Presenting the EU project Camelot and the educational potential of videos shot in 3D environments for (language) education in general and CLIL in particular
This presentation discusses the importance of CLIL (Content and Language Integrated Learning) in Italian schools and how eTwinning can support CLIL instruction. CLIL lessons will be required for all high school students in Italy starting next year. eTwinning provides a platform for teachers to collaborate with international partners, develop professional skills, and enhance student learning through multilingual projects. The presentation outlines the benefits of CLIL for language learning and student motivation, and how eTwinning can help teachers deliver CLIL lessons and internationalize their schools.
One of my contributions to the Dutch national conference on Virtual Worlds http://fontys.nl/Over-Fontys/Fontys-Lerarenopleiding-Tilburg/Professionaliseren/Studiedagen/Nationale-conferentie-Virtuele-Werelden-in-het-onderwijs-op-13-november.htm
on behalf of the CAMELOT project.
http://camelotproject.eu/
The document discusses two European educational projects that used virtual worlds - ST.ART and AVATAR. ST.ART aimed to teach secondary students about street art using OpenSim, running from 2009-2011. AVATAR taught teachers to use virtual worlds like Second Life, running a 24 month online course from 2009-2011. Both projects found virtual worlds can help overcome classroom limitations and engage students through collaborative and experiential learning. The document promotes joining the new Euroversity network to continue sharing knowledge about teaching and learning in virtual environments.
European day of languages Vilnius Peter BirchPeter Birch
The document summarizes opportunities for language learning provided by the Lifelong Learning Programme from 2007-2013. It highlights several EU-funded projects that developed online language learning tools and resources, including full language courses, repositories of materials, and support for teachers. These projects covered languages like German, Slovak, Greek, and focused on areas like teacher training, using interactive whiteboards, developing oral skills apps, and learning business communication in English. The Lifelong Learning Programme demonstrated how ICT could be applied to language education to make it more accessible, flexible and innovative.
The document discusses the eTwinning program, which connects over 147,000 teachers across Europe through online collaboration. It provides benefits for both students and teachers, allowing them to work on partnership projects together across borders. For students, it improves language skills like English, develops digital skills, and fosters intercultural understanding. For teachers, it enables professional development and collaboration with other European educators. The program has been running since 2005 and provides a modern way for schools to partner online without bureaucracy.
- The document discusses an educator in Belgium who teaches coding and STEM skills to primary school students.
- They have been involved in several European projects through Erasmus+ and eTwinning since 2004 to promote international collaboration.
- The educator provides workshops and training to help other teachers incorporate coding and robotics into their own classrooms to develop students' ICT and problem-solving abilities.
This presentation discusses the importance of CLIL (Content and Language Integrated Learning) in Italian schools and how eTwinning can support CLIL instruction. CLIL lessons will be required for all high school students in Italy starting next year. eTwinning provides a platform for teachers to collaborate with international partners, develop professional skills, and enhance student learning through multilingual projects. The presentation outlines the benefits of CLIL for language learning and student motivation, and how eTwinning can help teachers deliver CLIL lessons and internationalize their schools.
One of my contributions to the Dutch national conference on Virtual Worlds http://fontys.nl/Over-Fontys/Fontys-Lerarenopleiding-Tilburg/Professionaliseren/Studiedagen/Nationale-conferentie-Virtuele-Werelden-in-het-onderwijs-op-13-november.htm
on behalf of the CAMELOT project.
http://camelotproject.eu/
The document discusses two European educational projects that used virtual worlds - ST.ART and AVATAR. ST.ART aimed to teach secondary students about street art using OpenSim, running from 2009-2011. AVATAR taught teachers to use virtual worlds like Second Life, running a 24 month online course from 2009-2011. Both projects found virtual worlds can help overcome classroom limitations and engage students through collaborative and experiential learning. The document promotes joining the new Euroversity network to continue sharing knowledge about teaching and learning in virtual environments.
European day of languages Vilnius Peter BirchPeter Birch
The document summarizes opportunities for language learning provided by the Lifelong Learning Programme from 2007-2013. It highlights several EU-funded projects that developed online language learning tools and resources, including full language courses, repositories of materials, and support for teachers. These projects covered languages like German, Slovak, Greek, and focused on areas like teacher training, using interactive whiteboards, developing oral skills apps, and learning business communication in English. The Lifelong Learning Programme demonstrated how ICT could be applied to language education to make it more accessible, flexible and innovative.
The document discusses the eTwinning program, which connects over 147,000 teachers across Europe through online collaboration. It provides benefits for both students and teachers, allowing them to work on partnership projects together across borders. For students, it improves language skills like English, develops digital skills, and fosters intercultural understanding. For teachers, it enables professional development and collaboration with other European educators. The program has been running since 2005 and provides a modern way for schools to partner online without bureaucracy.
- The document discusses an educator in Belgium who teaches coding and STEM skills to primary school students.
- They have been involved in several European projects through Erasmus+ and eTwinning since 2004 to promote international collaboration.
- The educator provides workshops and training to help other teachers incorporate coding and robotics into their own classrooms to develop students' ICT and problem-solving abilities.
The ViTAAL Project was a partnership between schools and teacher education organizations in the Netherlands from 2007-2008 that researched using 3D virtual worlds to support language education, particularly oral skills. It involved three pilot activities - a Virtual Language Village for practice of everyday language tasks, an interactive detective story game called LanguageQuest, and informal social events called Francofolies. Evaluations focused on feasibility, design of materials and assessments, and potential for learning. Dissemination included conferences and the project aimed to further implementation and research.
From the creators of EU funded LANCELOT and AVALON project on language learning in real-time in virtual classrooms and in virtual worlds comes a highly innovative concept of how to fully immerse yourself in an all-inclusive language learning experience online.
