Changing Patterns in Interactive Learning Design EADTU
This document discusses changing patterns in interactive learning design. It notes that students are now always connected, mobile, interacting constantly with vast information. Educational institutions must respond by moving away from didactic lectures towards blended learning combining face-to-face and online elements. A case study describes a math gaming app that uses gamification, videos, and peer collaboration to motivate over 12,000 students. Emerging technologies like augmented and virtual reality offer new opportunities, while digital storytelling and gamification can make content more engaging. Overall, students must now learn creativity and problem-solving to thrive in an uncertain future with algorithms and AI.
Changing patterns in interactive learning designJosé Bidarra
Current trends in distance education point to changing patterns in business models and in learning design, these being clearly interconnected, and the solutions reside in both high level and low level decisions. The higher level decisions are related to personalised learning, practical subjects, shorter programme cycles, partnerships for face-to-face sessions and technologies for seamless learning. The lower level decisions imply the design of learning environments and the implementation of learner support strategies. So, this talk will explore the processes and suitable technologies for learning design, including the design and application of digital media in teaching and learning, and a critical analysis of the benefits of technologies in education.
Multimedia and interaction strategies for e-learningJosé Bidarra
Communication in the 10th International Workshop on Mathematics e-Learning (e-math 2018), an international meeting point for online instructors and researchers in e-learning of mathematics, both at the undergraduate and post-graduate levels.
Site: https://eventos.uab.pt/10emath2018/en/
Presentation is about storytelling, digital storytelling, educational use of digital stories, elements of effective storytelling
Presentation from ALICT summer school n Kranjska Gora, Slovenia, July 28th 2014, sponsored by Slovene Scholarship Fund EEA/NFM
Keynote for the Third International Conference on ICT in Education - ticEDUCA2014, at the Institute of Education of the University of Lisbon, on 15 November 2014.
Teaching Bitzer's Rhetorical Situation Theory Through Game Based Learning by ...Sherry Jones
April 17, 2020 - Slides presented at the 2020 eLearning Consortium of Colorado Virtual Conference:
http://bit.ly/elccschedule
Access the Live Slides Presentation:
http://bit.ly/gamesituations
Session Abstract:
"Rhetorician Lloyd Bitzer argues that a rhetorical situation, a situation that calls a rhetor to respond, can be identified by its features of exigence, audience, and constraints. Games are rhetorical in nature and serve as responses to the rhetorical situations that call the games into existence. This session will show how to teach Bitzer's rhetorical situation theory through digital gaming and collaborative writing on Google Docs. Live gameplay and theory-based game analysis will be provided."
Changing Patterns in Interactive Learning Design EADTU
This document discusses changing patterns in interactive learning design. It notes that students are now always connected, mobile, interacting constantly with vast information. Educational institutions must respond by moving away from didactic lectures towards blended learning combining face-to-face and online elements. A case study describes a math gaming app that uses gamification, videos, and peer collaboration to motivate over 12,000 students. Emerging technologies like augmented and virtual reality offer new opportunities, while digital storytelling and gamification can make content more engaging. Overall, students must now learn creativity and problem-solving to thrive in an uncertain future with algorithms and AI.
Changing patterns in interactive learning designJosé Bidarra
Current trends in distance education point to changing patterns in business models and in learning design, these being clearly interconnected, and the solutions reside in both high level and low level decisions. The higher level decisions are related to personalised learning, practical subjects, shorter programme cycles, partnerships for face-to-face sessions and technologies for seamless learning. The lower level decisions imply the design of learning environments and the implementation of learner support strategies. So, this talk will explore the processes and suitable technologies for learning design, including the design and application of digital media in teaching and learning, and a critical analysis of the benefits of technologies in education.
Multimedia and interaction strategies for e-learningJosé Bidarra
Communication in the 10th International Workshop on Mathematics e-Learning (e-math 2018), an international meeting point for online instructors and researchers in e-learning of mathematics, both at the undergraduate and post-graduate levels.
Site: https://eventos.uab.pt/10emath2018/en/
Presentation is about storytelling, digital storytelling, educational use of digital stories, elements of effective storytelling
Presentation from ALICT summer school n Kranjska Gora, Slovenia, July 28th 2014, sponsored by Slovene Scholarship Fund EEA/NFM
Keynote for the Third International Conference on ICT in Education - ticEDUCA2014, at the Institute of Education of the University of Lisbon, on 15 November 2014.
Teaching Bitzer's Rhetorical Situation Theory Through Game Based Learning by ...Sherry Jones
April 17, 2020 - Slides presented at the 2020 eLearning Consortium of Colorado Virtual Conference:
http://bit.ly/elccschedule
Access the Live Slides Presentation:
http://bit.ly/gamesituations
Session Abstract:
"Rhetorician Lloyd Bitzer argues that a rhetorical situation, a situation that calls a rhetor to respond, can be identified by its features of exigence, audience, and constraints. Games are rhetorical in nature and serve as responses to the rhetorical situations that call the games into existence. This session will show how to teach Bitzer's rhetorical situation theory through digital gaming and collaborative writing on Google Docs. Live gameplay and theory-based game analysis will be provided."
Hsiao Wei (Michelle) Chen is pursuing a PhD to research how to develop video games about mental health using a Participatory Action Research methodology. She will work with people with lived experience of mental illness, mental health professionals, and video game developers. The research aims to create video games that promote mental health awareness and reduce stigma, not for therapeutic purposes. Game jams will be conducted online in phases of storytelling, ideation, development, and release. The timeline spans from 2020 to 2022.
