“Educating the individual is this country’s most valuable investment. It represents the foundation for progress and development“. In this presentation, you will discover the Benefits of VRAR Technology in present and future Education.
WEEF/GEDC_The challenge of training Primary and Secondary teachers in compute...eMadrid network
The document discusses the challenge of training primary and secondary teachers in computer programming. It notes the growing trend of integrating informatics into pre-university education across countries. However, informatics is still marginal in Spain. There is a need to train teachers in programming foundations. The recommendations are to provide all students with digital literacy education by age 12 and informatics as an independent subject. A large-scale teacher training program is needed, involving school teachers paired with academics and industry experts. Effective training approaches include adapting programming lectures and exercises to different learners and languages. Preliminary results show good acceptance of these methods but challenges remain in fully developing and fine-tuning the training approaches.
V Jornadas eMadrid sobre “Educación Digital”. Edmundo Tovar, Universidad Poli...eMadrid network
V Jornadas eMadrid sobre “Educación Digital”. Edmundo Tovar, Universidad Politécnica de Madrid: Entrepreneurship training as a practice based on OERs. 2015-06-30
This document discusses the development of a mobile learning diary application for a MOOC (Massive Open Online Course) platform called iMooX. The goal was to create Android and iOS apps to help students keep track of courses, events, and learning progress. A prototype app was designed and then working apps were developed for both platforms. The apps were tested through surveys, with most students reporting that the app helped increase their learning progress and keep organized. While the apps showed promise, limitations around offline usage, gamification, and login functionality need further work. Overall, the project demonstrated how a mobile learning diary app can support students on a MOOC platform.
Coding in Schools & Artificial Intelligence in SchoolsHaris NP
This document describes an educational program called Cyber Square that teaches coding, AI, robotics, and other computer science skills to students. It aims to transform students from technology users to creators by adopting an innovative curriculum. As technology changes how we live and work, coding literacy is becoming essential, and the program provides opportunities for students in the digital world. Cyber Square offers an online learning platform, textbooks, coding clubs, digital festivals, and more to implement its "From Users to Creators" methodology of experiential, project-based learning through coding.
Learning and exploring with new technology at Dundee and Angus CollegeJisc
The Learning Lab at Dundee and Angus College is a space to promote the use of innovative technology through hands on learning, with the support of learning technologies staff.
In this demo you will see examples of how staff and learners have the opportunity to explore, experiment, create and learn using emerging technology in a safe, exciting space full of technology, which includes virtual and augmented reality, 3D capture/printing and drones.
The facility creates a 21st century learning experience which stimulates and enhances the student experience as well as providing opportunities to develop new skills
Overview of the new Computing curriculum 2014 KS1 - KS4JEcomputing
An overview of the new curriculum for Computing (the subject that has replaced what was called ICT). Useful for primary and secondary heads, SLT, ICT subject leaders and teachers. Includes links to specific objectives from the new PoS and recommended teaching approaches and resources to help deliver the subject effectively across all key stages
“Educating the individual is this country’s most valuable investment. It represents the foundation for progress and development“. In this presentation, you will discover the Benefits of VRAR Technology in present and future Education.
WEEF/GEDC_The challenge of training Primary and Secondary teachers in compute...eMadrid network
The document discusses the challenge of training primary and secondary teachers in computer programming. It notes the growing trend of integrating informatics into pre-university education across countries. However, informatics is still marginal in Spain. There is a need to train teachers in programming foundations. The recommendations are to provide all students with digital literacy education by age 12 and informatics as an independent subject. A large-scale teacher training program is needed, involving school teachers paired with academics and industry experts. Effective training approaches include adapting programming lectures and exercises to different learners and languages. Preliminary results show good acceptance of these methods but challenges remain in fully developing and fine-tuning the training approaches.
V Jornadas eMadrid sobre “Educación Digital”. Edmundo Tovar, Universidad Poli...eMadrid network
V Jornadas eMadrid sobre “Educación Digital”. Edmundo Tovar, Universidad Politécnica de Madrid: Entrepreneurship training as a practice based on OERs. 2015-06-30
This document discusses the development of a mobile learning diary application for a MOOC (Massive Open Online Course) platform called iMooX. The goal was to create Android and iOS apps to help students keep track of courses, events, and learning progress. A prototype app was designed and then working apps were developed for both platforms. The apps were tested through surveys, with most students reporting that the app helped increase their learning progress and keep organized. While the apps showed promise, limitations around offline usage, gamification, and login functionality need further work. Overall, the project demonstrated how a mobile learning diary app can support students on a MOOC platform.
Coding in Schools & Artificial Intelligence in SchoolsHaris NP
This document describes an educational program called Cyber Square that teaches coding, AI, robotics, and other computer science skills to students. It aims to transform students from technology users to creators by adopting an innovative curriculum. As technology changes how we live and work, coding literacy is becoming essential, and the program provides opportunities for students in the digital world. Cyber Square offers an online learning platform, textbooks, coding clubs, digital festivals, and more to implement its "From Users to Creators" methodology of experiential, project-based learning through coding.
Learning and exploring with new technology at Dundee and Angus CollegeJisc
The Learning Lab at Dundee and Angus College is a space to promote the use of innovative technology through hands on learning, with the support of learning technologies staff.
In this demo you will see examples of how staff and learners have the opportunity to explore, experiment, create and learn using emerging technology in a safe, exciting space full of technology, which includes virtual and augmented reality, 3D capture/printing and drones.
The facility creates a 21st century learning experience which stimulates and enhances the student experience as well as providing opportunities to develop new skills
Overview of the new Computing curriculum 2014 KS1 - KS4JEcomputing
An overview of the new curriculum for Computing (the subject that has replaced what was called ICT). Useful for primary and secondary heads, SLT, ICT subject leaders and teachers. Includes links to specific objectives from the new PoS and recommended teaching approaches and resources to help deliver the subject effectively across all key stages
The document provides an overview of the new computing curriculum across all key stages in the UK. It discusses the aims of teaching computing which include computer science, IT, and digital literacy. It also provides guidance on planning, delivery, assessment and resources to effectively teach the computing curriculum. Key approaches include using unplugged activities, programmable toys, and programming languages like Scratch and Python. Support resources mentioned include the Computing at School network and organizations like Raspberry Jams.