The 4th Geniko Lykeio of Kalamata in Greece sent six teachers on educational staff mobilities to Italy, Czech Republic, France, Spain, and Sweden from 2014 to 2015 funded by the Erasmus+ program. The goals were to enrich the curriculum with interdisciplinary programs, enhance teaching skills, and strengthen the school's European orientation. Teachers participated in activities like job shadowing, training courses, and visiting classes to exchange practices and learn about other education systems. Outcomes included improved digital, language, and social skills as well as a more creative approach to teaching using technology.
The 4th Geniko Lykeio school in Kalamata, Greece sent 6 teachers on staff mobility exchanges to Italy, Czech Republic, France, Spain, and Sweden between 2014-2015 funded by the Erasmus+ program. The goals were to enrich the curriculum, improve teaching methods, and enhance the school's European orientation. Teachers participated in job shadowing, training courses, and visited classrooms to exchange practices and learn about other education systems. Outcomes included improved digital, language, and social skills for participating teachers, who then shared experiences with other school staff.
The NIFLAR project from 2009-2011 focused on designing computer-mediated communication (CMC) tasks to support foreign language acquisition and intercultural competence (ICC) training. The project delivered a framework for task design, collection of scenarios and tasks, and guides for teachers. It also included a 3D virtual learning environment (VLE) with different components for cultural exploration, simulations, and games. The goal was to develop pedagogical principles for blended CMC and ICC instruction for language teachers and learners.
eTwinning is a free online platform that allows teachers and students aged 3-18 from 32 European countries to collaborate on projects. Teachers can find partners, create virtual classrooms to share resources and communicate, and apply for awards for high quality projects. The goals are to facilitate international collaboration using ICT, provide multilingual resources, and help teachers develop their technology skills through professional development opportunities. Over 167,000 teachers from across Europe participate in more than 5,100 active projects on the eTwinning platform.
Hungarian Innovative Schools and Projects of the Sulinet Program Officelearningvillage
Sulinet is a Hungarian program office that provides educational resources and support for schools. It launched the Sulinet Digital Knowledge Base in 2004 to host online teaching materials aligned with Hungary's National Core Curriculum. The program also supports 30 Innovative Schools that test modern technologies and participate in national and international projects. Sulinet coordinates several international projects focused on developing digital learning materials and runs the Sulinet Educational portal to provide pedagogical resources and support. Looking ahead, a new project called ESTER aims to have schools collaborate using the Digital Knowledge Base, EcoLog tools, and an online platform to create open educational resources.
NIFLAR workshop on designing for 3D @ Coimbra ConferenceTon Koenraad
Introduction for the workshop at the Coimbra Conference on NIFLAR's 3D environments in Second Life and Open Sim. Text and Images on the design principles and their realisations to support language practice and intercultural communication skills development.
This document outlines the schedule and logistics for a joint workshop between Rotterdam University and Gobelins School of Image. The workshop will have students develop concepts for capturing and sharing a visiting experience in real-time with a focus on emotions. They will work in teams to develop their concepts over three days, presenting pitches on the third day and finalizing their work in Paris later in October. It provides information on facilities, resources, assignments, and teams for the workshop participants.
01 02 začetna_international _mobility_projects_nastopVladimir Janez
This document summarizes the European mobility programs that the Multimedia and Graphic Technology Secondary School in Ljubljana, Slovenia participates in. It discusses programs for student mobility, teacher mobility, school partnerships, and more. Some of the key partner schools and countries mentioned include schools in Finland, Sweden, Germany, Poland, Turkey, Greece, and the UK. The school has participated in over a dozen projects focused on topics like multimedia tools, digital video, graphic technologies, and ecology.
TrendsLab Barcelona 2014 : Laboratorio de tendencias e innovaciónLa innovation Kitchen
Within the frame of ELISAVA’s Master’s Degree in Research for Design and Innovation, we will develop a trend-analysis lab carried out in order to identify and apply trends in three main sectors: Social trends, fashion trends, and product trends.
The course provides the student with the tools for analyzing trends and planning them in future scenarios. It also supports the development of innovative projects.
AVATAR is a two year European Multilateral project under the Lifelong learning programme 2007-2013, Sub programme Comenius aimed at teaching secondary school teacher to use virtual worlds in education.
AVATAR multi-actors include seven organizations from six EU countries: (Coordinator) Consorzio FOR.COM (Italy), FH Joanneum University of Applied Sciences (Austria), Burgas Free University (Bulgaria), University of Southern Denmark (Denmark), Universidad Nacional de Educaciòn a Distancia (Spain), University of Hertfordshire Higher Education Corporation (UK), SOPHia In Action Consulting (Italy)
For more information see http://www.avatarproject.eu
“All your mediums are belong to us. Augmenting teaching and learning through ...Kieran Nolan
Kieran Nolan presented on his work with Burnstation and Booki, two projects focused on augmenting teaching and learning through digital media. Burnstation was a website launched in 2009 at the Dundalk Institute of Technology to enable students to collaborate beyond classroom walls. Booki, launched in 2010, allowed for 'emotive design' and peer learning through an online platform for collaborative book publishing. Going forward, Nolan aims to further apply experiential and collaborative learning models to both physical and online educational spaces.
The document discusses the European Language Portfolio (ELP), which aims to implement the Common European Framework of Reference for language learning. The ELP has three main elements: a language passport, language biography, and dossier of language samples. It serves as a personal learning diary for self-assessment, documenting one's language learning journey and collecting evidence of progress. The document also discusses using blogs as an online version of the ELP to facilitate peer assessment and sharing between language learners, such as for an online language exchange program. Examples of individual blogs documenting language learning experiences are provided.
