document discusses challenges schools face in integrating 21st century technology and proposes a solution. The 3 biggest challenges are: 1) lack of an integrated technology curriculum, 2) inadequate teacher training, and 3) lack of accountability for teachers to use technology. It then proposes a comprehensive solution that provides an online curriculum, ongoing individualized training, a technology integration "coach" for accountability, and migration to cloud-based applications and services. This solution claims to prepare students with real-life skills through an integrated technology curriculum.
The document discusses challenges schools face in integrating 21st century technology and proposes a solution. The 3 biggest challenges are: 1) lack of an integrated technology curriculum, 2) insufficient teacher training, and 3) lack of accountability for teachers to use technology. It then proposes a comprehensive solution that provides an online curriculum, ongoing individualized training, a technology integration "coach" for accountability, and migration to cloud-based applications and services. This solution claims to prepare students with real-world skills through a stable, integrated technology curriculum.
1) Techno-pedagogy (TP) refers to electronically mediated teaching that integrates pedagogical principles with the use of technology.
2) Effective TP requires considering the nature of content, context, pedagogical strategies, and appropriate technologies.
3) To be an effective techno-pedagogue, educators must be familiar with various digital tools and platforms for synchronous learning, content creation, assessment, and more. They should also create and share open educational resources.
The document outlines an integrated marketing campaign to promote the Online Discovery Island (ODI) primary English course book in Indonesia over three months. The campaign involves offline activities like school sales visits, book fairs, and teacher training workshops. It also includes online efforts such as creating an ODI Facebook page and YouTube channel. The goal is to grow ODI's market share, increase sales, and build the brand by providing a fun learning experience through interactive online games. Performance will be tracked by metrics like new school and teacher registrations, survey responses, and social media engagement.
This chapter discusses the importance of integrating technology into literacy instruction to develop students' technological literacy. It covers different types of literacy skills needed in today's digital world, such as visual literacy and digital literacy. The chapter also explores how teachers can use various technologies, like interactive whiteboards, word processing, databases, and e-books to engage students and meet the needs of diverse learners. It discusses using the internet as an instructional tool through webquests, email, and discussion groups. The chapter emphasizes the teacher's role in ensuring students use technology safely and find accurate information online.
E-learning can be an effective way to improve education by decreasing costs while improving performance and access to learning materials. It supports organizational goals like lower training costs and standardization. E-learning also nurtures learning communities by enabling ongoing access to resources and knowledge sharing. As internet usage grows, more students will pursue online education, leading to a large growth in the education market. Teaching methods will need to evolve and blend traditional and digital approaches to prepare students for lifelong learning in a technology-driven world. E-learning tools like learning management systems can help manage content and track student progress.
Infomation communication technology toolsMrs Naveed
ICT refers to information and communication technologies and includes any devices or applications used for communication, such as radio, television, phones, computers, and satellite systems. Modern ICT tools include digital cameras, computers, software applications, multimedia, webcams, digital libraries, email, the world wide web, and virtual classrooms. ICT tools in education can be hardware like computers or software instructional aids like graphs, pictures, and multimedia. Multimedia integrates different forms of media like text, graphics, audio, and video to explain concepts. CCTV, the internet, search engines, and Skype can also be used as ICT tools in classrooms to enhance learning.
ICT refers to information and communication technologies and includes any devices or applications used for communication, such as radio, television, phones, computers, and satellite systems. Modern ICT tools include digital cameras, computers, software applications, multimedia, webcams, digital libraries, email, the world wide web, and virtual classrooms. ICT tools in education can be hardware like computers or software instructional aids like graphs, pictures, and multimedia. CCTV, the internet, search engines, and Skype can also be used as ICT tools in classrooms to enhance learning.
Basically this presentation is part of Education ,science and technology.in this presentation E-Learning,ICT agenda,and advantage and disadvantage of E-Learning is discussed.
