Interactive Technologies

Evenementen

GeoHCI 2013 - Geographic Human-Computer Interaction

12 December 2012

GeoHCI 2013 aims to provide a much needed venue for members of the human-computer interaction and geography communities to create and share knowledge on topics that span this disciplinary boundary.

For the increasing number of HCI researchers and practitioners whose work has a geographic component, GeoHCI 2013 will offer a unique opportunity to discuss best practices and open research questions with like-minded members of the HCI community and with geographers, whose field has a rich understanding of spatial phenomena. For geographers, GeoHCI 2013 is a chance to do the same with experts in HCI-related areas such as online communities, mobile and online maps, location-based social networks, crisis informatics, ubiquitous computing, and augmented reality.

Researchers and practitioners in HCI, geography, and related disciplines who are interested in participating should submit a two-page position statement as described in the call for papers. Position statements are due January 11, 2013 and should be submitted through our EasyChair site. The workshop, co-located with CHI 2013 in Paris, will be on April 27.

On April 28, we are hosting an optional second workshop day that will consist of various "in the field" activities. We are actively seeking proposals for participant-led field trips. Have a great new citizen science app you want to demonstrate? Want to lead an OpenStreetMap data collection activity to bring everyone at the workshop up to speed on the OSM state-of-the-art? Can you guide us on an augmented reality tour of Paris? Let us know! Position statements that are accompanied by field activity proposals will receive extra consideration.

Projecten

Interactive Technologies In Language Teaching

04 Oktober 2012

 iTILT staat voor interactive Technologies In Language Teaching en is een Europees project dat het effectief gebruik van digitale schoolborden promoot in het taalonderwijs.

Digitale schoolborden – kortweg digiborden –   lijken op normale schoolborden, maar kunnen een aanzienlijke bijdrage leveren aan het onderwijsproces in het taalonderwijs. Om dit medium effectief te gebruiken moeten taaldocenten wel adequate training en ondersteuning krijgen.  Ze moeten zich bewust zijn van de voorwaarden en procedures om digibord materiaal zo te ontwerpen en te gebruiken dat dit communicatief taalonderwijs ondersteunt. Ook moeten ze de kans hebben om te reflecteren over hun eigen lespraktijk.

Projectdoelen

  • Effectief digibord oefenmateriaal voor taaldocenten ontwikkelen
  • Leraren informeren over de beste manier om digiborden te gebruiken, gebaseerd op onderzoek
  • Een ondersteunend netwerk voor leraren en scholen ontwikkelen
  • Leraren uit alle sectoren (primair, secundair en tertiair taalonderwijs) bij elkaar brengen
  • Het delen van bv. lesplannen en digibord materiaal aanmoedigen
  • Reflectie over de digibord-praktijk promoten.

  iTILT Website

 De iTILT-website wil taaldocenten een plaats bieden voor professionele ontwikkeling, training en ondersteuning. Op deze website vindt u binnenkort:

  • Informatie over hoe je het digibord het best gebruikt in het taalonderwijs
  • Voorbeeldvideo’s hoe taaldocenten het digitaal schoolbord in het leslokaal inzetten
  • Materiaal voor leraren om het lesgeven in een aantal verschillende Europese talen (Spaans, Frans, Engels, Duits, Nederlands, Welsh en Turks) te ondersteunen
  • Een online community van onderwijsexperts en taalleraren die het digibord in de praktijk gebruiken
  • Richtlijnen en ondersteuning voor docenten in de lerarenopleiding
  • Interviews met leraren en leerders over het gebruik van digiborden
  • Een collectie met opensource digibord-materiaal

  De website is waardevol voor alle betrokkenen in het onderwijs die geïnteresseerd zijn in het gebruik van digiborden in het onderwijs, maar met name voor:

  • Taaldocenten
  • Docenten en studenten van de lerarenopleiding
  • Specialisten in educatieve technologieën
  • Beleidsmakers in het onderwijsveld
Evenementen

Outliers School Educación: ideas sobre el futuro

16 September 2012

Outliers School Educación es una iniciativa sincrónica online de 30 días para 40 participantes. Se trata de un proyecto on-line multiplataforma “en vivo” sobre nuevas ideas y modelos de Diseño Educativo con aprendizaje basado en resolución de problemas y prototipado de soluciones. Las áreas para resolver los problemas de diseño educativo serán: 1) Desintermediación en el diseño educativo; 2) Aprendizaje Invisible y no-formal y medios sociales en educación; 3) Narrativas transmediáticas aplicadas a la educación y; 4) mobile learning. 