This document discusses knowledge media in the digital world. It notes that according to the EU Commission, between 50-80% of students never use digital textbooks, software, podcasts or simulations. It discusses trends in educational technology like mobile learning, MOOCs, flipped classrooms, digital storytelling and gamification. It also covers augmented and virtual reality technologies and their applications in education. The document advocates for changing face-to-face courses to blended learning using various media while addressing challenges in instructional design, training and infrastructure.
Educational uses-digital storytelling by Bernard R. Robin, University of Hous...leniw b
Digital storytelling is an instructional tool that combines various digital media like images, audio, and video to tell a story on a specific topic. It can be used effectively in education in several ways. Teachers can create digital stories to engage students and explain concepts, or have students create their own stories to improve literacy and technology skills. While challenges like copyright issues exist, tools are available to support digital storytelling in classrooms. Research is being conducted to evaluate its impact on teaching and learning.
Playing with Digital Meaning: Video Games, Narrative, CognitionCody Mejeur
Presentation for the "Cognition and Digitisation: Joint Futures in the Humanities?" workshop as part of the Cognitive Futures in the Humanities 2016 conference.
This document discusses how digital storytelling and dynamic media can be used to promote understanding in the classroom. It begins by outlining four essential questions about how these tools can be integrated and implemented successfully, especially in early elementary grades. Examples are provided of how Lois Craig Elementary currently uses technology. The document then discusses concepts like digital story rubrics, Nevada's first grade social studies standards, and buzz words related to digital storytelling and dynamic media. Tips and resources are provided for educators looking to get started with these tools in their own classrooms.
Dynamic media & digitial storytelling presentationDigLitTeach
This document discusses digital storytelling and its benefits for student learning. It provides examples of digital storytelling tools and outlines the key steps in the digital storytelling process. These include writing a narrative, developing a script, creating a storyboard, assembling multimedia, editing the digital story, and sharing the finished product. The document emphasizes that digital storytelling promotes the development of lifelong learning and communication skills.
Remarkable Reviews Remarkable 2 A Writing Oriented Tablet That WillMegan Jones
The document discusses theories of emotional intelligence. It provides an introduction defining emotional intelligence as the ability to understand and manage one's own and others' feelings and emotions. It then outlines an overview of theories of emotional intelligence, mentioning that it will briefly discuss the important role of emotional intelligence.
Webinar - Authentic Storytelling with Greenpeace: A 10 Step Process 09-14-2017 TechSoup
Learn how to create stories of progress and renewal, impact and change. The process of creating stories is as important as the process of presenting that story. Creating a story is an ethical process. It comes from a nonprofit’s heart, mind and passion --- from the body. There are also steps that a nonprofit can take to refine their story. Join Greenpeace’s storytelling expert, Tsering Lama as she guides us through Greenpeace’s 10 Steps Process for Developing a Narrative.
Drawing on recent research and work with both journalists and nonprofits, this session looked at how nonprofit communications strategy looks when it is updated for the Web 2.0 world. Not only do the old rules of goal, audience, message work like the did before--they actually work better online than they did back in the good old days (ie a couple years ago).
Scholarship Sample Essay. Sample Personal Scholarship Essay Templates at all...Violeta Cressman
Scholarship Essay Examples - 10+ in PDF | Examples. Free Scholarship Essay Example - doc | 41KB | 6 Page(s). Sample Scholarship Essay - download for free PDF or Word. Template For Scholarship Application Essay - Sample Scholarship Essays. Scholarship Essays Example - 7+ Free Word, PDF Documents Download. Scholarship Essay - 20+ Examples, Format, Pdf | Examples. Impressive Sample Scholarship Essays Based Financial Need ~ Thatsnotus. Sample Scholarship Essay Why I Deserve | The Document Template. Sample Personal Scholarship Essay | Templates at allbusinesstemplates.com. Scholarship Essay Samples | Template Business. 002 Scholarship Essay Format Example Examples Free Pdf Download How To .... 007 Writing Format For Scholarship Essays Term Paper Service How To .... Free Essay - 26+ Examples, Format, Pdf | Examples. College Essay: Essay for scholarship sample. FREE 7+ Sample Scholarship Essay Templates in PDF | MS Word. Free Sample Scholarship Essays | Master Template. Learn How to Write a Truly Impressive Scholarship Essay!. FREE 9+ Scholarship Essay Samples in MS Word | PDF. 17 Best Scholarship Essay Templates. 011 Why Do You Deserve This Scholarship Essay Example ~ Thatsnotus. Sample Scholarship Essay | PDF. Scholarship Essay Examples That Won Money Format And Steps | kiiky. EXAMPLES OF SUCCESSFUL SCHOLARSHIP ESSAYS – prosaptilpia site. Scholarship Essay – 9+ Free Samples, Examples, Format to Download. College Sample Scholarship Essays | Master of Template Document.
Scholarship Essay Examples - 10+ in PDF | Examples. Free Scholarship Essay Example - doc | 41KB | 6 Page(s). Sample Scholarship Essay - download for free PDF or Word. Template For Scholarship Application Essay - Sample Scholarship Essays. Scholarship Essays Example - 7+ Free Word, PDF Documents Download. Scholarship Essay - 20+ Examples, Format, Pdf | Examples.