Similar to Learning Solutions Programme Success Stories (20)
Did you know that you use space technology every day? And that stellar space know-how comes from Finland? We got microsatellite-data based maritime and forestry services plus hardcore space components and much more. See for yourself.
https://www.businessfinland.fi/en
http://spacefinland.fi/
Tiesitkö että käytät avaruusteknologiaa joka päivä ja että Suomessa on merkittävä määrä avaruusalan osaamista? Tutustu muun muassa satelliittidataa hyödyntävään merenkulkuun, avaruuskaupunki Sodankylään sekä suomalaisiin yrityksiin ja avaruustutkimukseen.
https://www.businessfinland.fi
http://spacefinland.fi/
Virtual and Augmented Reality are promising but the consumer market has not yet met initial expectations. However both B2B and B2C markets are seen practically without any growth limits in the future.
The document provides an overview of the virtual reality (VR), augmented reality (AR), and mixed reality (MR) ecosystem in Finland in 2017. It details the types of companies involved, including their sizes, years founded, locations, revenues, funding stages, and platforms used. The majority of Finnish XR companies have less than 10 employees, were founded after 2010, and are located in Helsinki or Oulu. Their combined revenues grew significantly between 2015-2016, though most generate less than €100k annually. Many companies rely on grants and angel funding. Key platforms include HTC Vive, Oculus Rift, smartphones, and HoloLens. A total of 60 companies are profiled that represent the diversity of the
The document provides information about Business Finland's research funding services beginning in 2018. It outlines three main funding services - Co-Creation, Co-Innovation, and New Business from Research Ideas. Co-Creation funding supports developing research ideas and building cooperative networks between research organizations and companies. Co-Innovation funding supports joint R&D projects between companies and research organizations. New Business from Research Ideas funding helps research organizations prepare research ideas for commercialization. The document explains the eligibility and evaluation criteria for each funding service.
The Finnish game industry saw slower growth in 2016 compared to previous years. The number of new studios founded decreased to 16 in 2016 from 30-55 annually from 2012-2015. While the number of active studios declined slightly, the industry turnover remained similar to 2015 and the number of large studios increased. Competition in mobile markets and a shortage of experienced talent have contributed to the slowing growth. However, the future remains promising for areas like VR, mobile esports, and PC downloadable games.
ECSEL Joint Undertaking is the Public-Private Partnership keeping Europe at the forefront of technology development. Electronic components and systems (ECS) are a pervasive Key Enabling Technology, impacting all industrial branches and almost all aspects of life.
www.ecsel.eu
Ensimmäinen kysely Research Benefit -kärkihankerahoitusta saaneille projekteille osoittaa, että rahoitus on vahvistanut tutkimuksen ja elinkeinoelämän yhteistyötä. Rahoituksella vauhditetaan tutkimusyhteisöjen lähes valmiiden tutkimustulosten hyödyntämistä yritystoiminnassa.
The Industrial Internet programme by Tekes aims to encourage Finnish companies to renew their business models through new technologies. It will provide €100 million in funding over 5 years to networks combining ICT and other industries. This supports competitiveness by creating new business partnerships and models. Examples show potential for optimizing waste removal and ship operations through sensors and data analysis. However, Finland still lags in industrial ICT usage, so international cooperation is needed to develop areas like big data analytics and innovative business models leveraging new technologies. The objectives are opening new multidisciplinary networks, extracting value from meaningful data, and supporting business growth through digital transformation.
Mikä on kasvun merkitys? Miten ennustaa startup-yritysten menestystä? Tekes seuraa tarkasti myöntämänsä innovaatiorahoituksen vaikutuksia kansantalouteen ja yritysten liiketoimintaan. Näkökulma innovaatiorahoitukseen -katsaus tarkastelee muun muassa Tekesin asiakasyritysten kasvua ja startup-yritysten menestystekijöitä.
Leveraging Generative AI to Drive Nonprofit InnovationTechSoup
In this webinar, participants learned how to utilize Generative AI to streamline operations and elevate member engagement. Amazon Web Service experts provided a customer specific use cases and dived into low/no-code tools that are quick and easy to deploy through Amazon Web Service (AWS.)
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.
বাংলাদেশের অর্থনৈতিক সমীক্ষা ২০২৪ [Bangladesh Economic Review 2024 Bangla.pdf] কম্পিউটার , ট্যাব ও স্মার্ট ফোন ভার্সন সহ সম্পূর্ণ বাংলা ই-বুক বা pdf বই " সুচিপত্র ...বুকমার্ক মেনু 🔖 ও হাইপার লিংক মেনু 📝👆 যুক্ত ..