Svishtov vocational high school “Aleko Konstantinov” - Project 2016 -1-ВG01-КА-101-023476 „E-LEARNING – A NEW APPROACH FOR TEACHING AND LEARNING”
Programme Erasmus+,Key activity 1 „Educational mobility for citizens ", School Education Sector
Incorportating Multimedia Technology In The Preschool ClassroomLady Dolandolan
This document summarizes a workshop on incorporating multimedia technology in the preschool classroom. The workshop covers research on the benefits of technology for child development, and demonstrates how to use PowerPoint presentations, digital cameras, and interactive whiteboards in early education. Participants will learn how to adapt books and create presentations using these tools to engage students and meet diverse learning needs.
The document provides an overview of OpenGL and computer graphics concepts. It discusses the basics of computer graphics including applications, the graphics pipeline, primitives like vertices and polygons, attributes like color, and an example of drawing a shaded triangle. The graphics pipeline involves steps like vertex operations, primitive assembly, rasterization, and fragment operations. Primitives are specified using vertices and attributes remain in effect until changed. The OpenGL API is used to program 3D graphics and interfaces with the graphics driver.
The document discusses audio multimedia services and provides information on various topics related to audio, including:
1. It discusses the human ear and how it perceives sound in both the time and frequency domains.
2. It provides an overview of common audio applications and modulation techniques used to transmit audio signals.
3. It describes various audio codecs, their classifications, compression techniques, latency characteristics, and examples like MP3, AAC, and speech codecs like AMR and G.711.
4. It covers topics related to speech compression techniques, files/containers for audio like WAV and common physical formats like CD.
5. It also discusses audio hardware wires and connectors both for only audio and
Business analysis and strategy proposal for Prendo Simulations (http://prendo.com/) aimed on HTML5 and FLASH technology for their future business simulation software development.
Project was done by students from ESIEE Paris.
Flexible Transport of 3D Videos over NetworksAhmed Hamza
The document discusses flexible transport of 3D videos over networks. It covers 3D video representation formats like stereo, multi-view plus depth. It also discusses 3D video coding standards like MVC and transport protocols. Adaptive streaming techniques for 3D videos over P2P and IP networks are explained. The DIOMEDES project that delivers up to 200 views of 3D content using P2P and DVB is presented as a case study. The document concludes that combining adaptation methods with adaptive P2P streaming can provide successful 3D video services.
The ViTAAL Project was a partnership between schools and teacher education organizations in the Netherlands from 2007-2008 that researched using 3D virtual worlds to support language education, particularly oral skills. It involved three pilot activities - a Virtual Language Village for practice of everyday language tasks, an interactive detective story game called LanguageQuest, and informal social events called Francofolies. Evaluations focused on feasibility, design of materials and assessments, and potential for learning. Dissemination included conferences and the project aimed to further implementation and research.
From the creators of EU funded LANCELOT and AVALON project on language learning in real-time in virtual classrooms and in virtual worlds comes a highly innovative concept of how to fully immerse yourself in an all-inclusive language learning experience online.
The 4th Geniko Lykeio of Kalamata in Greece sent six teachers on educational staff mobilities to Italy, Czech Republic, France, Spain, and Sweden from 2014 to 2015 funded by the Erasmus+ program. The goals were to enrich the curriculum with interdisciplinary programs, enhance teaching skills, and strengthen the school's European orientation. Teachers participated in activities like job shadowing, training courses, and visiting classes to exchange practices and learn about other education systems. Outcomes included improved digital, language, and social skills as well as a more creative approach to teaching using technology.
The 4th Geniko Lykeio school in Kalamata, Greece sent 6 teachers on staff mobility exchanges to Italy, Czech Republic, France, Spain, and Sweden between 2014-2015 funded by the Erasmus+ program. The goals were to enrich the curriculum, improve teaching methods, and enhance the school's European orientation. Teachers participated in job shadowing, training courses, and visited classrooms to exchange practices and learn about other education systems. Outcomes included improved digital, language, and social skills for participating teachers, who then shared experiences with other school staff.
The NIFLAR project from 2009-2011 focused on designing computer-mediated communication (CMC) tasks to support foreign language acquisition and intercultural competence (ICC) training. The project delivered a framework for task design, collection of scenarios and tasks, and guides for teachers. It also included a 3D virtual learning environment (VLE) with different components for cultural exploration, simulations, and games. The goal was to develop pedagogical principles for blended CMC and ICC instruction for language teachers and learners.
eTwinning is a free online platform that allows teachers and students aged 3-18 from 32 European countries to collaborate on projects. Teachers can find partners, create virtual classrooms to share resources and communicate, and apply for awards for high quality projects. The goals are to facilitate international collaboration using ICT, provide multilingual resources, and help teachers develop their technology skills through professional development opportunities. Over 167,000 teachers from across Europe participate in more than 5,100 active projects on the eTwinning platform.
Hungarian Innovative Schools and Projects of the Sulinet Program Officelearningvillage
Sulinet is a Hungarian program office that provides educational resources and support for schools. It launched the Sulinet Digital Knowledge Base in 2004 to host online teaching materials aligned with Hungary's National Core Curriculum. The program also supports 30 Innovative Schools that test modern technologies and participate in national and international projects. Sulinet coordinates several international projects focused on developing digital learning materials and runs the Sulinet Educational portal to provide pedagogical resources and support. Looking ahead, a new project called ESTER aims to have schools collaborate using the Digital Knowledge Base, EcoLog tools, and an online platform to create open educational resources.