Active Story System - design methodology for transmedia storytellingRobert Pratten
Design methodology for creating participatory transmedia stories. For $1.25 you can buy an interactive PDF of the worksheets shown in this presentation. This allows you to complete the fields for your own projects and print. Here's the link:
http://an.cr/sa/jH0In
Editorial. More than just excited about the nintendo3dsRené Ponce
The document discusses the potential of the Nintendo 3DS gaming console for education and "homebrew" (community development). It argues that 3DS could allow new forms of 3D writing and modeling through motion tracking. This could enable collective, interactive modeling of real-world spaces. The document imagines communities using 3DS for "data journalism" and connecting learning experiences on social networks. Overall, it presents 3DS as a platform that could foster user-driven trends and social applications beyond just gaming.
From concept mapping to digital media publishing: An overview for researchers IIJosé Bidarra
Workshop ATT CCMAR
Objectives: Learn to be more productive with current digital media, using tools for concept mapping, content creation and publishing with digital media.
Description: Today we face complex changes in society, for instance, high turnover rate of scientific knowledge, changing labour market, fast pace of technology renewal, which require a more effective response to the world problems that surround us. To address those and other issues an operational workflow is proposed, based on current and freely available tools. For effective results these emerging digital tools must be used in the right context and without losing track of the objectives, that may span from concept mapping (for a thesis, article, research proposal, etc.) to the design of multimédia content to be disseminated with impact (in a conference, exhibition, website, ebook, etc.)
This document provides a 3-part lesson on digital citizenship. Students will first research an assigned topic related to digital citizenship such as cyberbullying or internet safety. They will then discuss their topic in an online forum, responding to other students. Finally, students will work in groups to create an online poster about their topic to teach their peers. The goal is for students to understand what it means to be a responsible digital citizen.
This document discusses shifts towards digital fluency and embracing change in education. It notes that children are immersed in digital technologies from a young age, but the idea of "digital natives" is inaccurate as access and opportunities vary. It defines digital fluency as using technologies readily and strategically for learning, work and play. Communicating, connecting and collaborating online requires network literacies and understanding how networks function. Examples show using relevant modes, the power of global audiences, utilizing networks, and teaching/learning online. Embracing change involves planning for technology renewal, evaluating emerging technologies, responsible use policies, embracing free and open resources, understanding privacy and citizenship issues online.
1) The document discusses how social networks and Web 2.0 tools can positively transform research, teaching, and service for academics if they build serious academic lives online.
2) It explores concepts like knowledge, the human thought process, coding languages, and how media and society have shifted with increased access to digital tools and networks.
3) Examples are provided of how networks can increase the power of audiences, support learning, and enable teaching/learning online through meaningful collaboration and sharing of information.
This document provides instructions for using an essay writing service based in Canada. It outlines a 5-step process: 1) Create an account, 2) Complete an order form providing instructions, sources, and deadline, 3) Review bids from writers and choose one, 4) Review the completed paper and authorize payment, 5) Request revisions until satisfied. The service promises original, high-quality content and refunds for plagiarized work.
Workshop on pedagogical methods for lifelong learning. Aimed at an international consortium. Event organised by Instituto de Saúde Pública da Universidade do Porto (ISPUP).
Inovação na Educação e Formação OnlineJosé Bidarra
Este projeto Erasmus+ tem como objetivo desenvolver competências digitais de professores através de um curso de formação online e uma comunidade de prática. O projeto envolve parceiros de Portugal, Irlanda do Norte, Escócia, Dinamarca e Malta e oferece vários módulos de formação sobre temas como aprendizagem blended, ferramentas digitais e inovação no ensino. A comunidade de prática na plataforma LinkedIn permite a troca de recursos e experiências entre os professores.
Hsiao Wei (Michelle) Chen is pursuing a PhD to research how to develop video games about mental health using a Participatory Action Research methodology. She will work with people with lived experience of mental illness, mental health professionals, and video game developers. The research aims to create video games that promote mental health awareness and reduce stigma, not for therapeutic purposes. Game jams will be conducted online in phases of storytelling, ideation, development, and release. The timeline spans from 2020 to 2022.
This document discusses knowledge media in the digital world. It notes that according to the EU Commission, between 50-80% of students never use digital textbooks, software, podcasts or simulations. It discusses trends in educational technology like mobile learning, MOOCs, flipped classrooms, digital storytelling and gamification. It also covers augmented and virtual reality technologies and their applications in education. The document advocates for changing face-to-face courses to blended learning using various media while addressing challenges in instructional design, training and infrastructure.
Educational uses-digital storytelling by Bernard R. Robin, University of Hous...leniw b
Digital storytelling is an instructional tool that combines various digital media like images, audio, and video to tell a story on a specific topic. It can be used effectively in education in several ways. Teachers can create digital stories to engage students and explain concepts, or have students create their own stories to improve literacy and technology skills. While challenges like copyright issues exist, tools are available to support digital storytelling in classrooms. Research is being conducted to evaluate its impact on teaching and learning.
Playing with Digital Meaning: Video Games, Narrative, CognitionCody Mejeur
Presentation for the "Cognition and Digitisation: Joint Futures in the Humanities?" workshop as part of the Cognitive Futures in the Humanities 2016 conference.