This document discusses 36 things that 21st century teachers should be able to do with technology. It outlines skills such as selecting the right communication platforms, using various apps and file types, understanding privacy and copyright issues with digital media, troubleshooting technology problems, and using tools like blogs, videos and games for pedagogical purposes. The overall message is that to develop 21st century skills in students, teachers must become proficient with various digital tools and technologies.
From the Personal Smart Cities to the Smart Education, a Journey for AcademyManuel Castro
Keynote of Martin Llamas (University of Vigo) and Manuel Castro (UNED) in Ucami 2019, December 2nd to 5th in Toledo, Spain, about " From the Personal Smart Cities to the Smart Education, a Journey for Academy"
http://mamilab.esi.uclm.es/ucami2019/keynotes.html
The concept of Smart is gaining new areas and new topics as is spreading around all actions in our daily life. Smart Cities are one of the "oldest" terms but the new vision of the Personal Smart Cities are increasing the focus on the living aspects of the intelligence around us. Ubiquitous and smart intelligence are converging paradigms to feed machine and deep learning algorithms bringing support and exploiting big data and analytics to improve the efficiency of our technological systems and to have a better quality on our lives. Ambient Intelligence is one of the sources of the Smart Learning and Smart Education, where methodology goes hand-to-hand with technology, sensors, equipments and new learning views where the open aspects (open learning, lo, ocw, moocs, etc.) are having a more important role as well as are increasing the connection on our social networks and the life-long learning paradigm that is converging with our future
Romero & Vallerand (2016) Co-creative activities for the 21st century kids-R02Margarida Romero
The objective of this guide is to promote learning activities based on the co-creative uses of technologies. Activities found within these pages are designed to develop five key competencies for 21st century kids: critical thinking, collaboration, creativity, problem solving and computational thinking.The guide is built around 15 activities that integrate different creative uses of technologies for learning :
2 unplugged activities introducing computational thinking ;
3 creative robotics activities ;
4 activities introducing creative programming (#Scratch);
1 activity for creating a comic ;
3 creative electronic activities (#MakeyMakey) ;
2 activities for tinkering and 3D digital creation.
These activities aim at developing interdisciplinary and transdisciplinary learning objectives including STEAM education (science, technology, engineering, arts and math), languages, social sciences and personal development.
The document discusses 36 digital skills that 21st century teachers should possess, as outlined in an article by Med Kharbach. These skills include the ability to use various digital tools and platforms for communication, content curation and creation, assessment, project-based learning, and online safety. Specific tools are recommended for tasks like video editing, image editing, creating presentations, managing online portfolios, polling students, and detecting plagiarism. Developing these technical, digital literacy and pedagogical skills can help teachers and students thrive in 21st century learning environments.
3D Virtual Worlds Technologies in Education 3D Virtual Worlds Technologies in Education
Projects: VR4STEM, WOP
University Politehnicaof Bucharest
November 22, 2017 Bucharest, ROMANIA
The 2020 digital learner - a qualitative change?Neil Witt
This document discusses the importance of digital skills and ensuring computing curriculums prepare students for the future. It addresses:
- Computing curriculums aim to teach computational thinking, programming, and digital literacy skills.
- Digital skills are needed for most jobs and involve content production, consumption, and professional practices.
- As technology changes how students learn and work, curriculums need to consider students' hopes, experiences, skills, attitudes and expectations to ensure they are ready for higher education and careers.
- Higher education must acknowledge incoming students' digital skills and build upon them through curricula, personal development and technology support for learning.
Students Co-creators of Digital EducationDiana Andone
Presentation "Students Co-creators of Digital Education" by Dr. Diana Andone, Politehnica University of Timisoara, done at "ALTA’21 - Advanced Learning Technologies and Applications. From Distance to Hybrid Learning” on December 1st 2021 Lithuania, online Conference Conference organized by
Informatics Faculty at Kaunas University of Technology and National Association of Distance Education Lithuania.
This document discusses how one teacher has used technology to differentiate instruction to meet the needs of diverse students. It provides examples of using Moodle, eportfolios, and Web 2.0 tools to develop independent, critical thinkers who can effectively use technology both in and out of the classroom. Specific tools mentioned include Moodle grouping and learning menus, eportfolios for integrating learning across subjects, and Web 2.0 tools like Bubbl.us, GoAnimate, Tagxedo, Oskope, VoiceThread, and SurveyMonkey.
Slides and documentation of the joint workshop at the EDmedia conference in Amsterdam, 25th June 2018: "Making with kids in Europe - to foster digital literacy, to make a better world, and to build a new entrepreneurship education", hosted by Adj. Prof. Dr. Martin EBNER (University of Technology Graz, Austria), Maria GRANDL (University of Technology Graz, Austria), Karen VAN DER MOOLEN (Waag Society, Netherlands) and Dr. Sandra SCHÖN (Salzburg Research, Austria)
This document provides an overview of a technology integration training. It discusses K-12 technology standards and frameworks like ISTE standards. It also reviews the Technology Applications TEKS and requirements for beginning educators from SBEC. A variety of Web 2.0 tools are presented for collaborating, communicating, organizing information and teaching different subjects. Teachers are asked to reflect on integrating technology and their digital footprint. Safety issues like cyberbullying are also addressed.
This document provides an overview of a technology integration training. It discusses various technology standards and frameworks. It also introduces a variety of Web 2.0 tools that can be used to communicate, collaborate, and integrate technology into teaching. These include tools for creating multimedia content, sharing resources, and more subject-specific tools. Attendees are encouraged to consider how they can incorporate 4 of these tools into their own classrooms. Contact information is provided for further support.
eTwinning Sharing Practices - Innovative Learning EnvironmentsMarco Neves
Presentation at the eTwinning Seminar - Lisbon June 2017 - Innovative Learning Environments. During the presentation a short resume about the impact of the Fourth Industrial Revolution on society, economy and labour market and how the educational system needs to adapt to this new changes. eTwinning appears as an amazing framework to facilitate the development of skills and competences by students and that are the ones asked by the future jobs.
