June 28 - LS6 Webinar: Empowering future language learners: Formal and informal language learning through social media
Pierre-Antoine Ullmo, P.A.U. Education, Barcelona, Spain
Stylianos Mystakidis, University of Patras, Greece
Pere Arcas, Catalan TV, Barcelona, Spain
Laia Canals, P.A.U. Education, Barcelona, Spain
Nina Timmer, P.A.U.Education, Barcelona, Spain
Join us for the special live debate (videostreaming webinar)
For free registration email now: firstname.lastname@example.org
eLearning Papers seeks contributions about Game Based Learning in both sections: In-Depth and From the Field. Deadline June 3, 2011
In parallel to the phenomenal rise of the digital game development industry through time, the acceptance of games in other sectors has also been changing. Computer game skills have been increasingly applied in almost all areas of human activity within modern societies. Digital games have now been embraced by the academic research community as a research topic, as well as discovered by the education sector as a highly interactive media that can support and foster learning. As a popular and powerful media, computer games are being considered for use in various education and training settings to motivate learners, to focus their attention, and to help them to construct meaningful and permanent records of their learning.
Games have high presence in informal segments of learning – but in formal education, games are still often seen as an unserious activity and the potentials of games for learning remain undiscovered. However, when evaluating games with their children, 85% of parents believed that computer games contributed to learning as well as providing entertainment.
Beside fantasy and fun elements, games have potential to foster players’ ability to communicate and interact with others during gameplay. Computer games can help players to think critically when they are required to construct connections between virtual and real life. Game-like learning environments can provide motivating interdisciplinary learning settings, creating opportunities that could improve student collaboration skills as well as help them learn new concepts and synthesize new information. Games have also been praised for the potential they offer in learning business leadership and other skills by practicing in a safe environment.
The potential of Game Based Learning (GBL) is still underestimated. It can play a major role in renewing learning as it is perceived by learners in all levels of education and training systems. eLearning Papers seeks contributions about mixed realities, virtual worlds and gaming in both sections: In-Depth and From the Field.
We specifically invite contributions which address one or several of the following issues:
- Innovative game based learning technologies, applications, tools and environments
- 3D virtual worlds supporting learning, e.g. in language learning or leadership training
- Use of mobile games and location-based technology for learning
- Innovative applications of mixed realities for learning
- Use of simulations in education, corporate training and military
- Technology for massive multiplayer online games (MMOGs) for learning
- Interactivity design in game based learning applications
- Player immersion and learning
- Case studies and best practices in GBL
- Social and collaborative aspects of GBL
- Implementation issues associated with GBL
- Learning design, good gameplay and instructional theory for GBL
- Use of role plays for learning and training
- Assessment and evaluation in GBL
- Gender, age, cultural and ethical issues in GBL
- Rating of games for learning
- Accessibility of games for learning
Professor DI Dr. Maja Pivec, University of Applied Sciences FH JOANNEUM in Graz, Austria
The submissions need to comply with the following guidelines:
- Submission language: English
- Title: must effectively and creatively communicate the content of the article and may include a subtitle.
- Executive summary for In-depth section should not exceed 200 words.
- Executive summary for From the field section should not exceed 50 words.
- Keywords: up to five relevant keywords need to be included.
- In-depth full texts: articles should range from 4,000 to 6,000 words.
- From the field texts: texts should not exceed 1,200 words.
- Conclusions: special importance is given to the representation of the conclusions, which should be clearly stated both in the summary and at the end of the article.
- References: All the references must be adequately cited and listed.
- Author profile: author name, institution, position and e-mail address must accompany each submission.
- Images: Please send high resolution JPEG files
See the complete guidelines at: Instructions for writers
"The EUROCALL Review" is a biannual online magazine published by the European Association for Computer Assisted Language Learning (EUROCALL), a network of language teaching professionals.
Edited by EUROCALL's President, Ana Gimeno, member of the Department of Applied Linguistics, Universidad Politécnica de Valencia (UPV), the publication includes regular section offering information about Computer-Assisted Language Learning (CALL) issues, upcoming events, special interest groups (SIGs), on-going projects, recommended websites, reports and good practice examples in language learning, among other subjects.
EUROCALL aims to:
- promote the use of foreign languages within Europe
- provide a European focus for the promulgation of innovative research, development and practice relating to the use of technologies for language learning
- enhance the quality, dissemination and efficiency of CALL materials
- support Special Interest Groups
The concept Teaching 4.0 is the result of uniting the use of participatory networks, online tools and digital content available in the Internet, and adding educational material generated by teachers in traditional media (offline) and using ICTs (online).
The Universitat de les Illes Balears (Spain) is a pioneer in the implementation of this 4.0 concept, where professor Antonio Fernández-Coca combines face-to-face teaching, following the traditional parameters, with the external support of relationship marketing and ICT tools (such as online videos and social networks) to produce specific content aiming to support teaching in an open and shareable way.
The Teaching 4.0 website developed by professor Fernández-Coca shares the learning and teaching materials produced under a Creative Commons licence for the subject Graphic Expression in Construction, part of the UIB’s Construction Engineering degree curriculum.
Teaching 4.0 is the winner of the Universia Open Course Ware 2012 contest, organised by the Spanish Ministry of Education, Culture and Sports and Universia.
Click here to see a video where professor Fernández-Coca explains his Teaching 4.0 concept (in Spanish).
The London International Conference on Education (LICE) is an international refereed conference dedicated to the advancement of the theory and practices in education. The LICE promotes collaborative excellence between academicians and professionals from Education. The aim of LICE is to provide an opportunity for academicians and professionals from various educational fields with cross-disciplinary interests to bridge the knowledge gap, promote research esteem and the evolution of pedagogy. The LICE-2013 invites research papers that encompass conceptual analysis, design implementation and performance evaluation. All accepted papers will appear in the proceedings and modified version of selected papers will be published in special issues peer reviewed journals.
Patrick McAndrew, professor at the UK’s Open University and author of the article “Learning from Open Design: Running a Learning Design MOOC”, published in the latest issue of eLearning Papers, talks to us about his experience with Massively Open Online Courses (MOOCs).
Strongly involved in Open Education (OE) for the last 10 years, professor McAndrew believes MOOCs “are only a part of what's happening” in this field and there are still “lots of interesting developments to see”. He also points out that universities are currently feeling the pressure “to change”, but there is no doubt that they are also being “innovators”, trying to find new ways to “help learners and engage with people.”
Regarding the OLDS-MOOC (Open Learning Design Studio-MOOC) project which he introduces in his paper published in eLearning Papers 33, professor McAndrew says it has been a “rather stressful” but “rather exciting” nine-week rich experience, and invites the OE community to explore the material used to run this initiative, available online under a Creative Commons license.
The Ireland International Conference on Education is dedicated to the advancement of the theory and practices in education.
IICE gives academicians and professionals from various educational fields with cross-disciplinary interests the opportunity to bridge the knowledge gap, promote research esteem and the evolution of pedagogy. The IICE 2013 invites research papers that encompass conceptual analysis, design implementation and performance evaluation. All the accepted papers will appear in the proceedings and modified version of selected papers will be published in special issues peer reviewed journals.
Free Online Open Day webinar on UK Master’s degree in International Tourism, Hospitality or Sports Management at Bournemouth University
Join this Free Webinar to learn more about UK Master’s degree in International Tourism, Hospitality or Sports Management at Bournemouth University. You can join live and ask questions, or register to received the recording.