This document discusses how digital storytelling and dynamic media can be used to promote understanding in the classroom. It begins by outlining four essential questions about how these tools can be integrated and implemented successfully, especially in early elementary grades. Examples are provided of how Lois Craig Elementary currently uses technology. The document then discusses concepts like digital story rubrics, Nevada's first grade social studies standards, and buzz words related to digital storytelling and dynamic media. Tips and resources are provided for educators looking to get started with these tools in their own classrooms.
Dynamic media & digitial storytelling presentationDigLitTeach
This document discusses digital storytelling and its benefits for student learning. It provides examples of digital storytelling tools and outlines the key steps in the digital storytelling process. These include writing a narrative, developing a script, creating a storyboard, assembling multimedia, editing the digital story, and sharing the finished product. The document emphasizes that digital storytelling promotes the development of lifelong learning and communication skills.
Remarkable Reviews Remarkable 2 A Writing Oriented Tablet That WillMegan Jones
The document discusses theories of emotional intelligence. It provides an introduction defining emotional intelligence as the ability to understand and manage one's own and others' feelings and emotions. It then outlines an overview of theories of emotional intelligence, mentioning that it will briefly discuss the important role of emotional intelligence.
Webinar - Authentic Storytelling with Greenpeace: A 10 Step Process 09-14-2017 TechSoup
Learn how to create stories of progress and renewal, impact and change. The process of creating stories is as important as the process of presenting that story. Creating a story is an ethical process. It comes from a nonprofit’s heart, mind and passion --- from the body. There are also steps that a nonprofit can take to refine their story. Join Greenpeace’s storytelling expert, Tsering Lama as she guides us through Greenpeace’s 10 Steps Process for Developing a Narrative.
Drawing on recent research and work with both journalists and nonprofits, this session looked at how nonprofit communications strategy looks when it is updated for the Web 2.0 world. Not only do the old rules of goal, audience, message work like the did before--they actually work better online than they did back in the good old days (ie a couple years ago).
Scholarship Sample Essay. Sample Personal Scholarship Essay Templates at all...Violeta Cressman
Scholarship Essay Examples - 10+ in PDF | Examples. Free Scholarship Essay Example - doc | 41KB | 6 Page(s). Sample Scholarship Essay - download for free PDF or Word. Template For Scholarship Application Essay - Sample Scholarship Essays. Scholarship Essays Example - 7+ Free Word, PDF Documents Download. Scholarship Essay - 20+ Examples, Format, Pdf | Examples. Impressive Sample Scholarship Essays Based Financial Need ~ Thatsnotus. Sample Scholarship Essay Why I Deserve | The Document Template. Sample Personal Scholarship Essay | Templates at allbusinesstemplates.com. Scholarship Essay Samples | Template Business. 002 Scholarship Essay Format Example Examples Free Pdf Download How To .... 007 Writing Format For Scholarship Essays Term Paper Service How To .... Free Essay - 26+ Examples, Format, Pdf | Examples. College Essay: Essay for scholarship sample. FREE 7+ Sample Scholarship Essay Templates in PDF | MS Word. Free Sample Scholarship Essays | Master Template. Learn How to Write a Truly Impressive Scholarship Essay!. FREE 9+ Scholarship Essay Samples in MS Word | PDF. 17 Best Scholarship Essay Templates. 011 Why Do You Deserve This Scholarship Essay Example ~ Thatsnotus. Sample Scholarship Essay | PDF. Scholarship Essay Examples That Won Money Format And Steps | kiiky. EXAMPLES OF SUCCESSFUL SCHOLARSHIP ESSAYS – prosaptilpia site. Scholarship Essay – 9+ Free Samples, Examples, Format to Download. College Sample Scholarship Essays | Master of Template Document.
Scholarship Essay Examples - 10+ in PDF | Examples. Free Scholarship Essay Example - doc | 41KB | 6 Page(s). Sample Scholarship Essay - download for free PDF or Word. Template For Scholarship Application Essay - Sample Scholarship Essays. Scholarship Essays Example - 7+ Free Word, PDF Documents Download. Scholarship Essay - 20+ Examples, Format, Pdf | Examples.
Active Story System - design methodology for transmedia storytellingRobert Pratten
Design methodology for creating participatory transmedia stories. For $1.25 you can buy an interactive PDF of the worksheets shown in this presentation. This allows you to complete the fields for your own projects and print. Here's the link:
http://an.cr/sa/jH0In
Editorial. More than just excited about the nintendo3dsRené Ponce
The document discusses the potential of the Nintendo 3DS gaming console for education and "homebrew" (community development). It argues that 3DS could allow new forms of 3D writing and modeling through motion tracking. This could enable collective, interactive modeling of real-world spaces. The document imagines communities using 3DS for "data journalism" and connecting learning experiences on social networks. Overall, it presents 3DS as a platform that could foster user-driven trends and social applications beyond just gaming.
From concept mapping to digital media publishing: An overview for researchers IIJosé Bidarra
Workshop ATT CCMAR
Objectives: Learn to be more productive with current digital media, using tools for concept mapping, content creation and publishing with digital media.
Description: Today we face complex changes in society, for instance, high turnover rate of scientific knowledge, changing labour market, fast pace of technology renewal, which require a more effective response to the world problems that surround us. To address those and other issues an operational workflow is proposed, based on current and freely available tools. For effective results these emerging digital tools must be used in the right context and without losing track of the objectives, that may span from concept mapping (for a thesis, article, research proposal, etc.) to the design of multimédia content to be disseminated with impact (in a conference, exhibition, website, ebook, etc.)