La Trobe Uni Innovation Showcase keynoteHelen Beetham
This document discusses how digital technologies have changed education and innovation in the field. It notes that technology alone does not drive change, but how it is incorporated into social and educational practices can change values, goals, methods and tools. New knowledge areas and ways of knowing have emerged from digital technologies, including new data analysis methods, modes of representation, and theories of learning. Digital technologies also define new contexts for learning as universities and students increasingly use digital systems and practices. The future is uncertain but emphasizes students developing capabilities to thrive in rapid change, including through innovative teaching approaches that develop digital literacy. Barriers to innovation include organizational culture and infrastructure, but can be addressed through strategic planning and leadership support.
20170126 #bett2017 @margaridaromero From computing to computational thinking:...Margarida Romero
From computing to computational thinking: Encouraging creative approaches to problem-solving across the curriculum
26 JANUARY, 2017 15:50 - 16:10
Bett Futures
Computational thinking is a problem-solving process that involves looking at possible solutions abstractly and algorithmically, in a series of ordered steps. People who are able to think in this way tend to be good at generalizing and transferring this problem-solving process to a wide variety of problems. Computational thinking has been hailed as having the potential to foster a new culture of learning in which creativity is rewarded and people are encouraged to experiment, so how can you introduce it in your lessons?
Distinguished Lecture presentation from IEEE Fellow Manuel Castro, President emeritus of the IEEE Education Society presenting Practical Competences and Education for All
This document summarizes emerging trends in educational technology. It discusses frameworks for 21st century learning skills like collaboration, critical thinking, and communication. Emerging technologies discussed include learning analytics, adaptive learning, location-based services, makerspaces, wearable devices, and the internet of things. The document cautions that technology alone does not guarantee improved learning outcomes and that teachers must craft challenging tasks to transform learning with technology.
This document provides an overview of technology standards and resources for integrating technology into K-12 classrooms. It discusses the Technology Application TEKS, ISTE standards, and technology standards for beginning educators. It also introduces a variety of free web 2.0 tools for communication, collaboration, and content creation such as Google Docs, Edmodo, VoiceThread, and Animoto. Teachers are encouraged to consider how they can use these tools to enhance student learning and communicate more effectively with students, parents, and the community. The document concludes by having teachers discuss and plan how they might integrate 3 of the tools into their own classrooms.
This document summarizes the key discussion points from a meeting to develop a 3-year digital learning integration strategy for NBC school. The meeting focused on determining the appropriate technologies for students in different year levels, the best model for technology integration, and how technology can be used to enhance teaching and learning. Small groups discussed these questions and shared their responses. The information from the meeting will be used to create a draft digital learning strategy document for the school. Feedback on the draft will be collected before the end of the term. The overall goal is to define the skills, tools, and devices students should have by 2018 with the guidance of this new strategy.
Establishing a PLACE for teaching technologiesAlvaro Galvis
This book is about how to select and use Information and Communication Technologies for Teaching (ICTE); it uses a categorization of ICTE called PLACE, an acronym that stands for five major uses of digital technologies in education. The book categorizes and comments on more than 1000 technologies; its final chapter deals with how to use ICTE to improve teaching.
Este documento fornece diretrizes para criar recursos educacionais digitais simples usando software livre. Ele discute técnicas de aprendizagem ativa como aprendizagem baseada em projetos e gamificação. Também recomenda vários aplicativos e sites para criar conteúdo interativo, histórias digitais, jogos educacionais e colaboração online.
Creation of Quality Digital
Technology-Based Language Teaching Sources
2. How to create simple e-learning based teaching and learning resources using free software
The teacher that use a digital technology, built a citizen
The document provides an overview of the new computing curriculum across all key stages in the UK. It discusses the aims of teaching computing which include computer science, IT, and digital literacy. It also provides guidance on planning, delivery, assessment and resources to effectively teach the computing curriculum. Key approaches include using unplugged activities, programmable toys, and programming languages like Scratch and Python. Support resources mentioned include the Computing at School network and organizations like Raspberry Jams.
This document discusses 36 things that 21st century teachers should be able to do with technology. It outlines skills such as selecting the right communication platforms, using various apps and file types, understanding privacy and copyright issues with digital media, troubleshooting technology problems, and using tools like blogs, videos and games for pedagogical purposes. The overall message is that to develop 21st century skills in students, teachers must become proficient with various digital tools and technologies.
From the Personal Smart Cities to the Smart Education, a Journey for AcademyManuel Castro
Keynote of Martin Llamas (University of Vigo) and Manuel Castro (UNED) in Ucami 2019, December 2nd to 5th in Toledo, Spain, about " From the Personal Smart Cities to the Smart Education, a Journey for Academy"
http://mamilab.esi.uclm.es/ucami2019/keynotes.html
The concept of Smart is gaining new areas and new topics as is spreading around all actions in our daily life. Smart Cities are one of the "oldest" terms but the new vision of the Personal Smart Cities are increasing the focus on the living aspects of the intelligence around us. Ubiquitous and smart intelligence are converging paradigms to feed machine and deep learning algorithms bringing support and exploiting big data and analytics to improve the efficiency of our technological systems and to have a better quality on our lives. Ambient Intelligence is one of the sources of the Smart Learning and Smart Education, where methodology goes hand-to-hand with technology, sensors, equipments and new learning views where the open aspects (open learning, lo, ocw, moocs, etc.) are having a more important role as well as are increasing the connection on our social networks and the life-long learning paradigm that is converging with our future
Romero & Vallerand (2016) Co-creative activities for the 21st century kids-R02Margarida Romero
The objective of this guide is to promote learning activities based on the co-creative uses of technologies. Activities found within these pages are designed to develop five key competencies for 21st century kids: critical thinking, collaboration, creativity, problem solving and computational thinking.The guide is built around 15 activities that integrate different creative uses of technologies for learning :
2 unplugged activities introducing computational thinking ;
3 creative robotics activities ;
4 activities introducing creative programming (#Scratch);
1 activity for creating a comic ;
3 creative electronic activities (#MakeyMakey) ;
2 activities for tinkering and 3D digital creation.
These activities aim at developing interdisciplinary and transdisciplinary learning objectives including STEAM education (science, technology, engineering, arts and math), languages, social sciences and personal development.
The document discusses 36 digital skills that 21st century teachers should possess, as outlined in an article by Med Kharbach. These skills include the ability to use various digital tools and platforms for communication, content curation and creation, assessment, project-based learning, and online safety. Specific tools are recommended for tasks like video editing, image editing, creating presentations, managing online portfolios, polling students, and detecting plagiarism. Developing these technical, digital literacy and pedagogical skills can help teachers and students thrive in 21st century learning environments.