আমাদের সবার জন্য খুব খুব গুরুত্বপূর্ণ একটি বই ..বিসিএস, ব্যাংক, ইউনিভার্সিটি ভর্তি ও যে কোন প্রতিযোগিতা মূলক পরীক্ষার জন্য এর খুব ইম্পরট্যান্ট একটি বিষয় ...তাছাড়া বাংলাদেশের সাম্প্রতিক যে কোন ডাটা বা তথ্য এই বইতে পাবেন ...
তাই একজন নাগরিক হিসাবে এই তথ্য গুলো আপনার জানা প্রয়োজন ...।
বিসিএস ও ব্যাংক এর লিখিত পরীক্ষা ...+এছাড়া মাধ্যমিক ও উচ্চমাধ্যমিকের স্টুডেন্টদের জন্য অনেক কাজে আসবে ...
This presentation includes basic of PCOS their pathology and treatment and also Ayurveda correlation of PCOS and Ayurvedic line of treatment mentioned in classics.
How to Manage Your Lost Opportunities in Odoo 17 CRMCeline George
Odoo 17 CRM allows us to track why we lose sales opportunities with "Lost Reasons." This helps analyze our sales process and identify areas for improvement. Here's how to configure lost reasons in Odoo 17 CRM
Strategies for Effective Upskilling is a presentation by Chinwendu Peace in a Your Skill Boost Masterclass organisation by the Excellence Foundation for South Sudan on 08th and 09th June 2024 from 1 PM to 3 PM on each day.
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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Find out more about ISO training and certification services
Training: ISO/IEC 27001 Information Security Management System - EN | PECB
ISO/IEC 42001 Artificial Intelligence Management System - EN | PECB
General Data Protection Regulation (GDPR) - Training Courses - EN | PECB
Webinars: https://pecb.com/webinars
Article: https://pecb.com/article
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How to Setup Warehouse & Location in Odoo 17 InventoryCeline George
In this slide, we'll explore how to set up warehouses and locations in Odoo 17 Inventory. This will help us manage our stock effectively, track inventory levels, and streamline warehouse operations.
How to Setup Warehouse & Location in Odoo 17 Inventory
Learning Solutions Programme Success Stories
1. New Learning Solutions from Finland
Examples funded by the Finnish Funding Agency for Innovation Tekes
2. Kristoffer Rosberg, CEO
kristoffer@skillpixels.com
www.skillpixels.com
An adaptive math game with real time learning analytics
Need
• Educational games and mobile devices are the preferred
language and format for children. The science of
Learning Analytics has not been harnessed yet in
educational games
Solution
• Math learning game where children teach a digital pet to
learn a corresponding amount of knowledge to a certain
grade in school curriculum
Benefits
• Better learning results because due to interactive, easy,
individual and adaptive gameplay. Learning analytics and
stored data helps in evaluating and monitoring learning
results
Users
• Children and families, also teachers/schools
3. Fun and effective way to learn math
www.10monkeys.com
katri@10monkeys.com
Need
• The demand for accessible high quality e-learning
content is rapidly growing
• Today more than 400M children aged 4–12 have access
to technology
Solution
• Digital math learning tools and games for kids
• Beautiful, fun and easy-to-use applications, which are
easy to adopt to a classroom and perfect for extra
practice at home
Benefits
• Helps kids to achieve a solid ground in basic mathematics
• Saves teachers time and makes teaching more efficient
Users
• K12 teachers and students
4. Math learning game for kids
Need
• Learn math in fun and easy way
• Math Ahoy! learning games are based on the principle
that we learn best when using and creating information
Benefits
• Games are fun and engaging for the students, but also
valid educational tools for the teacher
• Students get to use and apply their knowledge
• All game content is safe for children 4+ years
Users
• Children, schools, families etc.
Decide where you want to go
and use math to get there.
That’s what makes Math Ahoy!