This document provides a 3-part lesson on digital citizenship. Students will first research an assigned topic related to digital citizenship such as cyberbullying or internet safety. They will then discuss their topic in an online forum, responding to other students. Finally, students will work in groups to create an online poster about their topic to teach their peers. The goal is for students to understand what it means to be a responsible digital citizen.
This document discusses shifts towards digital fluency and embracing change in education. It notes that children are immersed in digital technologies from a young age, but the idea of "digital natives" is inaccurate as access and opportunities vary. It defines digital fluency as using technologies readily and strategically for learning, work and play. Communicating, connecting and collaborating online requires network literacies and understanding how networks function. Examples show using relevant modes, the power of global audiences, utilizing networks, and teaching/learning online. Embracing change involves planning for technology renewal, evaluating emerging technologies, responsible use policies, embracing free and open resources, understanding privacy and citizenship issues online.
1) The document discusses how social networks and Web 2.0 tools can positively transform research, teaching, and service for academics if they build serious academic lives online.
2) It explores concepts like knowledge, the human thought process, coding languages, and how media and society have shifted with increased access to digital tools and networks.
3) Examples are provided of how networks can increase the power of audiences, support learning, and enable teaching/learning online through meaningful collaboration and sharing of information.
This document provides instructions for using an essay writing service based in Canada. It outlines a 5-step process: 1) Create an account, 2) Complete an order form providing instructions, sources, and deadline, 3) Review bids from writers and choose one, 4) Review the completed paper and authorize payment, 5) Request revisions until satisfied. The service promises original, high-quality content and refunds for plagiarized work.
Similar to Learning, Storytelling & Digital Media (20)
Workshop on pedagogical methods for lifelong learning. Aimed at an international consortium. Event organised by Instituto de Saúde Pública da Universidade do Porto (ISPUP).
Inovação na Educação e Formação OnlineJosé Bidarra
Este projeto Erasmus+ tem como objetivo desenvolver competências digitais de professores através de um curso de formação online e uma comunidade de prática. O projeto envolve parceiros de Portugal, Irlanda do Norte, Escócia, Dinamarca e Malta e oferece vários módulos de formação sobre temas como aprendizagem blended, ferramentas digitais e inovação no ensino. A comunidade de prática na plataforma LinkedIn permite a troca de recursos e experiências entre os professores.
The legacy of remote emergency teaching and the way to innovative learning st...José Bidarra
The COVID-19 pandemic has brought new challenges to higher education, demanding innovative strategies and the adaptation to a new reality. Furthermore, even though there are certain scientific areas where the transition has been rather satisfactory, in many education areas the challenges seek to persist. Thus, there is a need to identify both the solutions and limitations of the models currently in use, encompassing a diversity of cultural and educational perspectives.
The recent experience, when it comes to higher education, has been primarily in two domains. One dealing with innovation policy, and how to support higher education institutions and universities. And the other, connected with this one, is how to advance the digital transition of higher education. It's very important to realize that creativity and innovativeness have provided the ability to deliver education in non-standard circumstances. Educational technologies and instructional design had a strong push, and we are going to see a continuation of hybrid learning in the near future.
Valorização e ampliação do livro impressoJosé Bidarra
Comunicação apresentada nas XV Jornadas do CIAC (Centro de Investigação em Artes e Comunicação), em 9 de julho de 2021, em evento online organizado pela Universidade do Algarve (Faro), URL: https://ciac.pt/noticias/xv-jornadas-ciac/13598
Narrativas Digitais na Comunicação Educacional HíbridaJosé Bidarra
Este documento discute como narrativas digitais podem ser usadas para apoiar aprendizagem híbrida. Ele explora como tecnologias digitais podem desenvolver novas abordagens educacionais e apresenta exemplos de como narrativas podem ser mapeadas, desenvolvidas usando ferramentas como Prezi, e entregues online ou em instalações físicas. O documento também discute objetivos de usar narrativas digitais e fornece exemplos de como elas podem ser produzidas e programadas usando ferramentas como Processing.
Média-Arte Digital e Ensino a DistânciaJosé Bidarra
O documento descreve o programa de doutoramento em Média-Arte Digital oferecido pela Universidade Aberta de Portugal. O programa capacita estudantes com competências em tecnologias da informação, ciências da comunicação e criação artística. Os alunos participam em atividades de aprendizagem online e presenciais que incluem módulos, projetos, retiros e instalações para explorar narrativas digitais, realidade virtual e outras áreas.
Narrativas híbridas e remix audiovisualJosé Bidarra
Apresentação no Festival IMAGE PLAY 2020.
Resumo: Num tempo de incerteza e mudança surgem novas convergências da imagem com o imaginário, ancoradas na multimédia e nas inovações tecnológicas. Este é o tempo das narrativas híbridas e do remix audiovisual, buscando novas linguagens audiovisuais a partir de configurações estabelecidas por características dos meios de comunicação, enfatizando o papel das plataformas de difusão de informação e entretenimento. Assim, importa suscitar algumas questões sobre a elasticidade da imagem, o ato de ver, e de pensar a comunicação.