3D Virtual Worlds Technologies in Education 3D Virtual Worlds Technologies in Education
Projects: VR4STEM, WOP
University Politehnicaof Bucharest
November 22, 2017 Bucharest, ROMANIA
The 2020 digital learner - a qualitative change?Neil Witt
This document discusses the importance of digital skills and ensuring computing curriculums prepare students for the future. It addresses:
- Computing curriculums aim to teach computational thinking, programming, and digital literacy skills.
- Digital skills are needed for most jobs and involve content production, consumption, and professional practices.
- As technology changes how students learn and work, curriculums need to consider students' hopes, experiences, skills, attitudes and expectations to ensure they are ready for higher education and careers.
- Higher education must acknowledge incoming students' digital skills and build upon them through curricula, personal development and technology support for learning.
Students Co-creators of Digital EducationDiana Andone
Presentation "Students Co-creators of Digital Education" by Dr. Diana Andone, Politehnica University of Timisoara, done at "ALTA’21 - Advanced Learning Technologies and Applications. From Distance to Hybrid Learning” on December 1st 2021 Lithuania, online Conference Conference organized by
Informatics Faculty at Kaunas University of Technology and National Association of Distance Education Lithuania.
This document discusses how one teacher has used technology to differentiate instruction to meet the needs of diverse students. It provides examples of using Moodle, eportfolios, and Web 2.0 tools to develop independent, critical thinkers who can effectively use technology both in and out of the classroom. Specific tools mentioned include Moodle grouping and learning menus, eportfolios for integrating learning across subjects, and Web 2.0 tools like Bubbl.us, GoAnimate, Tagxedo, Oskope, VoiceThread, and SurveyMonkey.
Slides and documentation of the joint workshop at the EDmedia conference in Amsterdam, 25th June 2018: "Making with kids in Europe - to foster digital literacy, to make a better world, and to build a new entrepreneurship education", hosted by Adj. Prof. Dr. Martin EBNER (University of Technology Graz, Austria), Maria GRANDL (University of Technology Graz, Austria), Karen VAN DER MOOLEN (Waag Society, Netherlands) and Dr. Sandra SCHÖN (Salzburg Research, Austria)
This document provides an overview of a technology integration training. It discusses K-12 technology standards and frameworks like ISTE standards. It also reviews the Technology Applications TEKS and requirements for beginning educators from SBEC. A variety of Web 2.0 tools are presented for collaborating, communicating, organizing information and teaching different subjects. Teachers are asked to reflect on integrating technology and their digital footprint. Safety issues like cyberbullying are also addressed.
This document provides an overview of a technology integration training. It discusses various technology standards and frameworks. It also introduces a variety of Web 2.0 tools that can be used to communicate, collaborate, and integrate technology into teaching. These include tools for creating multimedia content, sharing resources, and more subject-specific tools. Attendees are encouraged to consider how they can incorporate 4 of these tools into their own classrooms. Contact information is provided for further support.
eTwinning Sharing Practices - Innovative Learning EnvironmentsMarco Neves
Presentation at the eTwinning Seminar - Lisbon June 2017 - Innovative Learning Environments. During the presentation a short resume about the impact of the Fourth Industrial Revolution on society, economy and labour market and how the educational system needs to adapt to this new changes. eTwinning appears as an amazing framework to facilitate the development of skills and competences by students and that are the ones asked by the future jobs.
La Trobe Uni Innovation Showcase keynoteHelen Beetham
This document discusses how digital technologies have changed education and innovation in the field. It notes that technology alone does not drive change, but how it is incorporated into social and educational practices can change values, goals, methods and tools. New knowledge areas and ways of knowing have emerged from digital technologies, including new data analysis methods, modes of representation, and theories of learning. Digital technologies also define new contexts for learning as universities and students increasingly use digital systems and practices. The future is uncertain but emphasizes students developing capabilities to thrive in rapid change, including through innovative teaching approaches that develop digital literacy. Barriers to innovation include organizational culture and infrastructure, but can be addressed through strategic planning and leadership support.
20170126 #bett2017 @margaridaromero From computing to computational thinking:...Margarida Romero
From computing to computational thinking: Encouraging creative approaches to problem-solving across the curriculum
26 JANUARY, 2017 15:50 - 16:10
Bett Futures
Computational thinking is a problem-solving process that involves looking at possible solutions abstractly and algorithmically, in a series of ordered steps. People who are able to think in this way tend to be good at generalizing and transferring this problem-solving process to a wide variety of problems. Computational thinking has been hailed as having the potential to foster a new culture of learning in which creativity is rewarded and people are encouraged to experiment, so how can you introduce it in your lessons?
Distinguished Lecture presentation from IEEE Fellow Manuel Castro, President emeritus of the IEEE Education Society presenting Practical Competences and Education for All
This document summarizes emerging trends in educational technology. It discusses frameworks for 21st century learning skills like collaboration, critical thinking, and communication. Emerging technologies discussed include learning analytics, adaptive learning, location-based services, makerspaces, wearable devices, and the internet of things. The document cautions that technology alone does not guarantee improved learning outcomes and that teachers must craft challenging tasks to transform learning with technology.
This document provides an overview of technology standards and resources for integrating technology into K-12 classrooms. It discusses the Technology Application TEKS, ISTE standards, and technology standards for beginning educators. It also introduces a variety of free web 2.0 tools for communication, collaboration, and content creation such as Google Docs, Edmodo, VoiceThread, and Animoto. Teachers are encouraged to consider how they can use these tools to enhance student learning and communicate more effectively with students, parents, and the community. The document concludes by having teachers discuss and plan how they might integrate 3 of the tools into their own classrooms.
This document summarizes the key discussion points from a meeting to develop a 3-year digital learning integration strategy for NBC school. The meeting focused on determining the appropriate technologies for students in different year levels, the best model for technology integration, and how technology can be used to enhance teaching and learning. Small groups discussed these questions and shared their responses. The information from the meeting will be used to create a draft digital learning strategy document for the school. Feedback on the draft will be collected before the end of the term. The overall goal is to define the skills, tools, and devices students should have by 2018 with the guidance of this new strategy.