Different.
martiska.reinikka@eduplus.fi
www.eduplus.fi
5. Classical music education, anywhere
Need
• High-quality elementary classical music education without
the need to travel to distant locations
Solution
• A distance education solution for violin studies. Live
weekly lessons are documented for online broadcasting
Benefits
• New learning environment
• Top-level music pedagogy can be brought anywhere
Users
• Students and music pedagogy professionals
• Music institutions, universities, teachers and musicians maarit.rajamaki@sarestokons.fi
www.minifiddlers.org
6. Location based learning experience
Need
• Support the formal learning in schools with a mobile device
Solution
• A location based learning environment where materials can
be imported through open interfaces to maps and places
Benefits
• Easy to use platform can be used to any school subject or
educational level
• Possibility to move outside the classroom and participate
interactively
• The game motivates learning and teacher can observe
learning results
Users
• Schools and teaching centres
• Museums, cities and cultural organizations
nomadi@citynomadi.com
www.citynomadi.com
7. Activating learning outside the classroom
Need
• Bring fun and out-of-the-box thinking to learning
• Flexible, exciting and fun learning methods
Solution
• Create and share personalized lessons, exams and
exciting experiences for indoors and outdoors
• Brighten teaching with location-based elements,
such as GPS checkpoints and QR-codes
Benefits
• Safety by guidance, live monitoring and chat
• Differentiation, integration of topics, teamwork
• Motivation by gamification, variation for school days
Users
• Forerunners representing all educational stages
sales@taz.fi
www.taz.fi
8. Homework asignments gamified
Need
• Raising the motivation for homework
• Lack of motivation, boring assignments and lack of
connection with the real world cause homework being
increasingly ignored
Solution
• Homework with Activation Engine – a cloud platform for
assigning and doing homework in a social and gamified
way
Benefits
• Better accountability, more engagement, game-like fun
Users
• Teachers & students timo@activationengine.com
edu.activationengine.com
9. Digitalizing schools
Need
• Schools need support to keep up with the digital
development and to be forerunnes in using IT tools
Solution
• A comprehensive consulting service for schools from
choosing devices to in depth teacher training
Benefits
• Possibility to create IT teaching environments to any
subject
• The pedagogical aspect is taken into account. IT is
adapted to teaching, not vice versa
Users
• All teaching environments and situations, schools,
municipalities, teachers, pupils, parents
Pupils working in one of our
Pilot Schools, Piikkiön
yhtenäiskoulu.
christian@ilonait.fi
www.ilonait.fi
10. Cloud based desktop for your digital learning tools
Need
• Easy user interface where all learning materials, tools,
games and software can be used in one place
Solution
• Cloud based desktop, “Electronic schoolbag”, which includes
all essential tools for management, teaching and learning
Benefits
• Teacher can personalize the contents needed in teaching
• Combines learning tools and playfulness, leads to better
learning results
• Application programming interface, API, doesn’t limit the
possibilities to choose the services which are in use
Users
• Schools, teachers and students in basic education
mikko@haltu.fi
http://dreamschool.sg
11. Mobile Social Learning & Guidance
Need
• Students can build their own contextual based learning
narrative
Solution
• Seek’n’Share provides access to multimedia content
linked to locations in their environment
• Mobile service platform for group-based co-learning
and exploration, including native Android application
for tablets and smartphones
Benefits
• Multimodal interaction makes co-creation and social
learning highly engaging
• Naturally makes the students walk during the lessons
Users
• Schools, cities, travel companies, museums, parks, …
markku.turunen@sis.uta.fi
roope.raisamo@sis.uta.fi
www.uta.fi/sis/tauchi/index.html
12. Light and Drama to Encourage Physical Exercise
Need
• Children need to be encouraged to participate in physical
exercise
Solution
• Light Game: a story-based exercise game utilizing light
and sound to engage students to exercise
• Possibilities of lighting technology combined with story
and drama elements
Benefits
• Makes physical exercises more appealing
• Highly cost efficient solution, end users (like pupils)
are excited and thus perform more physical exercises
• Different stories produced for different users
Users
• Schools, teachers and students in basic education
markku.turunen@sis.uta.fi
roope.raisamo@sis.uta.fi
www.uta.fi/sis/tauchi/index.html
Light Game is commercialized
by Multisense Oy
13. Immersive Embodied Spoken Language Training
Need
• Spoken language is not practiced enough
• Students need to improve their spoken language skills in
realistic settings
Solution
• CityCompass: embodied and spoken multi-user language
training application for practical everyday situations
• Learning situation simulates a real language use situation.