NIFLAR workshop on designing for 3D @ Coimbra ConferenceTon Koenraad
Introduction for the workshop at the Coimbra Conference on NIFLAR's 3D environments in Second Life and Open Sim. Text and Images on the design principles and their realisations to support language practice and intercultural communication skills development.
This document outlines the schedule and logistics for a joint workshop between Rotterdam University and Gobelins School of Image. The workshop will have students develop concepts for capturing and sharing a visiting experience in real-time with a focus on emotions. They will work in teams to develop their concepts over three days, presenting pitches on the third day and finalizing their work in Paris later in October. It provides information on facilities, resources, assignments, and teams for the workshop participants.
01 02 začetna_international _mobility_projects_nastopVladimir Janez
This document summarizes the European mobility programs that the Multimedia and Graphic Technology Secondary School in Ljubljana, Slovenia participates in. It discusses programs for student mobility, teacher mobility, school partnerships, and more. Some of the key partner schools and countries mentioned include schools in Finland, Sweden, Germany, Poland, Turkey, Greece, and the UK. The school has participated in over a dozen projects focused on topics like multimedia tools, digital video, graphic technologies, and ecology.
TrendsLab Barcelona 2014 : Laboratorio de tendencias e innovaciónLa innovation Kitchen
Within the frame of ELISAVA’s Master’s Degree in Research for Design and Innovation, we will develop a trend-analysis lab carried out in order to identify and apply trends in three main sectors: Social trends, fashion trends, and product trends.
The course provides the student with the tools for analyzing trends and planning them in future scenarios. It also supports the development of innovative projects.
AVATAR is a two year European Multilateral project under the Lifelong learning programme 2007-2013, Sub programme Comenius aimed at teaching secondary school teacher to use virtual worlds in education.
AVATAR multi-actors include seven organizations from six EU countries: (Coordinator) Consorzio FOR.COM (Italy), FH Joanneum University of Applied Sciences (Austria), Burgas Free University (Bulgaria), University of Southern Denmark (Denmark), Universidad Nacional de Educaciòn a Distancia (Spain), University of Hertfordshire Higher Education Corporation (UK), SOPHia In Action Consulting (Italy)
For more information see http://www.avatarproject.eu
“All your mediums are belong to us. Augmenting teaching and learning through ...Kieran Nolan
Kieran Nolan presented on his work with Burnstation and Booki, two projects focused on augmenting teaching and learning through digital media. Burnstation was a website launched in 2009 at the Dundalk Institute of Technology to enable students to collaborate beyond classroom walls. Booki, launched in 2010, allowed for 'emotive design' and peer learning through an online platform for collaborative book publishing. Going forward, Nolan aims to further apply experiential and collaborative learning models to both physical and online educational spaces.
The document discusses the European Language Portfolio (ELP), which aims to implement the Common European Framework of Reference for language learning. The ELP has three main elements: a language passport, language biography, and dossier of language samples. It serves as a personal learning diary for self-assessment, documenting one's language learning journey and collecting evidence of progress. The document also discusses using blogs as an online version of the ELP to facilitate peer assessment and sharing between language learners, such as for an online language exchange program. Examples of individual blogs documenting language learning experiences are provided.
Svishtov vocational high school “Aleko Konstantinov” - Project 2016 -1-ВG01-КА-101-023476 „E-LEARNING – A NEW APPROACH FOR TEACHING AND LEARNING”
Programme Erasmus+,Key activity 1 „Educational mobility for citizens ", School Education Sector
Incorportating Multimedia Technology In The Preschool ClassroomLady Dolandolan
This document summarizes a workshop on incorporating multimedia technology in the preschool classroom. The workshop covers research on the benefits of technology for child development, and demonstrates how to use PowerPoint presentations, digital cameras, and interactive whiteboards in early education. Participants will learn how to adapt books and create presentations using these tools to engage students and meet diverse learning needs.
The document provides an overview of OpenGL and computer graphics concepts. It discusses the basics of computer graphics including applications, the graphics pipeline, primitives like vertices and polygons, attributes like color, and an example of drawing a shaded triangle. The graphics pipeline involves steps like vertex operations, primitive assembly, rasterization, and fragment operations. Primitives are specified using vertices and attributes remain in effect until changed. The OpenGL API is used to program 3D graphics and interfaces with the graphics driver.
The document discusses audio multimedia services and provides information on various topics related to audio, including:
1. It discusses the human ear and how it perceives sound in both the time and frequency domains.
2. It provides an overview of common audio applications and modulation techniques used to transmit audio signals.
3. It describes various audio codecs, their classifications, compression techniques, latency characteristics, and examples like MP3, AAC, and speech codecs like AMR and G.711.
4. It covers topics related to speech compression techniques, files/containers for audio like WAV and common physical formats like CD.
5. It also discusses audio hardware wires and connectors both for only audio and
Business analysis and strategy proposal for Prendo Simulations (http://prendo.com/) aimed on HTML5 and FLASH technology for their future business simulation software development.
Project was done by students from ESIEE Paris.
Flexible Transport of 3D Videos over NetworksAhmed Hamza
The document discusses flexible transport of 3D videos over networks. It covers 3D video representation formats like stereo, multi-view plus depth. It also discusses 3D video coding standards like MVC and transport protocols. Adaptive streaming techniques for 3D videos over P2P and IP networks are explained. The DIOMEDES project that delivers up to 200 views of 3D content using P2P and DVB is presented as a case study. The document concludes that combining adaptation methods with adaptive P2P streaming can provide successful 3D video services.