 

Preinscripción hasta 10/11/2012

Evenementen

Webinar: Interactive Whiteboards

16 Maart 2012

The webinar will give an overview of the effective use of interactive whiteboards and other interactive technologies within the Primary and Secondary classroom. Diana Bannister will explore the structure of lessons using the interactive whiteboard and identify some of the key issues that practitioners need to address when developing and delivering their lesson materials. You will learn about some key websites for you to visit and some techniques that you could try within your classroom.

 

The webinar will take place on Wednesday March 28th 16:00 – 17:00hrs (CET) We will use the Elluminate virtual platform. You do not need access to an interactive whiteboard to be able to take part in this session.

The presentation will be made by Diana Bannister who is the Development Director for Learning Technologies based in the School for Education Futures, University of Wolverhampton.

The webinar is free of charge and open to everybody interested in the topic. Register here

Evenementen

4th IEEE International Conference on Games and Virtual Worlds for Serious Applications (VS-Games’12)

02 Februari 2012

The fourth IEEE International Conference in Games and Virtual Worlds for Serious Applications (2012) aims to meet the significant challenges of the cross-disciplinary community that work around these serious application areas by bringing the community together to share case studies of practice, to present new frameworks, methodologies and theories and to begin the process of developing shared cross-disciplinary outputs. In order to achieve this main aim the conference will pioneer new methods for bringing together and supporting communities of practice emerging in themed areas beyond the duration of the conference. Using the conference as an ignition to support a wider aspiration to form and sustain a community of practice around the field.

 

VS-Games'12 is cofunded by the European Union in FP7

The term 'Serious Games' covers a broad range of applications from flash-based animations to totally immersive and code driven 3D environments where users interface with large volumes of data through sophisticated and interactive digital interfaces. This shift towards immersive world applications being used to support education, health and training activities marks the beginning of new challenges that offer real scope for collaborative and multi-disciplinary research solutions, and real opportunities for innovative development.

We invite researchers, developers, practitioners and decision-makers working with or applying serious games in their communities to present papers in the following two main streams of the conference: games and virtual world applications for serious applications. The conference will explore games and virtual worlds particularly but not exclusively in relation to:

Aims

The conference aims to ask and search for answers to the following questions:

  • In what ways are games and virtual world applications effective tools?
  • What founding theories and approaches are emerging to support the field?
  • What and how can different technologies contribute to build ever better serious games?
  • What are the benefits of serious games for end-users and stakeholders? How can benefits be assessed?
  • What are the technologies (e.g. applications, platforms, engines) that are most effective in which areas and for what targets?
  • What cross-disciplinary approaches are emerging to support design, development and implementation of the technologies?
  • How and for what benefits is user generated content supported?
Directory

Europeana Remix

28 September 2011

Based on a short film that was pro­duced as a result of a crowd­sourc­ing project “The First World War in every­day doc­u­ments”, the video now turns into a new enrich­ing experience. Empow­ered with lat­est video tech­nol­ogy and resources from Euro­peana and the web, the inter­ac­tive video lets you browse through related con­tent, share the video with your friends and inter­act with other users through com­ments that you can post at any moment of the film.

Directory

OECD Your Better Life Index

30 Juni 2011

Your Better Life Index is designed to let you visualise and compare some of the key factors – like education, housing, environment, and so on – that contribute to well-being in OECD countries. It’s an interactive tool that allows you to see how countries perform according to the importance you give to each of 11 topics that make for a better life.

Directory

Council Conclusion on support of the implementation of the European Disability Strategy 2010-2020

28 Juni 2011

The  Council invites Member States to support relevant initiatives aiming to ensure that persons with disabilities have access to quality education and training on an equal basis with others.

One of the main objectives is to increase their knowledge, skills and qualifications in order to promote persons with disabilities' mobility and employability.

The invitation also calls to promote the exchange of good practices, including comparative studies, with regard to support and assistance for persons with disabilities, with a view to improving their access to the education system at all levels, including, for example, the use of assistive technologies.