Establishing a PLACE for teaching technologiesAlvaro Galvis
This book is about how to select and use Information and Communication Technologies for Teaching (ICTE); it uses a categorization of ICTE called PLACE, an acronym that stands for five major uses of digital technologies in education. The book categorizes and comments on more than 1000 technologies; its final chapter deals with how to use ICTE to improve teaching.
Este documento fornece diretrizes para criar recursos educacionais digitais simples usando software livre. Ele discute técnicas de aprendizagem ativa como aprendizagem baseada em projetos e gamificação. Também recomenda vários aplicativos e sites para criar conteúdo interativo, histórias digitais, jogos educacionais e colaboração online.
Creation of Quality Digital
Technology-Based Language Teaching Sources
2. How to create simple e-learning based teaching and learning resources using free software
The teacher that use a digital technology, built a citizen
O documento apresenta os resultados da análise SWOT de um projeto para promover a leitura e a escrita em escolas portuguesas. O projeto capacitou professores entre 2018-2021 e usou testes para avaliar competências de leitura e escrita. A análise SWOT identificou pontos fortes como o desenvolvimento profissional dos professores, e fraquezas como falta de tempo e equipamentos. O projeto teve impacto positivo apesar de desafios como a pandemia.
O documento discute vários aspectos da cidadania digital e da sociedade digital, incluindo:
1) Os nove elementos essenciais da cidadania digital como acesso, comunicação, segurança entre outros;
2) A importância da educação para o uso apropriado e responsável da tecnologia desde tenra idade;
3) Os riscos da internet como phishing, bullying e a necessidade de proteção dos dados pessoais.
1) O documento apresenta os resultados de um estudo sobre bullying e cyberbullying em tempos de pandemia.
2) Os resultados mostraram que durante a pandemia as situações de bullying diminuíram nas escolas, mas o cyberbullying aumentou ligeiramente.
3) Foram identificados os locais, tipos e motivos de bullying antes e durante a pandemia, assim como os sentimentos dos alunos sobre o regresso à escola.
Ar paper 800-innovation with augmented reality to erasmus studentsVitor Gonçalves
State of the art:
- Virtual Reality (VR)
- Augmented Reality (AR)
- Mix Reality (MR)
VR and AR apps
Example with Metaverse Studio
Example with Metaverse AR
Globalisation and the increasing use of technology
have greatly influenced how people work and interact
socially.
In today’s world being able to search for information
from various sources is essential to a person’s success.
The better and stronger an education a person has the
more qualified and prepared they are to evaluate
information and act on it.
(i) O documento discute metodologias ativas de aprendizagem como apostar no desenvolvimento de habilidades dos alunos.
(ii) A ferramenta Miro é apresentada como uma forma de promover o ensino digital, colaborativo e informal.
(iii) Exemplos de metodologias ativas incluem aprendizagem baseada em projetos, problemas, gamificação e sala de aula invertida.
El documento describe el proceso de co-creación con DEMOLA, incluyendo la creatividad, la innovación y metodologías activas de aprendizaje. Explica que DEMOLA se basa en el desarrollo de proyectos multidisciplinarios para abordar retos reales de la comunidad que requieren una variedad de habilidades y conocimientos. También presenta varias iniciativas de innovación formativa en el Instituto Politécnico de Bragança, como proyectos basados en problemas, aprendizaje basado en desafíos, e iniciat
O documento discute o passado, presente e futuro do secretariado no Instituto Politécnico de Bragança, incluindo a inovação formativa no ensino, programas de mobilidade internacional e pesquisa sobre gestão e secretariado.
- O documento discute a transição digital, tecnologias digitais e cidadania digital, abordando os desafios e riscos da "caixa de Pandora digital", como cyberbullying.
- Iniciativas para minimizar o cyberbullying incluem um jogo online e reportar comportamentos de bullying nas tecnologias.
- Também discute competências digitais como leitura, escrita, realidade virtual e aumentada, avaliação online e plataformas de aprendizagem.
O documento discute as humanidades digitais, metodologias ativas de aprendizagem e metodologias de pesquisa. Apresenta definições e exemplos dessas áreas, incluindo o uso de tecnologias digitais nas ciências humanas e novas abordagens de ensino como aprendizagem baseada em problemas.
O documento fornece instruções sobre como criar um curso MOOC na plataforma Udemy, incluindo como se tornar um instrutor, configurar as configurações do curso, adicionar conteúdo como vídeos e ferramentas recomendadas para criação de vídeos e apresentações.
O documento fornece instruções sobre como se registrar na plataforma Udemy e se inscrever em dois cursos online gratuitos: "MOOC sobre MOOCs e outras tecnologias educativas" e "STOPit: Bullying no 1o ciclo do ensino básico". Ele explica como criar uma conta, encontrar os cursos pelo URL, solicitar aceitação, e ter acesso aos materiais do curso após a inscrição.
O documento discute MOOCs (Massive Open Online Courses), incluindo:
1) Diferentes tipos de MOOCs como cMOOC e xMOOC e plataformas como Coursera, edX e Udemy.
2) Opções de certificação em MOOCs como certificados de frequência e conclusão.
3) Referências adicionais sobre MOOCs e a experiência de construir um MOOC na plataforma Udemy.
Wednesday 23, 14:30 – 15:45. Virtual room 2
Chair: TBA
(F) Contributions of the SocialNEET project to the development of skills for active life
Um trabalho de Juliana Costa, Arlinda Semedo, Sofia Bergano e Vitor Gonçalves
Este documento descreve um estudo sobre um MOOC desenvolvido para professores do 1o ciclo do ensino básico sobre bullying. O estudo incluiu uma revisão sistemática da literatura sobre MOOCs de bullying e a avaliação de um MOOC criado pelos autores por um painel de especialistas. Os resultados mostraram que o MOOC foi bem avaliado pelos especialistas, mas poderia ser melhorado com mais diversidade de tarefas e vídeos mais envolventes. O estudo conclui que os MOOCs podem ser uma boa
O documento avalia uma aplicação educativa de realidade aumentada para o 2o ciclo do ensino básico sobre o surto de COVID-19. A aplicação foi desenvolvida usando a tecnologia Metaverse e avaliada por especialistas. Os resultados mostraram que a aplicação proporciona alta interatividade e envolvimento dos alunos, adequando-se bem ao público-alvo e nível de ensino. A maioria dos especialistas concordou que a aplicação pode contribuir para educar as crianças sobre o surto.
