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News

Call for Papers on Game Based Learning closes today!

19 Mai 2011

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

 

The article submission has been extended to June 3, 2011 The provisional date of publishing is 14 July 2011. For further information and to submit your article, please contact:

 

Guest editor:

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

News

TEL-Map project survey about technology supported, innovative learning practices

08 Mai 2013

The TEL-Map European project, funded by the European Commission, has launched a survey about technology supported, innovative learning practices.

TEL-Map is a Coordination and Support Action focussing on roadmapping activities for innovative forms of learning. A roadmap can be understood as a ‘strategic lens’, through which future developments in a domain or an organisation are analysed for the purpose of channelling available resources wisely.

 

The aim of this new survey is to collect the views of teaching professionals to inform future roadmapping activities by probing certain statements with regards to their likelihood, desirability and – when it comes to policy measures – their feasibility.

 

There is no need to be an expert in all areas addressed to answer the survey, as the objective of TEL-Map is to get feedback from people with as diverse backgrounds as possible.

 

Question blocks have been created for each of the following innovative practices:

  • Gamification: using game mechanics and elements of game design in non-game contexts in order to motivate learning. Controversial issues evolve around 'hunting for points as a distraction of learning', neglect of demographic particularities, availability of gamification strategies.
  • Free Massive Open Online Course: bringing existing courses to an extended audience by driving technological and economical innovation. Controversial issues evolve around funding models, accreditation, high attrition rates and possible ways of highly automated learner support.  
  • Flipped classroom: inverting classroom situations so that the lecture part is moved from school to home and the exercise part takes place at school. Controversial issues evolve around managing differences between learners being more or less successful doing their homework, which requires fundamentally new types of in-class activities.
  • Seamless Learning (Ubiquitous Learning): obliterating borders between different technologies and learning formats such as formal and informal learning or individual and social learning. Controversial issues evolve around the ownership of learning tools and data generated by learners' activities, or the potentially invasive character of learning technologies to the detriment of a balanced life style.
News

ORIOLE Survey 2013

29 April 2013

The Universitat Oberta de Catalunya and the Open University are conducting an international survey, as part of the project Open Resources: Influence on Learners and Educators (ORIOLE).

The ORIOLE Survey 2013 aims to collect and share data about how learning resources are used and sourced in higher education.

 

Available in English and Spanish, the online survey will remain open until May 30th and is targeted to anyone working directly in learning and teaching and those who support this work (Library, Instruction Design, Educational Technology, etc.)

 

Spread the word! £300 will be donated to Oxfam education programmes, with respondents choosing the specific initiatives to receive money.

Artikel

Beyond the Net Generation Debate: A Comparison of Digital Learners in Face-to-Face and Virtual Universities

25 März 2013

This article was originally published on the International Review of Research in Open and Distance Learning, Volume 13, Issue, 4.

The study compares behaviour and preferences towards ICT use in two groups of university students: face-to-face students and online students. A questionnaire was applied to a sample of students from five universities with different characteristics (one offers online education and four offer face-to-face education with LMS teaching support).

Verzeichnis

Open Education: a wake up-call for the learning industry?

12 April 2012

The full title of this White Paper produced by the ELIG Secretariat is
Open Education: a wake up-call for the learning industry?
Is open education fundamental to a sustainable learning industry
or a noble but commercially flawed cause?

Key Message
Based on research from across the breadth of the learning industry, there are clear indications that the commercial learning industry has not yet fully engaged with open education (OE) or open educational resources (OER). The commercial hesitation to adopt OE is in large part due to a perceived lack of associated new business models. It is also due to the perceptionof OE being a potential threat to existing learning business models. This view neglects the important innovation potential that OE brings to the learning market. We present evidence that OE is growing quickly – e.g. in the academic world– even though only few industry members are currently supporting it. This creates a potential for market disruption – in similar ways as the music industry has experienced with the rise of Internet filesharing or the software industry with the rise of Open Source. To not proactively engage with open education, its production, use or practices, could present a serious threat to the sustainability of the current learning market.

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Veranstaltungen

StudyWorld 2011

23 April 2011
170 Universities and Higher Education. Institutions from 25 Countries. Bachelor and Master Programmes/ Internships Abroad
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Artikel

Die Entwicklung von Kompetenzen für das 21. Jahrhundert: Web 2.0 in der Hochschulbildung. Eine Fallstudie

14 April 2011
Dies ist ein Bericht über ein kollaboratives Projekt mit zwei Pilot-Studiengängen und einer Follow-up-Studie zur Integration des Webs 2.0 als Inhalt und Lehrmethode, das von Oktober 2010 bis Februar 2011 mit 47 Studierenden von zwei technischen Hochschulen in Berlin und München durchgeführt wurde.
ist ein Bericht über ein kollaboratives Projekt mit zwei Pilot-Studiengängen und einer Follow-up-Studie zur Integration des Webs 2.0 als Inhalt und Lehrmethode, das von Oktober 2010 bis Februar 2011 mit 47 Studierenden von zwei technischen Hochschulen in Berlin und München durchgeführt wurde.
Artikel