Medical Multimedia Information Systems (ACMMM17 Tutorial) klschoef
This document provides an overview of medical multimedia information systems and discusses various topics related to endoscopic video data. It begins with an introduction to different types of multimedia data in medicine, including medical text, sensor signals, images, and video. It then focuses on the characteristics of endoscopic video data and different research fields and communities. Several applications are discussed, including using surgery videos for post-procedural purposes and diagnostic decision support. The document also covers topics like domain-specific storage, video content analysis, and visualization and annotation of videos. It concludes with a discussion of knowledge transfer and future outlook for medical multimedia information systems.
Multimedia Technologies Introduction Subject
Multimedia Technology introduction - I created these slides for my students to teach CMP 383 Multimedia Technology at Jazan Community College , Jazan University
Computer animation has positively impacted the movie industry and society. A survey found that 14% of participants prefer animated movies over other genres like action, horror, and comedy. Since computer animation was developed, movies are now mostly computer animated rather than hand drawn. Computer animation has also had a positive impact on society, as 92% of survey respondents agreed. Many modern technologies like TVs, video games, phones, and computers incorporate and rely on computer animation. Without computer animation, there would be no 3D movies, games or graphics, and animation would take much longer and look less realistic.
This document discusses the process of computer animation. It begins by defining computer animation and listing some common applications like video games, cartoons, and mobile phones. It then outlines the main steps for designing an animation sequence, which include storyboard layout, object definitions, key frame specifications, and generating in-between frames. Key frames define the starting and ending points of movements, while in-betweens create the illusion of smooth motion between key frames. Raster animation and general animation functions are also briefly discussed.
3D technology creates the illusion of depth by displaying stereoscopic images that mimic human binocular vision. The earliest techniques for 3D imaging were developed in the 1830s, but modern 3D became popular through 3D movies seen with red-blue or polarized glasses. Today, 3D is used in movies, TVs, video games, and simulations by projecting two offset images separately to each eye. This allows the brain to process depth cues and perceive 3D. While 3D brings content to life, it can cause eyestrain, motion sickness, and has privacy and health implications that require consideration.
This document discusses different animation techniques including hand-drawn animation, stop-motion animation, and computer animation. In hand-drawn animation, each frame is drawn by hand while stop-motion animation involves physically manipulating objects and photographing each frame. Computer animation is created digitally on a computer. Specific stop-motion techniques mentioned include claymation, cutout animation, and object animation. The traditional animation process includes concept, storyboarding, voice recording, drawings, ink and paint, backgrounds, and photography.
An introduction to Animation. What is Animation? What allows us to experience movements in an animation? How different types of animations are made? What are some uses of animation and what is the impact of animation on society?
3Ds Max is a 3D modeling and rendering software used to create 3D animations, models, games and images. It allows users to create 3D scenes and characters, animate them, and render them with lighting, materials and textures. The main work phases in 3Ds Max are modeling, applying materials and textures, lighting, rendering, and post-production adjustments. 3Ds Max has significantly impacted industries like architecture, animation, movies and games by allowing for more creative and realistic 3D design and visualization.
Animation's Life Cycle And Its ApplicationShakaib Arif
This is my first presentation in the University in Computer Science Programme which went really well.So I thought to share it with someone out there, if it could be helpful to anyone.
Computers have become an integral part of modern society. They are used by 68% of working Americans at their jobs and 84% say they are essential to their work. Computers are also widely used in schools, with hundreds of thousands of schools in the US having computer access. While computers have enabled many advances in areas like communication, business, and scientific research, they can also consume peoples' time and potentially ruin lives if overused. Overall, computers represent a powerful tool that has both benefits and drawbacks for society.
This document discusses key concepts in animation, including keyframes, tweening, onion skinning, frame-by-frame animation, and frame rate. It explains that keyframes define parameters at certain points, tweening generates intermediate frames between keyframes, onion skinning allows viewing multiple frames to aid animation, frame-by-frame animation involves manipulating objects between individually photographed frames to create movement, and frame rate is the frequency at which consecutive images, or frames, are produced. The document also notes that common frame rates are 24-30 fps for video and 12-15 fps for digital animation.
3D printer Technology _ A complete presentationVijay Patil
3D printing is a process of making 3D objects from a digital file by laying down successive layers of material. The first 3D printer was created in 1984 by Charles Hull. Since then, 3D printing has advanced and become used in many industries like industrial design, automotive, aviation, architecture, food preparation, and medicine. There are different 3D printing methods like selective laser sintering, stereolithography, and fused deposition modeling. While 3D printing provides advantages like rapid prototyping, reduced waste, and ability to create complex shapes, it also faces challenges like slow speeds, weak components, and high costs of materials and printers. However, 3D printing is expected to become more commonplace in the future
This document provides an overview of animation in Hollywood, including its history and different techniques. It discusses early animation inventions from the 19th century and the first animated films in the early 20th century. Traditional cel animation involved drawing characters on paper and transferring them to transparent sheets. Computer animation now uses 2D and 3D techniques, with 3D animation creating highly realistic visual effects through modeling, rigging, and motion capture. Major animation software like Maya and ZBrush are used in Hollywood. The animation industry has grown significantly with advances in technology and expanded entertainment options.
Video in Modern Language Education Revisited. Presented by Ton Koenraad (TELLConsult) and Patrick de Boer (Penta College, CSG J. van Liesveldt) at the
Dutch bi-annual National EFL 2015 Conference. Ede, Netherlands
This document summarizes several EU projects related to developing resources for mobile learning pedagogy and teacher training in language and education. It describes projects from 2011-present including iTILT 1 and 2, which developed video clips and manuals on interactive whiteboard use. Other projects discussed are MTTEP, which focused on a mobile learning framework, and DEIMP, examining principles of mobile learning design. Current and future projects on using tablets for differentiation are also mentioned. Resources from these projects are suggested for teacher professional development activities.
