Pan European

Open Education Challenge

14 Únor 2014
entrepreneurship startups innovation innovation europe

Startup Europe - MOOCs for Web Talent Network

29 Leden 2014
entrepreneurship and digital competence MOOCs Web Skills

MOOCs and Beyond

27 Květen 2013
MOOCs OER online courses open & distance learning digital literacy acreditation certification certification Open educational practices
Novinky

ONLINE EDUCA BERLIN 2013: Call for Proposals now open

22 Únor 2013

What role does technology play in promoting creativity and innovation? How is the world of learning changing, and how can technology help us change the world? Proposals are now being accepted for this year's Online Educa Berlin 2013, which will focus on these questions. 

Proposals are being accepted from now until June 3 for Online Educa Berlin 2013, to be held December 4-6 in Berlin. This year's event will encompass:

Creativity and Engagement                                              
Work and ‘Life-Wide’ Learning
Global Learning Redefining                                              
Formal Learning
Modern Problems: Smart Solutions                              
Learning Analytics
 
Chief Learning Officers, HR professionals, learning and talent development leaders are encouraged to send in their proposals, with practical strategies and solutions for the Business Educa's conference's themes. Video Educa is also accepting proposals, which should exemplify uses for video within education. 
 
Detailed information can be found at Online Educa's website.
innovation Creativity Education
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eLearning Papers: Call for articles on Mobile Learning open until November 19th

29 Říjen 2012

While learning has always expanded beyond the walls of the classroom, the proliferation of devices and applications, which have greatly expanded when, where and how information can be accessed and stored, brings this issue to the fore. How have such devices had an impact in learning, and what role may they play in the future? This issue hopes to showcase practical examples and generate serious reflection on an emerging topic.

 

 

Today’s youth are growing up in a world very different from the world their teachers or parents knew when they were young. Where and how they learn is changing as mobile learning and social networking become part of their every day life. Ubiquitous access to social media, tools and knowledge resources is taken for granted, while passive teacher-directed work dominates life at school.

 

Open, social and participatory media have significant potential to transform learning and teaching. They offer numerous ways to communicate, collaborate and connect with peers. The range of free educational resources and tools is rapidly increasing. Cloud computing has enabled free or inexpensive access to applications that were once available only to those who were willing to pay premium license fees.

 

The gap between the potential and actual use of technology in education is a paradox. eLearning Papers seeks to facilitate the sharing of innovative and creative uses of technology to support learning among its readers. The upcoming 32nd issue focuses on mobile technology applications and their potential to enhance learning within the broad spectrum of education and training. Papers are welcome on any aspects related to the use of open, social and participatory media, cloud computing or mobile learning. Some suggested focus areas  are listed below.

  • How do mobile devices enhance learning and creativity?
  • Mobile learning and creative classrooms
  • OER for mobile learning
  • Mobile learning management models and strategies
  • Learning design for mobile learning
  • Mobile learning platforms, devices and operating systems
  • Authoring tools and technologies for mobile learning
  • Content design and development for mobile learning
  • Platform specific applications for learning
  • Augmented reality in education
  • Mixed reality and mobile devices supporting learning
  • Mobile devices and schoolwork, in classrooms and beyond
  • Mobile devices supporting performance and learning at work
  • Low-tech mobile learning, e.g. the power of SMS

 

The article submission deadline is November 19th, 2012. The provisional date of publication is December, 2012. For further information and to submit your article, please contact: jimena.marquez@elearningpapers.eu

 

Guest editor: Prof. Dr. Martin Wolpers, Fraunhofer-Institut für Angewandte Informationstechnik FIT

 

Mobile Cloud Computing e-content design Creativity Learning Design
Novinky

Consultation on Opening Up Education Initiative Launched

17 srpna 2012

The consultation on "Opening up Education - a proposal for a European Initiative to enhance education and skills development through new technologies", will explore the perceived need for EU action to promote the use of open educational resources (OER) in education.  