O documento descreve o programa de doutoramento em Média-Arte Digital oferecido pela Universidade Aberta de Portugal. O programa visa formar profissionais em tecnologias da informação, comunicação e artes, com foco em computação gráfica, som digital, música, visão computacional e realidade virtual. Os objetivos incluem conhecer teorias e tecnologias de média-arte digital e desenvolver projetos criativos nessa área. A aprendizagem é online e presencial, com módulos online, retiros e desenvolvimento de projetos dig
Artificial Intelligence in Teaching (AIT): A road map for future developmentsJosé Bidarra
The AIT project started in 2019 and aims to identify and analyse AI best practices in HE in three countries to develop a road map for future developments and use of AI. The AIT project will investigate three dimensions of AI in education: learning ‘for’ AI, learning ‘about’ AI, learning ‘with’ AI. The focus will be on identifying examples and best practices of AI in HE (across all AI dimensions). The analyses will include outlining national characteristics, specific technologies, and didactic and pedagogical approaches to AI in HE in the United Kingdom, Portugal and Denmark.
O uso do Facebook num Workshop sobre História do Cinema José Bidarra
Este documento descreve um estudo de caso sobre o uso do Facebook em um workshop sobre história do cinema em Moçambique. O estudo encontrou que os alunos se engajaram mais e se sentiram mais motivados ao usar o Facebook para interagir sobre o curso. No entanto, mais pesquisas são necessárias para entender melhor como as redes sociais podem ser integradas de forma efetiva no ensino e aprendizagem, especialmente no contexto educacional africano.
Exploring the use of Facebook in the classroomJosé Bidarra
This document summarizes a study on using Facebook in the classroom with students in Mozambique. It found that students are highly engaged with mobile devices and social media. A restricted Facebook group was created for a History of Cinema class, allowing improved interaction between students and teacher outside of class. Students found Facebook motivating and beneficial for organizing assignments. While internet access was limited, most students used Facebook and other platforms for learning. The study concluded that educational institutions should incorporate social media to engage digital generations, but more research is needed, especially in African contexts, on effective pedagogical uses of these tools.
O documento discute a arte contemporânea, incluindo exemplos de Andy Warhol, Man Ray e Bordalo II, e como esses artistas remixam imagens ou objetos. Também discute projetos pessoais do autor que remixam fotografias e vídeos, e competências necessárias para narrativas digitais como expressão artística, oral e escrita e alfabetização digital.
Digital Media Arts in Open and Distance EducationJosé Bidarra
This presentation introduces a PhD programme on Digital Media Arts (DMAD) by Universidade Aberta and Universidade do Algarve, supported by the Research Center in Arts and Communication (CIAC), and explains how expressiveness is explored to its maximum extent through computer graphics, digital sound and music, computer vision, digital storytelling, virtual reality, amongst other technologies, in the context of Open and Distance Education. Through a blended learning approach students explore techniques of artistic expression in order to generate new media applications, products, narratives, games and aesthetic experiences in such areas as the cultural industries, education and entertainment.
DMAD info: http://www2.uab.pt/guiainformativo/eng_detailcursos.php?curso=65
CIAC info: https://ciac.pt/en
O documento discute as inovações na educação em um contexto tecnológico em mudança, incluindo novas competências necessárias no século 21, tecnologias educacionais como MOOCs e flipped classroom, narrativas digitais e gamificação. Também aborda o mobile learning e exemplos de aplicações como apps educacionais, realidade aumentada e ambientes imersivos.
Once Upon a Tip… A Story of MOOCs and GamificationJosé Bidarra
This paper discusses the future of MOOCs based on recent research and acknowledged affordances of videogame’s design. The interest in MOOCS for educational purposes has increased over the last few years, with researchers identifying key pedagogical features that make the success of these inherently powerful learning tools. However, low student motivation and high dropout rates have somehow changed the original expectations of many researchers, despite the MOOC user base doubling in 2015. So, in this study we survey recent literature looking for answers, and discuss the evidence gathered from specific MOOCs with over one thousand participants, namely, pioneering iMOOC courses at Universidade Aberta (the Portuguese Open University). Finally, we look at the gaming world and discuss some findings that may benefit the learning design of MOOCs, considering that, besides the huge appeal of these (free) courses, there are recurring shortcomings that we have to alleviate. We follow up on the tip that gamification, and other emerging strategies, such as social networking and digital storytelling, may be vital to assure a sustainable future for open education and MOOCs.
From concept mapping to digital media publishing: An overview for researchers IJosé Bidarra
Workshop ATT CCMAR
Objectives: Learn to be more productive with current digital media, using tools for concept mapping, content creation and publishing with digital media.
Description: Today we face complex changes in society, for instance, high turnover rate of scientific knowledge, changing labour market, fast pace of technology renewal, which require a more effective response to the world problems that surround us. To address those and other issues an operational workflow is proposed, based on current and freely available tools. For effective results these emerging digital tools must be used in the right context and without losing track of the objectives, that may span from concept mapping (for a thesis, article, research proposal, etc.) to the design of multimédia content to be disseminated with impact (in a conference, exhibition, website, ebook, etc.)
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
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Article: https://pecb.com/article
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The simplified electron and muon model, Oscillating Spacetime: The Foundation...RitikBhardwaj56
Discover the Simplified Electron and Muon Model: A New Wave-Based Approach to Understanding Particles delves into a groundbreaking theory that presents electrons and muons as rotating soliton waves within oscillating spacetime. Geared towards students, researchers, and science buffs, this book breaks down complex ideas into simple explanations. It covers topics such as electron waves, temporal dynamics, and the implications of this model on particle physics. With clear illustrations and easy-to-follow explanations, readers will gain a new outlook on the universe's fundamental nature.