How to Setup Warehouse & Location in Odoo 17 InventoryCeline George
In this slide, we'll explore how to set up warehouses and locations in Odoo 17 Inventory. This will help us manage our stock effectively, track inventory levels, and streamline warehouse operations.
How to Manage Your Lost Opportunities in Odoo 17 CRMCeline George
Odoo 17 CRM allows us to track why we lose sales opportunities with "Lost Reasons." This helps analyze our sales process and identify areas for improvement. Here's how to configure lost reasons in Odoo 17 CRM
A workshop hosted by the South African Journal of Science aimed at postgraduate students and early career researchers with little or no experience in writing and publishing journal articles.
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Chapter wise All Notes of First year Basic Civil Engineering.pptxDenish Jangid
Chapter wise All Notes of First year Basic Civil Engineering
Syllabus
Chapter-1
Introduction to objective, scope and outcome the subject
Chapter 2
Introduction: Scope and Specialization of Civil Engineering, Role of civil Engineer in Society, Impact of infrastructural development on economy of country.
Chapter 3
Surveying: Object Principles & Types of Surveying; Site Plans, Plans & Maps; Scales & Unit of different Measurements.
Linear Measurements: Instruments used. Linear Measurement by Tape, Ranging out Survey Lines and overcoming Obstructions; Measurements on sloping ground; Tape corrections, conventional symbols. Angular Measurements: Instruments used; Introduction to Compass Surveying, Bearings and Longitude & Latitude of a Line, Introduction to total station.
Levelling: Instrument used Object of levelling, Methods of levelling in brief, and Contour maps.
Chapter 4
Buildings: Selection of site for Buildings, Layout of Building Plan, Types of buildings, Plinth area, carpet area, floor space index, Introduction to building byelaws, concept of sun light & ventilation. Components of Buildings & their functions, Basic concept of R.C.C., Introduction to types of foundation
Chapter 5
Transportation: Introduction to Transportation Engineering; Traffic and Road Safety: Types and Characteristics of Various Modes of Transportation; Various Road Traffic Signs, Causes of Accidents and Road Safety Measures.
Chapter 6
Environmental Engineering: Environmental Pollution, Environmental Acts and Regulations, Functional Concepts of Ecology, Basics of Species, Biodiversity, Ecosystem, Hydrological Cycle; Chemical Cycles: Carbon, Nitrogen & Phosphorus; Energy Flow in Ecosystems.
Water Pollution: Water Quality standards, Introduction to Treatment & Disposal of Waste Water. Reuse and Saving of Water, Rain Water Harvesting. Solid Waste Management: Classification of Solid Waste, Collection, Transportation and Disposal of Solid. Recycling of Solid Waste: Energy Recovery, Sanitary Landfill, On-Site Sanitation. Air & Noise Pollution: Primary and Secondary air pollutants, Harmful effects of Air Pollution, Control of Air Pollution. . Noise Pollution Harmful Effects of noise pollution, control of noise pollution, Global warming & Climate Change, Ozone depletion, Greenhouse effect
Text Books:
1. Palancharmy, Basic Civil Engineering, McGraw Hill publishers.
2. Satheesh Gopi, Basic Civil Engineering, Pearson Publishers.
3. Ketki Rangwala Dalal, Essentials of Civil Engineering, Charotar Publishing House.
4. BCP, Surveying volume 1
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.
Exploiting Artificial Intelligence for Empowering Researchers and Faculty, In...Dr. Vinod Kumar Kanvaria
Exploiting Artificial Intelligence for Empowering Researchers and Faculty,
International FDP on Fundamentals of Research in Social Sciences
at Integral University, Lucknow, 06.06.2024
By Dr. Vinod Kumar Kanvaria
1. ICT IN EDUCATION
TIC APLICADAS A LA
EDUCACIÓN
Vitor Gonçalves (vg@ipb.pt)
International Relations ESE/IPB Coordinator
Educational Technology and Management Information Department
Polytechnic Institute of Bragança - School of Education
_______________________________________________________
M.ª Raquel Patrício (raquel@ipb.pt)
Educational Technology and Management Information Department
Polytechnic Institute of Bragança - School of Education
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2. ICT in Education | TIC aplicadas a la Educación
https://pt.slideshare.net/VitorGonalves9/
Index:
• Different generations
• Creative Disney Process
• Flipped Classroom
• MOOC: educational technology?
• Computational thinking
• Robotics and programing in Education
• Tools for educational digital content
• Virtual Reality(VR), Augmented Reality (AR), Mix Reality (MR)
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Identify yourself with one of this food types: 3
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How did I play?
How play you?
Different Generations… 4
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How did I communicate?
How communicate you?
Different Generations… 5
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Different Generations…
How did I study?
How study you?
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Connecting Families... Connecting Generations...
Digital Society – Information Society – Knowledge Society
Different Generations… 7
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Before:
Read | Write | Count
Now:
COMMUNICATE | COLLABORATE | CRITICISE | CREATE
Different Generations…
Generations
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We have to reinvent the learning process…
Disney can help ;-)
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Creativity to solve problems
Do 6 using 3 matches.
Creative Disney Process
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Clues:
- Be creative
- Look to All and to the parts
- Pay attention to signals
5 5 5 = 550
5 5 5 = 550
Creativity to solve problems
Only with one little change (like -|_/), make this expression true.
Creative Disney Process
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Clue: Look beyond the dots
Creative Disney Process
Creativity to solve problems
With only 4 lines, without lifting the pen, go through all the points.
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Creative Disney Process
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• Group Dynamics
• Brainstorming
• SCAMPER
Dreamer
• Mind map
• Conceptual map
• Emphatasis map
Designer
• New ideas and models
• Educational Content
• Learning object
Critic
The Dreamer:
is visionary enough to generate ideas
faster than other colleagues.
The Realistic or Designer:
transforms ideas into intentions or
concrete drawings.
The Critic:
increasingly analyzes or refines the
idea of the resource.