Offers also individualized communication support
Benefits
• Embodied interaction and spoken language used actively
• Possibility to connect students across the world
• Combines learning tools and playfulness
Users
• Schools, teachers and students
markku.turunen@sis.uta.fi
roope.raisamo@sis.uta.fi
www.uta.fi/sis/tauchi/index.html
14. Digital Storytelling for Active and Collaborative Learning
Need
• To success in today’s society students need 21st skills, such
as problem solving and innovation skills and digital literacy
Solution
• MoViE (Mobile Video Experience) builds on web and mobile
application. Product is free and it can be ordered via email
• A tool for creating and sharing digital stories. With digital
storytelling students can learn collaboration, intercultural
awareness, digital competence and problem solving
Benefits
• Easy to integrate with curriculum
• Enhances active learning and engagement
• Enables learning in and outside school
• Safe to use
Users
• Students from preschool to highschool, teachers
jari.multisilta@helsinki.fi
cicero-movie.edu.helsinki.fi
15. Living lab for playful learning solutions
Need
• Environment and meeting venue based on living lab concept
• A genuine ecosystem for user-oriented product and service
innovation activities based on learning, technology and society
Solution
• Interdisciplinary hub for cutting edge research, development,
training and collaboration
• Situated at the Department of Teacher Education University
of Helsinki
Benefits
• Co-develop, design and test novel playful learning solutions
• Network with makers in education and gaming
• Become frontier in the next generation of playful learning
solutions
Users
• i.e. game developers, researchers, teachers, educators, day
care centers, schools, families, libraries
Kristiina.kumpulainen@helsinki.fi
www.plchelsinki.fi
“Let's play, create and learn
together.”
16. Educational game design best practices
Need
• Evidence-based pedagogical validation of educational games
to accelerate entry to prospective markets
Solution
• Validated, comprehensive evaluation for educational games
• Flexible and effective educational network
• Contextual – pedagogical – enjoyable – technological
Benefits
• Multi-dimensional, progress-oriented evaluation feedback
• From personal experiences to genuine measurable learning,
and even neurological-psychological results
• Justification and boosting of the products’ way to the markets
and thus reducing the investment risks
Users
• Game companies, other parties interested in educational game
development
Please contact:
mikko.vesisenaho@jyu.fi
17. Recognize learning with Open Badges
Need
• People deserve recognizition for valuable skills they learn
in voluntary work and organizations
Solution
• With Open Badge Factory cloud-based solution you can
digitally promote people’s learning experiences and skills
Benefits
• You can reward people in your organization
• Badges give your organization positive image eg. in social
media and communicate about possibilities you offer
Users
• Companies, organizations, voluntary work, schools etc. Marjaana.jokinen@discendum.com
www.openbadgefactory.com
18. Activating academic teaching concept
Need
• To train and help academic teachers to change the teaching
tradition to meet better the modern demands of working life
Solution
• The Smart Classroom aims at combining entrepreneurial
pedagogy, physical and virtual teaching spaces, teaching
materials and tools and teacher training to create a modern
and effective education environment
Benefits
• New and more activating academic teaching traditions which
challenge the traditional ways of university lecturing
• Students are better trained to meet the modern demands of
working life
Users
• Universities, university teaching staff and teacher education
sari.stenvall@utu.fi
katariina.nordell@utu.fi
www.bid.utu.fi
19. Customizable dashbord for learning
Need
• A user friendly way for teaching to share all learning
materials, conversations and timetables
Solution
• Personal, customizable dashbord that works on any device
and combines all course materials, tools and systems
Benefits
• Possible to create widgets for all learning contents and
different teaching situations in one place
• Learning is independent from time and place
• Pupils can participate in various ways because of
interactive way of learning
Users
• Universities and schools
petri.seljavaara@lumitools.com
www.lumitools.com
20. Business Management Simulation Game
Need
• Apply the educational contents in practice and prepare
students better for working life
Solution
• A browser-based business management simulation game
Benefits
• Students learn cooperation and decision-making in teams
• Learning by doing leads to better outcomes, the simulation
reflects real business challenges and helps students apply
their knowledge in practice
• Flexible and customizable simulations can be applied to
different topics at school
Users
• Higher education, incl. business schools, colleges,
universities, and polytechnics. Also used by companies
for training purposes
www.cesim.com
veijo.kyosti@cesim.com
21. Manage your staff’s know-how globally online
Need
• Train employees in an efficient way, regardless of time
and place. To store data and results in one place
Solution
• Learning management system where student
management, learning results and e-learning are
integrated
Benefits
• Easy user interface that can be used in any mobile
device or computer over web
• Comprehensive control of the training process
• Enjoyable learning experience and effective outcomes
Users
• All companies which have education needs eg.