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.
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 ...
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.
This presentation includes basic of PCOS their pathology and treatment and also Ayurveda correlation of PCOS and Ayurvedic line of treatment mentioned in classics.
Walmart Business+ and Spark Good for Nonprofits.pdfTechSoup
"Learn about all the ways Walmart supports nonprofit organizations.
You will hear from Liz Willett, the Head of Nonprofits, and hear about what Walmart is doing to help nonprofits, including Walmart Business and Spark Good. Walmart Business+ is a new offer for nonprofits that offers discounts and also streamlines nonprofits order and expense tracking, saving time and money.
The webinar may also give some examples on how nonprofits can best leverage Walmart Business+.
The event will cover the following::
Walmart Business + (https://business.walmart.com/plus) is a new shopping experience for nonprofits, schools, and local business customers that connects an exclusive online shopping experience to stores. Benefits include free delivery and shipping, a 'Spend Analytics” feature, special discounts, deals and tax-exempt shopping.
Special TechSoup offer for a free 180 days membership, and up to $150 in discounts on eligible orders.
Spark Good (walmart.com/sparkgood) is a charitable platform that enables nonprofits to receive donations directly from customers and associates.
Answers about how you can do more with Walmart!"
How to Build a Module in Odoo 17 Using the Scaffold MethodCeline George
Odoo provides an option for creating a module by using a single line command. By using this command the user can make a whole structure of a module. It is very easy for a beginner to make a module. There is no need to make each file manually. This slide will show how to create a module using the scaffold method.
3. • 8 AM
• 12 AM
• 2 PM
• 4 PM
• 7 PM
“ICTs are not mere tools but rather environmental forces that are
increasingly affecting us. For instance blurring the distinction
between reality and virtuality, and blurring the distinction between
human, machine and nature” (L. Floridi)
5. WebTechnology 3D,AR,VRTechnologiesMobileTechnology
Smartphones and
tablets use is
widespread. Many
educational apps,
ebooks, and videos
are available.
These more advanced
technologies are now
coming of age with
new hardware and
software.
Inexpensive and user
friendly. There are
many educational
tools available online
and offline.
Trends Showcase
11. Mobile Learning
• Basic model: SMS, MMS, images & text
• Responsive Web: accessible via browser (online)
• Educational Apps: installed in the device (offline)
• Educational eBooks: installed in the device (offline)
José Bidarra, 2018
15. Responsive Web vs. Native Apps
A current product design decision: just make a web product “friendly” for
mobile screens or invest in developing a mobile application
Responsive Web:
• Requires an Internet Connection;
• Poor Performance (Browser Limitations);
• Lack of Natural Navigation;
• Lack of Push Notifications;
• Lack of Other Functionality (QR codes, voice recognition, AR, …).
José Bidarra, 2018
16. Responsive Web vs. Native Apps
Native Apps:
• Internet Connection Not Always Necessary;
• Better Performance;
• Increased Functionality;
• Enhanced Security for Users;
• Brand Awareness and Accessibility;
• High investment in time and money.
José Bidarra, 2018
18. App & Platform
4500 students
3400 exercises and video resolutions
José Bidarra, 2018
19. • Use gamification techniques to engage students.
• Accommodate game mechanics that are two-
fold: complexity and detail.
• Use three different levels of problem complexity:
beginners, intermediate and advanced (colours).
• For each problem there are two levels of exercise
resolution: detailed and concise (video).
Objectives
José Bidarra, 2018
28. Digital Storytelling
Storytelling is based on a set of
four elements that are still valid in
the digital age, namely:
• A narrator
• A plot
• A setting
• Characters
There is usually a conflict of some
kind. Some common types of
conflict may include:
• Conflict between one person
and another or between groups;
• Conflict between a person and
the natural environment;
• Conflict between an individual
and the society.
29. What are digital stories?
Digital artifacts that include a compelling narration of a story;
Elements that provide a meaningful context for understanding
the story being told;
Titles, images and graphics that capture and/or expand upon
emotions found in the narrative;
Voice, music and sound effects that reinforce ideas;
Mechanisms that invite thoughtful reflection from the audience.
José Bidarra, 2018
30. Organization & Structure
You can decide to tell your story in chronological order; Some
people call this a “linear narrative” because it seems to travel in a
straight line.
A story can also be told using a flashback technique. In this type
of structure, events are interrupted by a memory of something
that happened in the past.
A third way that a narrative can be constructed is by learning
about a series of events or a major happening from the points of
view of several characters.
José Bidarra, 2018
31. Narrators
First Person: The narrator says “I” when telling the story, as in “I
want you to know that everything I tell you is true.”
Third Person Omniscient: Omniscient means “all seeing”. The
narrator is not part of the story but describes the events that
happen to all the characters, as well as their thoughts.
Third Person Limited Omniscient: A Limited Omniscient narrator
can see all, but chooses to focus on a few things or people. In
this type of perspective, the narrator is also not part of the story
and can describe many events.
José Bidarra, 2018
32. Setting
Narratives are set in a specific time and place. These setting
details are usually identified at the beginning of the story in the
exposition.
Sometimes the setting is kept vague or poorly defined for a
reason.
Sometimes it is very specific with dates and real city names.
The setting, along with characters, are a writer’s best opportunity
to use rich descriptive language in her/his writing.