Die Förderung der Nutzung von IKT bei pädagogischen Aktivitäten im Wissenschaftsunterricht

05 Juli 2010
Das mit Unterstützung des EU-Programms für lebenslanges Lernen finanzierte FICTUP-Projekt (Förderung der Nutzung von IKT in der pädagogischen Praxis) zielt darauf ab, a) innovatives Schulungsmaterial für pädagogische Aktivitäten mit IKT, begleitet von einem intensiven Betreuungsprozess, zu entwickeln und b) die Auswirkung des Materials und der Betreuung auf die Nutzung von IKT im Klassenraum durch neu ausgebildete Lehrkräfte zu prüfen.
Das zur Gewährleistung der Zugänglichkeit von erfahrenen und neu ausgebildeten Lehrkräften entwickelte innovative Schulungsmaterial konzentriert sich auf spezifische Klassenraumaktivitäten, bei denen IKT zur Anwendung kommen. Jeder Fall umfasst eine detaillierte Beschreibung der jeweiligen Aktivität (PDF-Datei) und drei kurze didaktische Videos (Dauer ca. 26 Minuten) zu den während der Aktivität ins Spiel gebrachten transversalen IKT-Kompetenzen. Während des ersten Projektjahrs wurden neun Szenarios implementiert, von denen einige explizit auf die Verwendung von IKT im Wissenschaftsunterricht ausgerichtet waren. Diese Arbeit stellt eine Reihe von Anwendungsbeispielen, wie „Anordnung – Messung – Evaluation: Messungen in der Physik“ (Ungarn), „Erforschung von Wachstumsfaktoren: die Anwendung des entdeckenden Lernens auf die Biologie“ (Finnland) und „GeoGebra-Software: der Mathematikunterricht“ (Frankreich) vor.

Der zunehmende Einsatz von IKT hat auch zur Einführung neuer pädagogischer Ansätze, wie dem ressourcenbasierten Lernen (RBL), geführt, durch die verschiedene Lernanforderungen von einer breiten Palette an IKT-Tools gestützt werden. Besonders wissenschaftliche Themen sind extrem offen für die vom RBL und den damit verbundenen IKT-Tools gebotenen Vorteilen. Die Einführung der technologiegestützten kollaborativen Recherche erlaubt es den Lehrkräften, die Bildungsumgebung als integriertes Ganzes zu gestalten, das den Lernenden relevante technologische Werkzeuge zur Verfügung stellt, sie zur effektiven Zusammenarbeit ermutigt und kreative Methoden auf hohem epistemologischen Niveau für die Arbeit mit Wissen fördert.
Artikel

Wie neue Technologien bei „unsichtbaren Behinderungen“ helfen können

23 April 2010
Zweck des Europäischen Projekts ICTBell ist die Erforschung der Zusammenhänge zwischen Legasthenie und Spracherwerb und letztlich die Entwicklung eines speziellen, IKT-gestützten Business-Englisch–Kurses und einer virtuellen Lernumgebung (VLE), in denen integrierte E-Learning-Inhalte, ein virtuelle Lernumgebung und ein Online-Tutorium Legasthenikern Lernerfolge ermöglichen.
Allgemeine Projektziele sind die Förderung von Qualitätsverbesserungen und Neuerungen beim Sprachunterricht für erwachsene Legastheniker bei gleichzeitiger Unterstützung des Lernprozesses bei den Teilnehmern.

In den vergangenen Jahren hat sich weitgehend die Ansicht durchgesetzt, das Internet werde zu einer neuen Ära partizipativer Demokratie beitragen; es besteht jedoch die reale Gefahr, dass das erklärte Demokratisierungsinstrument sich als Faktor erweisen könnte, der zur sozialen Marginalisierung derer führt, die nicht in der Lage sind, den Lese- und Schreibprozess in kompetenter Weise zu bewerkstelligen. Um diese Risiko zu vermeiden, ist es notwendig, dass sich die Bildungs- und Sozialeinrichtungen mit den Problemen und Schwierigkeiten befassen, denen sich behinderte Menschen ausgesetzt sehen, wenn sie moderne Technologien benutzen, und ihnen spezifische Hilfsmittel wie Schulungen oder Software zur Verfügung stellen.

Nur so kann Technologie — wenn nicht als Lösung –— zumindest als Teil des Prozesses zur Minimierung der negativen Auswirkungen der Legasthenie für die betroffenen Personen und zur Förderung der sozialen Integration durch Hilfeleistungen für die Schwierigkeiten, Ängste und Probleme, mit denen sich Legastheniker im Alltag konfrontiert sehen, gelten.