Creative Disney Process
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Flipped Classroom, MOOC, Computational thinking and VR/AR
https://www.raconteur.net/hr/learning-outside-the-classroom
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https://www.youtube.com/watch?v=qdKzSq_t8k8
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https://www.youtube.com/watch?v=qdKzSq_t8k8
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https://www.youtube.com/watch?v=qdKzSq_t8k8
Flipped Classroom 18
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MOOC: educational technology?
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contents contexts
MOOC: educational technology?
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MOOC Platforms
MOOC: educational technology?
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Coursera (www.coursera.org)
Udacity (www.udacity.com)
edX (www.courses.edx.org)
Udemy (www.udemy.com)
MOOC Platforms: the most popular
MOOC: educational technology?
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Animation
https://www.powtoon.com
https://rocketium.com
https://www.animatron.com/wave/online-video-editor
Screencast and make a vídeo with webcam
http://www.easy2rec.com 3 min vídeos
https://screencast-o-matic.com Screencast-O-Matic - Screen Video Recorder (15m)
https://www.screencastify.com Screencastify - Screen Video Recorder (10m)
http://useloom.com Loom - Video Recorder: Screen, Webcam and Mic
http://hyfy.io HYFY Screen Video Recorder (10m)
http://vidyard.com Vidyard GoVideo - Screen and Webcam Recorder
www.awesomescreenshot.com Awesome Screenshot: Screen Video Recorder (30s)
https://www.hippovideo.io Hippo Video - Screen Video Recorder & Editor (30s)
http://camstudio.org CamStudio OpenSource
Plan and presenting the idea
https://www.mindmup.com Mind maps
https://www.mindmeister.com Mind maps
http://www.mind42.com Mind maps
https://cmap.ihmc.us Conceptual maps
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Vídeo Editors
https://shotcut.org Cross-platform video editor
http://snowmix.sourceforge.net Snowmix - The Open Source Live Video Mixer
https://www.openshot.org/ Openshot Video Editor
http://fixounet.free.fr/avidemux/ Video Editor Avidemux
https://www.wevideo.com Online vídeo editor (free: 480p)
Other resources Images, Animations and Videos
https://pixabay.com https://pixabay.com/pt/service/terms/
https://pt.freeimages.com https://pt.freeimages.com/license
https://www.freepik.com https://www.freepik.com/terms_of_use
http://www.freephotosbank.com http://www.freephotosbank.com/index.php?action=show&cat=terms
https://morguefile.com https://morguefile.com/license
http://www.rgbstock.com http://www.rgbstock.com/license
https://www.flickr.com https://policies.yahoo.com/us/en/yahoo/terms/utos/index.htm
https://www.dreamstime.com https://www.dreamstime.com/about-stock-image-licenses
https://freerangestock.com https://freerangestock.com/licensing.php
http://www.freedigitalphotos.net http://www.freedigitalphotos.net/images/terms.php
https://free-images.com https://free-images.com/terms.html
https://www.istockphoto.com https://www.istockphoto.com/pt/help/licenses
https://www.canva.com
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Set of cognitive, social and attitudinal skills that derive from computer
science theory and practice (José́ Luís Ramos, Iniciação à Programação no 1.º Ciclo do EB).
Think about thinking (Papert, 1985).
Ability to abstraction and problem solving…
It's a kind of thinking for everyone and anywhere (Wing, 2006).
Develop ideas, make adjustments, refine experiences with new possibilities…
Anticipate problem solving (Resnick & Rosenbaum, 2013).
Computational thinking
More information: https://youtu.be/injJWiSA0pw
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How can we introduce computational thinking in school?
• Games, music, theater, reading, writing, math,
programming, robotics...
Computational thinking
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Skills:
Critical thinking
Creativity
Problem solving
Communication
Collaboration
Socio-emotional skills
Learn to Program // Program to Learn
Robotics and programing in Education
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Code.org
Blockly-games.appspot.com
Lab.open-roberta.org
Codemokey.com
Kodable.com
Scratch.mit.edu
Scratchjr.org
Robotics and programing in Education
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Projects and initiatives in Portugal
EduScratch
http://eduscratch.dge.mec.pt
GEN10S Portugal
http://genios.org.pt
Clubes de Programação e Robótica
http://erte.dge.mec.pt
TangIn
http://www.tangin.eu/pt-pt/
CodeWeek
https://codeweek.eu
UAC - Using Arduíno in the Classroom
http://www.ccems.pt/projeto/uac/
Robotics and programing in Education
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authorPOINT Lite (http://www.authorgen.com/authorPoint)
Reload Editor (http://www.reload.ac.uk/editor.html)
eXe - elearning XHTML editor (http://exelearning.org/wiki)
CourseLab (http://www.courselab.com)
Microsoft LCDS (https://www.microsoft.com/pt-br/learning/lcds-tool.aspx)
XERTE (http://www.nottingham.ac.uk/xerte/)
Tools for educational digital content
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Ardora http://webardora.net/
Jclic https://clic.xtec.cat/legacy/en/jclic/
Educalim http://www.educalim.com
Constructor https://constructor.educarex.es
Hot Potatoes https://hotpot.uvic.ca
Tools for educational digital content
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https://videoconf-colibri.zoom.us
• Google Hangouts
• Skype
Etc…
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VIRTUAL REALITY, AUGMENTED REALITY AND MIX REALITY 33
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Gear VR
Headsets:
Google Cardboard (Google)
Oculus Rift (Facebook)
PlayStation VR (Sony)
VIRTUAL REALITY, AUGMENTED REALITY AND MIX REALITY
Virtual Reality
Augmented Reality
Mix Reality
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https://www.youtube.com/watch?v=rckRZmSbUns
VIRTUAL REALITY, AUGMENTED REALITY AND MIX REALITY 35
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VIRTUAL REALITY, AUGMENTED REALITY AND MIX REALITY 36
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Immersion in a virtual
environment
The digital content you
see does not depend on
your physical location.
Virtual Reality
https://www.youtube.com/watch?v=JQZbi_PyuL4
VIRTUAL REALITY, AUGMENTED REALITY AND MIX REALITY
http://sicnoticias.sapo.pt/programas/futurohoje/2018-
04-03-Um-jogo-virtual-em-equipa-para-amantes-de-
adrenalina-1
Zero Latency
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Immersion in a virtual
environment
The digital content you
see does not depend on
your physical location.