José Bidarra, 2018
33. Characters
Characters are most interesting when they are three dimensional
and have many sides of their personalities shown. These
characters have strengths and weaknesses. They seem alive
and real. They are dullest when they are one dimensional
stereotypes like “the hero”, “the villain”, “the best friend”, “the
know-it-all” or “the nerd”. Movies specialize in these types of
characters.
A story usually features a main character or protagonist that the
story follows. Sometimes there is a character that goes against
the protagonist. This character is called an antagonist and often
is the “bad guy”… José Bidarra, 2018
35. Narrative Sequence
Opening: also called the exposition, this part of the story
introduces the setting, characters and opening situation.
Conflict: also called the crisis, this single, sudden or special
event starts the story going because something changes.
Rising Action: the interest level increases usually due to
problems, setbacks or complications which are also called
crises.
Climax: the point of highest interest. Everything else that
happens is affected by the moment or event in the climax.
José Bidarra, 2018
36. Narrative Sequence
Falling Action: events unravel or unfold because of something
that happened in the climax. Think of dominoes that are sent
tumbling in a row.
Resolution: the final resolution of the plot in which some or all of
the loose ends of the plot are tied up.
José Bidarra, 2018
37. Storytelling Tips
1. Point of view (involves the communicator in making choices; a very
subjective exercise)
2. Dramatic question (creating conflict to be resolved later; e. g. how did I
survive the tsunami?)
3. Emotional content (challenge, frustration, humor, exhilaration, resignation,
etc.)
4. Narration (voice over information)
5. Soundtrack (music and sound effects)
6. Economy (time for the viewer to process, reducing the amount of
unnecessary elements)
7. Pacing (give your listener time to participate, to think, and to process your
story)
José Bidarra, 2018
38. Storyboard
A panel or series of rough sketches outlining the scene sequence and
major changes of action or plot in a production to be shot on film or video.
José Bidarra, 2018
39. Problem-based Storytelling (Jason
Ohler)
The “story core” breaks down in three parts:
First, a “central challenge” must be evident— “a question, a problem, an
obstacle, an opportunity, or a goal.” This “creates tension that gives the
story its forward momentum.”
Second, characters change as they wrestle with the problem. “Either life
or ‘the old you’ pushes back as new circumstances or ‘a new you’
struggles to emerge.”
Third, the problem receives closure: “solving a mystery, slaying a dragon,
reaching a goal, applying new academic knowledge or learning
processes, overcoming an obstacle. . . . "
José Bidarra, 2018
40. Narrative Trail
A narrative trail is not merely a linear path but ‘a chain of events organized
into a coherent schema from a personal perspective (i.e. that of the
narrator). And a narrator’s perspective brings to light intentions,
interpretations, and evaluations related to these events’. (Walker, 2006, p.
109).
Blogs are particularly relevant for examining narrative processes at work
within the social utilities offered by Web 2.0. Other processes of
structuring and meaning-making in unstructured and ill-defined
information systems may be found in the Facebook timeline.
José Bidarra, 2018
43. Content Gamification
"the use of game design elements in non-game contexts" (Deterding
et al., 2011, p.1)
• Points: points are fantastic motivators and can be used to reward
users/students across multiple levels or dimensions of a gamified activity
• Levels: these are often defined as point thresholds, so the students (or
users) can use them to indicate a higher status and have access to bonus
content.
• Challenges, badges, achievements, and trophies: the introduction of
goals in an activity makes students (users) feel like they are working toward
a goal.
• Leader boards: in the context of gamification, high-score tables are used toJosé Bidarra, 2018
47. Game Mechanics, Dynamics and
Emotions - MDE model
Badges Avatars
Votes
Leaderboards
Achievements
Boss Fights
Virtual GoodsGuilds Quests
Rewards
Progress Bars
Skill Trees
Experience Points
Stat Points
José Bidarra, 2018
51. Virtual Sign Game
1 - Finite Automata
2 - Algorithms for
Hierarchical
Classification
3 - Sequence
Alignment Algorithms
José Bidarra, 2018
52. Saving Lake Wingra (ARIS)
AR Game Mechanics
Play on locationPlay on location
Play on
handheld
Play on
handheld
collect clues and
objectives
collect clues and
objectives
Trigger game
objects
Trigger game
objects
For a $3.5M 2005-2008 STAR Schools
grant with Harvard and MIT, my doctoral
research group made location-based
games using MITʼs Outdoor Augmented
Reality platform. It was prety cool stuff.
José Bidarra, 2018
This chart shows the correlation between learner-control and levels of teaching (from information transfer to skills to knowledge creation to real work and learning).
In order to progress in the game the players are encoraged to perform Gestures matching to certin words or frases.
These gestures are recorded in real time using the Kinect and a pair of 5 DT Gloves.
After being saved, the gesture is analysed, and the player performence is evaluated.
2nd phase: In order to translate the words into gestures we move to a dynamic recognition of the Gestures. In this phase there are some challenges we faced such as:
_ The Sequential combination of movements and hands configurations, that we have to control.
_ The Significant variations, in the performance of the gesture, and the speed of the hands and body position;
_ And the difficulty of perceiving, or understand where, each word begins and where it ends.
In PSL There are 54 (fifty four) possible hands configurations (states);
A word is defined by a transition from an initial state to a final state;
Each state transition has an associated movement;
_ Words classification : we have 3 classifiers, that we have used:
1- Finite Automata
2- Algorithms for Hierarchical Classification
3- Sequence Alignment Algorithms