The READ IT project aims to train teachers to make reading more engaging for students through digital storytelling and book trailers. The project addresses a need for teachers in the EU to develop digital skills. Teachers complete an online course to learn techniques for digital storytelling and book trailer production, then test these methods with their students. Students develop skills in writing, visual/technology literacy by creating book trailers. Evaluation found digital storytelling increased student engagement with reading, though schools' technology capacity varied. The project concludes digital methods can enhance traditional teaching when combined creatively.
Internationalisation and the initial teacher education curriculum’Ton Koenraad
Invited Presentation at the CILO bi-annual meeting. A network to promote internationalisation in teacher education for the primary and secondary sectors that most national HE Teacher Education faculties are member of.
Organisation: The Dutch EU National Agency, Amsterdam, Central Library, Netherlands
Introducing the iTILT projects on IWB & Tablets in Language EducationTon Koenraad
Presentation for an iTILT workshop on the use of tablets and interactive classroom technologies presented at the Dutch annual Good Practice Day at Leiden University.
This document provides an introduction to instructional design and e-learning tools. It discusses different types of learning activities including instruction, interaction, and collaboration. For each activity, it lists different information and communication technologies (ICT) tools that can support that type of learning. It then categorizes ICT tools according to whether they support knowledge transfer, interaction, collaboration, reflection, or feedback and assessment. Finally, it discusses how learning platforms can combine these tools and provides examples of how the AVLM training program incorporates different ICT tools.
overview of etwinning action (under the LifeLong Learning Programme) and a short introduction to the web tools available for registred member (www.etwinning.net)
ICT & Teacher Education Innovation: focus on EU IWB projects iTILT & SMARTVETTon Koenraad
Invited by Nevsehir university Faculty of Education in Turkey to present TELLConsult's experiences with Technology & Language Teacher Education and the results of the EU projects iTILT and SMARTVET as reported at the ISNITE 2013 Symposium in Ankara.
Presentation to promote the exploitation of results of EU projects to help keep Teacher Education curriculum up to date re educational technology methodology
#EU projects,#
Vitaal project presented at Slanguages 2008 conferenceTon Koenraad
The ViTAAL Project was a 2007-2008 EU-funded project that researched the use of 3D virtual worlds to support secondary modern language education, with a focus on oral skills. It involved schools, teacher education organizations, and educational service providers. The project developed three activity formats for virtual world pilots: a Virtual Language Village for training and assessment, an interactive detective story game, and social events. Evaluations assessed the feasibility of the formats and institutional collaboration. Future plans included expanding implementations, research, and partnerships.
Project ViTAAL presented at Slanguages conference 2008Ton Koenraad
The ViTAAL Project was a 2007-2008 EU-funded project that researched the use of 3D virtual worlds to support secondary modern language education, with a focus on oral skills. It involved schools, teacher education organizations, and educational service providers. The project developed three activity formats for virtual world pilots: a Virtual Language Village for training and assessment, an interactive detective story game, and social events. Evaluations assessed the feasibility of the formats and institutional collaboration. Future plans included expanding implementations, research, and partnerships.
The document summarizes a professional development event for teachers held in Bologna, Italy on October 21, 2011. The event focused on using eTwinning and mathematics projects to challenge students and support teacher professional development. The agenda included presentations from teachers and experts on using history and technology in math lessons as well as showcasing award-winning eTwinning projects involving mathematics from schools across Europe. The goal of the event was to encourage more teachers to use eTwinning to collaborate internationally on student projects and for their own continuous learning.
iTILT & SmartVET: two EU projects to promote effective interactive whiteboard...Shona Whyte
This document summarizes two EU projects - iTILT and SmartVET - that promoted the effective use of interactive whiteboards (IWBs) in language education and vocational training. The iTILT project researched IWB use across Europe, developed training materials in multiple languages, and created a website with classroom videos and resources. SmartVET addressed the limited adoption of IWBs in vocational education by developing a train-the-trainer program and continuing professional development model for Irish vocational teachers. Both projects aimed to better understand how to integrate IWBs and maximize their benefits for teaching and learning.
Developments on Interaction and Interactivity presented at Nevsehi Universit...Ton Koenraad
This document provides an overview of developments in information and communication technologies (ICT) and their implications for teacher education, with a focus on the introduction of interactive whiteboards. It discusses the use of interactive whiteboards in language teaching and provides examples. It also reviews literature on the benefits of interactive whiteboards for enhancing motivation, interaction, and learning complex concepts. Additionally, it introduces models for technological pedagogical knowledge and discusses training opportunities for teachers in using new technologies.
Developments on Interaction and Interactivity presented at Nevsehi University...Ton Koenraad
This document provides an overview of developments in information and communication technology (ICT) and their implications for teacher education, with a focus on the introduction of interactive whiteboards. It discusses the use of interactive whiteboards in modern language classrooms and presents examples. The document also outlines related European Union projects on ICT and teacher education innovation, and shares the author's experiences with various ICT tools, activity design, teacher education, and communities of practice.
PPT presentation on the ViTAAL project at the WorldCALL 2008 Conference at Fukuoka, Japan. Experiments with virtual worlds for promotion and assessment of oral skills in modern language education.
Ebbe Schultze has worked in education for over 30 years. He is currently the Chief Adviser at UNI-C, the Danish IT Centre for Education and Research. UNI-C provides IT services and support to Denmark's educational institutions. Its goals are to ensure high quality IT services, supply student information systems, and support international educational cooperation through initiatives like eTwinning. UNI-C also runs several websites that teachers and students can use, such as EMU, an educational portal, and SkoleKom, a mail and conferencing system.
eTwinning by John Warwick & Florence Andersonfloanderson
This document provides information about eTwinning, which is a free online platform that allows teachers and students from different European countries to collaborate on projects together. It outlines the benefits of eTwinning, which include facilitating international collaboration, providing online tools and resources to support project work, and professional development opportunities for teachers. The document also provides examples of different types of projects that can be done on eTwinning and explains how teachers can get involved and find project partners. Contact information is provided for getting additional support and information about eTwinning.