Virtual Reality
https://www.youtube.com/watch?v=JQZbi_PyuL4
VIRTUAL REALITY, AUGMENTED REALITY AND MIX REALITY
Augmented Reality
Digital multimedia
content is displayed in
the physical world
through the mobile
phone screen,
depending on your
location.
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Augmented Reality Mix Reality
MR = VR + AR
Lets you view
augmented reality
content regardless of
location (and with
multiple physical
views).
Virtual Reality
https://www.youtube.com/watch?v=JQZbi_PyuL4 https://www.youtube.com/watch?v=SmLJ-2_rZBEhttps://www.youtube.com/watch?v=1RuZY1NfJ3k
VIRTUAL REALITY, AUGMENTED REALITY AND MIX REALITY
Digital multimedia
content is displayed in
the physical world
through the mobile
phone screen,
depending on your
location.
Immersion in a virtual
environment
The digital content you
see does not depend on
your physical location.
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https://www.youtube.com/watch?v=LM0T6hLH15k
VIRTUAL REALITY, AUGMENTED REALITY AND MIX REALITY 40
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VIRTUAL REALITY, AUGMENTED REALITY AND MIX REALITY 41
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https://pt.slideshare.net/VitorGonalves9/http://www.freetech4teachers.com/2018/01/a-periodic-table-of-ar-and-vr-apps.html
STEM–Science,Technology,EngineeringandMathematics
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https://translate.google.com
AUGMENTED REALITY: EXAMPLES
Google Translate
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AUGMENTED REALITY: EXAMPLES
http://www.zookazam.com
https://www.youtube.com/watch?v=9Atzf0JBySI
https://www.youtube.com/watch?v=TmOhmy2yvZ0
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AUGMENTED REALITY: EXAMPLES
http://www.quivervision.com
https://youtu.be/EGMjsYHD7Ak
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https://www.layar.com
https://www.youtube.com/watch?v=ZR4eSmmPCxg
AUGMENTED REALITY: EXAMPLES 46
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AUGMENTED REALITY: EXAMPLES
http://www.aurasma.com
https://studio.aurasma.com/login
HP Reveal
studio.hpreveal.com?
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Projeto saRA
the virtual and the real in the classroom
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Projeto saRA
unindo o virtual e o real na sala de aula
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The Aura of my City
Erasmus Project + KA2 (Portugal, Bulgária, Itália e Polónia)
https://www.facebook.com/The-Aura-of-My-City-883349645174648/
Projeto saRA
the virtual and the real in the classroom
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Body planet
Magic T-shirt
www.bodyplanet.es
https://www.youtube.com/watch?time_continue=13&v=QMLsXi99udE
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AUGMENTED REALITY: METAVERSE STUDIO 52
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AUGMENTED REALITY: METAVERSE STUDIO 53
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AUGMENTED REALITY: METAVERSE STUDIO 54
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There are many tools to create Learning objects. Use them!
Flipped classroom can be a solution! Why not?
MOOC can help to improve this solution! Try it!
Augmented reality can help in the simulation of complex
environments (or illustrating scenarios)
The future can be today!
Conclusions:
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Los jóvenes en la era de la hiperconectividad: tendencias, claves y miradas
Así funciona el ‘shazam del arte’
‘Realidad aumentada o sentir para vivir’, trabajar las TIC a través de las emociones
Augmented reality in education
Collaborative augmented reality in education
Mathematics and geometry education with collaborative augmented reality
Augmented reality: an overview and five directions for AR in education
Adicional information: Augmented reality 56
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Iniciação à Programação no 1.º Ciclo do Ensino Básico (8 de Maio de 2019). Consultado em
http://www.erte.dge.mec.pt/iniciacao-programacao-no-1o-ciclo-do-ensino-basico
Papert, S. (1985). Logo: Computadores e Educação. São Paulo: Editora Brasiliense. Retrieved from
https://www.estantevirtual.com.br/sebosaojose/seymour-papert-logo-computadores-e-educacao-
1714393381
Resnick, M., & Rosenbaum, E. (2013). Designing for tinkerability. In M. Honey & D. E. Kanter (Eds.),
Design, Make, Play: Growing the Next Generation of STEM Innovators (pp. 163–181). New York:
Routledge. https://doi.org/10.4324/9780203108352
Wing, J. M. (2006). Computational thinking. Communications of the ACM, 49(3), 33.
https://doi.org/10.1145/1118178.1118215
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Gonçalves, V. & Moreira, J. A. (2019, no prelo). MOOC: as máquinas de ensinar em rede do século XXI. Em Sales,
Mary (Org.). Tecnologias Digitais, Redes e Educação: Perspectivas contemporâneas. Salvador: EDUFBA.
[capítulo]
Gonçalves, Vítor (2018). Oficina de formação sobre moocs para promover novas oportunidades. Em
INNODOCT/18. International conference on innovation, documentation and education. Editorial Universitat
Politècnica de València. Retrieved from http://www.innodoct.org/pt-pt/livros-innodoct1/
Gonçalves, Vitor (2017) – MOOC: evolução ou revolução na aprendizagem? In Alves, L.; Moreira, J.A. (Orgs.)
Tecnologias e aprendizagens: delineando novos espaços de interação. Salvador: Universidade Federal da
Bahia. p. 33-56. ISBN 978-85-232-1567-5 http://hdl.handle.net/10198/14497
Gonçalves, Vitor (2016) - Formação contínua de professores a distância baseada em MOOCs. In Mesquita,
Cristina; Pires, Manuel Vara; Lopes, Rui Pedro (Eds.) 1.º Encontro Internacional de Formação na Docência
(INCTE): livro de atas. Bragança: Instituto Politécnico. p. 115-121. ISBN 978-972-745-206-4.
ttps://bibliotecadigital.ipb.pt/handle/10198/13505
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Which choose you?
CENOURA:
firm and strong soft and fragile
OVO:
malleable and fragile hard
CAFÉ:
Transform the environment by
offering something better and tastier
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Obrigado
Gracias
Thank you
Vitor Gonçalves (vg@ipb.pt)
International Relations ESE/IPB Coordinator
Educational Technology and Management Information Department
Polytechnic Institute of Bragança - School of Education
Email: vg@ipb.pt
https://pt.slideshare.net/VitorGonalves9/
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