From 13 August 2012 to 13 November 2012.

New technologies, in particular the internet, together with globalisation and the emergence of new education providers, are radically changing the way people learn and teach. Open access to education resources offers an unprecedented opportunity to enhance both excellence and equity in education. The EU aims to help both individual learners and education and training institutions in Member States to benefit from these opportunities and to increase their contribution to society.

 

In the last quarter of 2012, the Commission will present a Communication on Rethinking Skills aiming to increase the quantity, quality and relevance of skills supply for higher economic and social outcomes. This will, among other actions, announce a new EU Initiative on "Opening up Education": a proposal to exploit the potential contribution of ICTs and Open Educational Resources (OER) to education and skills development. This new EU initiative on "Opening up Education" will be the topic of a subsequent Communication in mid-2013.

 

View the consultation document pdf - 45 KB [45 KB]

View the questionnaire

engagement with OER iniciatives europe ICT in education
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Web2LLP - Calling all LLP project managers

30 Květen 2012

Fill in the survey!

The aim of this short questionnaire is to gather information about the types of skills project managers and others involved in the communication and dissemination activities of Lifelong Learning Programme funded projects require in the area of web strategies and social media.

Help to find out the real needs of project coordinators and partners in respect to these topics by completing a short questionnaire (which takes about 5 minutes). Your replies will help to ensure that the resources and training provided is appropriate, relevant and fit-for-purpose. The results will be published here.

 

Read more about the Web2LLP project here.

evaluation lifelong learning
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eLearning Papers Call for Papers on Changing schools and creative classrooms: 21st century teachers and their new roles

09 Červenec 2012

eLearning Papers seeks submissions for the issue 30 Changing schools and creative classrooms: 21st century teachers and their new roles. This issue explores the new role of teachers in 21st century learning contexts, focusing on the challenges they face and the changes in teaching practice caused by the rapid spread of educational technologies and the evolution towards creative classrooms and open educational resources. Deadline: 10 August 2012.

 

We are interested in contributions that address: national policies, methodologies, new tools and resources, the teacher-student relationship or class organization, among others. Guest editors: Hans Laugesen, GL - the National Union of Upper Secondary School Teachers. Jim Devine, JD Policy, Projects Innovation, EDEN Fellow (and former President, IADT, Dublin)

 

Click here to read the complete Call for Papers

Creativity expertise of teachers rol of teachers classroom innovation best practice
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Call for Papers on Game Based Learning closes today!

19 Květen 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

Mixed realities virtual worlds gaming study best practice simulation
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The ePlatform for Adult Learning in Europe (EPALE) is coming soon

24 dubna 2014
The European Commission will soon unveil a new multilingual open community for adult learning in Europe. It is the latest addition to the overall effort to improve the quality of adult learning in Europe. 

The ePlatform for Adult Learning in Europe aims to be a community hub for teachers, trainers, researchers, academics, policy-makers, and anyone else with a professional role in adult learning. The recent OECD study on adult skills showed that one in five adults in the EU have very low levels of literacy and numeracy, and that one in four lack the skills to use digital technology effectively. EPALE is an initiative to improve adult learning in order to increase the skill level of Europeans. 

 

EPALE will include news, events, ideas, and resources in multiple languages. The website will be organised around the following five themes: 

 

  • Learner support
  • Learning environments
  • Life skills
  • Quality
  • Policies, stategies, and financing

 

As the website is being built, EPALE is seeking the input of adult learning professionals to help shape the content and priorities of the platform. The website states:

 

"We are committed to involving you, the adult learning community, throughout the development of EPALE, so that it meets your expectations and gives you what you need from a Europe-wide online community."

 

You can now take the online survey which will remain open until 15 May 2014. 

 

You can also visit the website, sign up for the newsletter, and follow EPALE on Twitter

adult learning lifelong education educational materials Collaboration tools collaborative networks