Overview of the ongoing LLP EU projects at the Chair of Applied English Linguistics, University of Tübingen.
The group currently coordinates the Backbone and icEurope projects and is partner in the LLP Pellic project as well as in the Comenius network Wide Minds (WiMi)
Introduction to the second edition of the EU Project iTILT Ton Koenraad
PechaKucha presentation of iTILT project (Interactive language teaching with technology, 2014 - 2017) presented at the Multiplier event organised by the EU project 'MOBILISING AND TRANSFORMING TEACHER EDUCATION PEDAGOGIES' at the PH Karlsruhe, Germany
The document summarizes the Euroversity network, which aims to collect examples of good practices in teaching and learning in virtual worlds. It discusses the network's goals of facilitating knowledge transfer across contexts and providing a framework for a pan-European virtual university. The summary also outlines some of the network's opportunities in reducing costs and barriers to education, as well as some of its challenges around acceptance, access issues, and quality concerns.
Presentation of our paper 'Approaches and results of two EU projects promoting effective interactive whiteboard use in language and vocational education' at the LKPA Conference 9–10 June 2014, in Vilnius (Lithuania).
Using phones for & of oral skills developmentTon Koenraad
Presentation of an exploratory pilot project on using mobile devices for assessment of and for oral EFL skills at the PechaKucha session of the TISLID 2014 conference in Avila, Spain
Euroversity is an EU Network Project 2011-2014 bringing together know-how and experiences of a great number of organisations and projects. A key result is the Framework of Good Practice, a guide on how to develop educational activities and courses in 3d virtual worlds environments
Ideas on Internationalisation presented at Hogeschool Utrecht, 2011Ton Koenraad
Ton Koenraad presented on internationalization and virtual mobility programs. He discussed his experience developing ICT-related international projects and virtual exchange programs at Hogeschool Utrecht University of Applied Sciences from 1990 to 2011. Some key programs he mentioned include iTILT, e-CLIL, CATS Project, and NIFLAR. He also discussed trends in online learning like increased collaborative production learning, open educational resources, technologies that enable co-creation, and students taking a more active role as members of educational collectives rather than just consumers.
CALL developments presented at final meeting of Etalage project in BudapestTon Koenraad
This document discusses task-supported language teaching and technology-enhanced learning. It provides an overview of criteria for designing effective language learning activities and how different technologies can support various phases of tasks and aspects of second language acquisition. Examples of tools and applications that can be used for content delivery, learner interaction, and assessment are described. The future of language education is discussed in terms of teachers taking on new roles in curriculum design, materials development, and facilitating open classrooms with technological tools and telecollaboration.
CALL developments presented at English for Kids Conference, UtrechtTon Koenraad
This document discusses new developments in computer-assisted language learning. It outlines 5 key areas for the future of language education: the learning environment, the teacher, the learner, methodology, and technology. Regarding technology, it describes how mobile devices are poised to become the "PC of Africa" and how their use can transform language learning through mobile-assisted language learning apps.
NL Teacher ICT competence framework presented at Ankara Conference 2013Ton Koenraad
This document summarizes instruments that support the integration of ICT in education, as developed through collaboration between Faculties of Education in the Netherlands. It describes the Dutch ICT standards for teachers, which were collaboratively developed to describe the knowledge, skills, and attitudes needed as well as define performance criteria. It also discusses models like the 4 in Balance Model, TPACK framework, and examples of how these standards and models have been applied in teacher education programs in the Netherlands.
Workshop on NIFLAR project at Coimbra University, PortugalTon Koenraad
This document summarizes the NIFLAR project, which aims to enrich foreign language education through blended learning using video conferencing and 3D virtual worlds. The project's objectives are to promote networked interactions and study their added value. It involves foreign language learners, teachers, and pre-service teachers. The document outlines the educational potential of virtual worlds and describes the design of NIFLAR's 3D virtual learning environment, including different simulation spaces for cultural information, training, and games. It also discusses implementation considerations and provides an overview of pilot experiences and data collection methods to evaluate the project.
Experiences with 3D worlds at Niflar's final symposium, Utrecht Ton Koenraad
This document summarizes NIFLAR's 3D virtual worlds created for language learning. It describes several virtual environments created in Second Life and OpenSimulator, including regions modeled after real-world locations and fantasy settings. These virtual worlds are designed to provide culturally authentic contexts and opportunities for social interaction to improve intercultural communication skills. A variety of pedagogical activities and games are incorporated to support language learning, such as treasure hunts, guided tours, problem-solving puzzles, and communicative games.
EU projects Itilt and smartvet presentation at Ankara conference 2013Ton Koenraad
This document summarizes two EU projects, iTILT and SMARTVET, that aimed to promote teacher competencies in using interactive whiteboards. It discusses needs analyses conducted for both projects that informed the development of training materials and modules covering basic interactive whiteboard functions and strategies for structuring lessons. The iTILT project specifically focused on developing resources for teaching foreign languages using interactive whiteboards and establishing an online community of practice for sharing materials. Data was collected from teachers and students in multiple countries to document current interactive whiteboard use and inform the training resources.