franchise businesses, possible also for schools
”Both student enrollment and
automatic handling of training
expenses have made our
operations more efficient and
they have saved a lot of our
time and effort.”
myynti@rediteq.fi
www.rediteq.fi
22. Company training on the go
Need
• To train staff fast and easy on the go or when there is not
possibility to participate in long education periods
Solution
• Prewise Gimlet Mobile Learning Platform can support
teaching or to be used to check details when working
Benefits
• Possibility to reach many people anytime, anywhere with
substantially low costs
• Two-way learning process because people can share and
create content with mobile tools
• Customizable for all kinds of companies and materials
Users
• All companies that need to train their employees info@prewise.fi
www.prewise.com
23. Pilot Training – That Repays Your Investment
Need
• Number of aircraft expected to double by 2030. Over
50.000 new pilots needed to meet the demand
Solution
• Multifly MPL is a modern competency based training
concept to train A320 co-pilots
• Training is based on a combination of modern simulation
technology and traditional flight training
Benefits
• From scratch to A320 co-pilot in just 20 months
• Utilization of modern technology from the first flight hour
• Integrated economical operations training to gain at least
1% saving in operating cost of the customer airline
Users
• Airlines operating A320 aircraft
www.multifly.net
www.finnairflightacademy.com
www.patria.fi
24. Track load and recovery in global work and learning
Need
• Gage the impact of globally distributed work and learning
on cognitive demands and knowledge worker productivity
Solution
• Science and evidence-based package to characterize
global work and learning demands and track
individual cognitive and physiological load, and recovery
Benefits
• HR customized guide for individual productivity and
wellbeing
• Individuals tracking of stress level, productivity, and
wellbeing
Users
• Global companies and educational institutions
www.innovationsforlearning.net
Project: UNCODE
25% of Workers
Engage in
Global Teamwork
25. Communication saves lives
Need
• Fluent ICT supported communication processes
in emergency care
Solution
• To offer pedagogical models for simulation-based
teaching and learning spaces developed by
researchers
Benefits
• Improved ICT tools & simulation-based
environment
Users
• Emergency and safety professionals, students
and teachers
hanna.vuojarvi@ulapland.fi
www.ulapland.fi/medipro
26. Fulfill your dream and learn to play guitar online
Need
• We all have dreams, but we forget them. Learn to play
the guitar regardless of time, place and life conditions
Solution
• A Netflix like combination of Guitar Hero and a Songbook
for adults
Benefits
• Works on all possible platforms (mobile or not)
• Easy to start, learning is broken down to easily
comprehensible parts
• Learn to play the guitar by playing your favorite songs
Users
• Anyone who has a dream of playing guitar better
tobias.andersin@rockway.fi
www.rockway.fi
27. Smart Learning Data solution
Company
• Claned Group is a social learning company and the
developer of CLANED™, an open, personal learning
environment and Smart Learning Data solution.
• CLANED™ is the world´s first solution that combines
both educational data mining and learning analytics
research utilizing Smart Learning Data. The company
was founded in Finland in 2013 and operates today in
Helsinki, London and Singapore
Benefits
• Learner-centric design, easy-to-use and free for learners
• Delivers state-of-art learning analytics no-one else can
provide in the world
Users
• K12+ students, teachers, educators, education content
creators, application developers www.claned.com
28. Get in contact
Ms. Suvi Sundquist
Learning Solutions Programme Manager
Tekes
suvi.sundquist@tekes.fi
+358 50 5577 675
SuviSundquist
Editor's Notes
Asiakkaan hyväksymä
Pyysi pisteitä lauseiden loppuun
Tobias Andersin
0505406609
Tobias.andersin@rockway.fi
Tobias Andersin @rockway.fi – Bjorn Lindholm @rockway.fi - http://www.rockway.fi