Needs analysis presentation at Smartvet_conference_2013Ton Koenraad
PPT summarizing report 'Needs analysis' , researching the training needs among teachers in vocational education in Wicklow, Ireland, presented at the final conference of the SmartVET project
The document provides information about the SmartVET project, which aims to improve training for vocational education teachers in Ireland on the use of interactive whiteboards (IWBs). The project will identify best practices in IWB training from other countries in Europe and provide Irish vocational teachers with competencies and resources to better design lessons and integrate IWBs into their everyday teaching. Project outcomes include analyzing teachers' IWB training needs, an online community for teachers to collaborate, and training programs and materials to be showcased at information bootcamps. Contact details are provided for organizations involved.
Student Teacher roles in 3D world projects in modern language and teacher ed...Ton Koenraad
This document summarizes Ton Koenraad's presentation about using 3D virtual worlds in language education and teacher training projects. It describes two projects involving student teachers: the ViTAAL Project, which included a Virtual Language Village and interactive story activities, and the NIFLAR project, which focused on developing intercultural communication skills through video chat and virtual world tasks. Evaluations found that the projects provided authentic language practice and increased student motivation, but required substantial preparation time and technical issues sometimes arose. Student teachers gained experience designing materials and interacting with students online.
THE SACRIFICE HOW PRO-PALESTINE PROTESTS STUDENTS ARE SACRIFICING TO CHANGE T...indexPub
The recent surge in pro-Palestine student activism has prompted significant responses from universities, ranging from negotiations and divestment commitments to increased transparency about investments in companies supporting the war on Gaza. This activism has led to the cessation of student encampments but also highlighted the substantial sacrifices made by students, including academic disruptions and personal risks. The primary drivers of these protests are poor university administration, lack of transparency, and inadequate communication between officials and students. This study examines the profound emotional, psychological, and professional impacts on students engaged in pro-Palestine protests, focusing on Generation Z's (Gen-Z) activism dynamics. This paper explores the significant sacrifices made by these students and even the professors supporting the pro-Palestine movement, with a focus on recent global movements. Through an in-depth analysis of printed and electronic media, the study examines the impacts of these sacrifices on the academic and personal lives of those involved. The paper highlights examples from various universities, demonstrating student activism's long-term and short-term effects, including disciplinary actions, social backlash, and career implications. The researchers also explore the broader implications of student sacrifices. The findings reveal that these sacrifices are driven by a profound commitment to justice and human rights, and are influenced by the increasing availability of information, peer interactions, and personal convictions. The study also discusses the broader implications of this activism, comparing it to historical precedents and assessing its potential to influence policy and public opinion. The emotional and psychological toll on student activists is significant, but their sense of purpose and community support mitigates some of these challenges. However, the researchers call for acknowledging the broader Impact of these sacrifices on the future global movement of FreePalestine.
Gender and Mental Health - Counselling and Family Therapy Applications and In...PsychoTech Services
A proprietary approach developed by bringing together the best of learning theories from Psychology, design principles from the world of visualization, and pedagogical methods from over a decade of training experience, that enables you to: Learn better, faster!
This presentation was provided by Racquel Jemison, Ph.D., Christina MacLaughlin, Ph.D., and Paulomi Majumder. Ph.D., all of the American Chemical Society, for the second session of NISO's 2024 Training Series "DEIA in the Scholarly Landscape." Session Two: 'Expanding Pathways to Publishing Careers,' was held June 13, 2024.
A Visual Guide to 1 Samuel | A Tale of Two HeartsSteve Thomason
These slides walk through the story of 1 Samuel. Samuel is the last judge of Israel. The people reject God and want a king. Saul is anointed as the first king, but he is not a good king. David, the shepherd boy is anointed and Saul is envious of him. David shows honor while Saul continues to self destruct.
7. Teacher and learner generated
content: methods & tools
Digital Classrooms
Online video
A digital Book For
Teachers
Nik Peachey
8. When users generate content…
Film making is more than just
remembering information and
reproducing it, it takes:
- creativity
- investigation of sources,
- structuring
And contributes to develop:
- problem-solving skills
- higher levels of thinking, e.g.:
- writing, teamwork, planning…
16. Aims and Objectives
1. Create, test & share machinima exploring the role of
visual communication in language learning
2. Produce guidelines & training about how to create
them
3. Promote teacher autonomy and blended learning
4. Create an online community of practice
19. MFL Pedagogical
Functions
• Introduce a new topic
• Introduce special /
CLIL language
content
• Visualise meaning
• Model language use
• Promote extensive
reading motivation
• The eye
• If I could fly…
• Making a call
• Professional skills
training
• Book trailer
20. MFL Pedagogical
Functions
• Provide context for
tasks & projects
• Telecollaborative
projects
• Subtitling,
synchronous
reporting processes,
content presentation
• Transmedia
storytelling
• Blended: 2D + 3D
activities
• Intercultural
exchanges,
What if …
21. Machinima as input for learning
objects:
with content processing scaffolds
For blended learning &
classroom flipping
27. The Dutch CLIL Pilot
• Involvement of Dutch School (secondary
Education)
• Initial participation by teachers (n=4) of a
variety of disciplines
• Resources on video formats
and machinima provided
28. Pilot development
• December 2014: First ideas submitted
• December: F2F meeting (machinima concept, lesson plan
template)
• January 2015: e-mail communication and coach feedback
on proposals
29. Machinima for Math [link]
• Pythagoras in 3-D; Why the machinima?
• Production
Process
• Pilot research:
methods &
research.
30. More info on:
- Practitioner reports
- Camelot film productions
- Training options
- Joining the Camelot network
CAMELOT
Language Learning with Machinima
31.
32. EU grants for Summercourses at:
www.tellconsult.eu
• ICT for oral skills
&
telecollaboration
• IWB in Language
Education
• Promoting
Dialogue using
the IWB
Again in 2016. Here in...?