A Roadmap for Education Technology
This report describes the initial findings of several workshops convened in 2009 to consider the future of education and in particular the role of technology and computer science in education. Through a series of facilitated collaborative workshops, leaders in several disciplines engaged in conversations that cast computers in the role of facilitating education in the future and recommended a research agenda for federal funding.,Research report
Engaging the Community in Multidisciplinary TEL Research: A Case-Study from Networking in Europe
The STELLAR Network of Excellence was launched in February 2009 with the explicit intention of Sustaining Large Scale Multi-Disciplinary Research in Technology Enhanced Learning. So as to support this aim, the network has defined a number of different activity tracks, aimed at building capacity amongst senior-level researchers/decision makers, mid-level researchers and junior researchers/PhD students as well with a separate track dedicated to building community level capacity.
In the abstract, t
Over and Inside the Ivory Bridge: How Universities will Become Ideal Places Where to Learn
This Paper presents the Learnovation vision for 2025 in the areas of Higher Education, Evolved Distance Education and Virtual Mobility. There are several common features in the above e-learning fields. All three areas cover larger scale, state-supported or maintained systems. These fields have significant records of contributions in the modernisation processes of education, through the integration of ICTs and open learning methods. In the meantime, they represent a kind of “marker”, being quit
Inspiring Young People to Become Lifelong Learners in 2025
This Paper presents the Learnovation vision for 2025 within and around the formal education system, including primary and secondary schools as well as Vocational Education and Training. There are a number of characteristics shared by these three areas (or territories) of Lifelong Learning: Normally, all or most of a school systemÂ’s elements are institutionalized, controlled and
regulated by the state, irrespective of whether they are operated by the state or other public bodies or by private in
Learning Individuals and Learning Communities: Informal Learning in 2025
This Paper presents the Learnovation vision within and around the area of informal learning, and more specifically it concerns three “eLearning territories”: individual development through e-Learning, nonprofessional learning communities, and communities generating learning as side effect. What these
three territories have in common is that learning is not organised or structured, nor necessarily intentional from the learnerÂ’s perspective.
A key assumption to understand the Learnovation Visio
Meeting the Challenges in Evaluating Mobile Learning: a 3-level Evaluation Framework
We propose six challenges in evaluating mobile learning: capturing and analysing learning in context and across contexts, measuring mobile learning processes and outcomes, respecting learner/participant privacy, assessing mobile technology utility and usability, considering the wider organisational and socio-cultural context of learning, and assessing in/formality. A three-level framework for evaluating mobile learning is proposed, comprising a micro level concerned with usability, a meso level
Learnovation Foresight Report
The foresight activity of Learnovation is framed within its goal of building a new vision
of technology enhanced learning in Europe, by means of a consensus process which
overcomes traditional borders of education and training and addresses learning in a
much broader perspective, centred on its role in innovation and lifelong learning
implementation, and in light of a policy advising perspective.
This activity has been carried out through two parallel processes, feeding one into the
other and pr
Workshop White Paper - Education in the Wild: contextual and location-based mobile learning in actio
The workshop explored recent innovations into location-based, or geospatially-informed, contextual mobile learning, and issues arising from them. Location-based technologies offer opportunities for new forms of learning that engage more deeply with physical surroundings and support continuity of understanding across settings; they also pose technical difficulties of modelling and maintaining continuity of context, and ethical challenges including the right to privacy of location and escape from
Workshop White Paper - Technology-enhanced learning in the context of technological, societal and cu
This paper reports on the aims, processes and outcomes of a workshop organised by Norbert Pachler (London Mobile Learning Group; www.londonmobilelearning.net) on technology-enhanced learning in the context of transformation as part of the STELLAR Alpine Rendez-Vous in 2009.
The aim of workshop was to augment the work of the LMLG around its socio-cultural ecology, and to extend the interdisciplinary nature of its work through exposure to perspectives advanced by (TEL) researchers in cognate field
Moving learning games forward
The notion of using video games for learning causes some to cringe, others to leap for joy, and many to ask questions about this learning medium. These questions often come from people and organizations that are considering delving into the world of learning games but donÂ’t know if this is advisable or donÂ’t know where to start. The goal of this paper is to answer those questions about learning games and to help plot a path for people and organizations interested in developing or fostering the
Activity theory and learning from digital games: developing an analytical methodology
This text outlines the development of a methodology that could credibly answer Squire challenge to identify what, if anything, people are learning by playing games.
A Participatory Design Approach for the Support of Collaborative Learning and Knowledge Building in
Engagement in collaborative learning and knowledge building activities is still a big challenge for many workplace-learning designers. Especially in highly competitive environments people might be reluctant to give away too much of their tacit knowledge. A feeling of ownership and an involvement of the individual in the planning of the learning activities can be important motivational factors. In an international research project called IntelLEO - Intelligent Learning Extended Organization we in
MobMaps: Towards a Shared Environment for Collaborative Social Activism
Nowadays it is possible to disseminate information to the all world in
real time using current communication tools supported mostly by the Internet.
The work of several organizations reporting a multitude of problems that our
society faces can be sustained by participatory platforms, which stimulate the
collaboration of participants all over the world. In this paper we present a
technological platform that provides a shared environment for collaborative
social activism. We adapted the platform t
Pedagogical strategy for VOEU (Virtual Orthopaedics European University)
The pedagogical strategy in VOEU is based upon the creation of a novel learning
environment which aims to maximise the relationship between the pedagogical
approaches adopted, and the tools and resources available to support them. The
project therefore builds on current thinking in educational research on pedagogy, in
terms of learning being situated, with learners adopting an active and constructive
approach.,Research Report D35.07
Pervasive and Personal Learning Environments
This position paper provides some elements about the convergence of institutional and personal learning environments based on Web 2.0 as well as pervasive learning.
Guess my X and other techno-pedagogical patterns;
Toward a language of patterns for teaching and lea
Most people see learning mathematics as a demanding, even threatening, endeavour. Consequently,
creating technology-enhanced environments and activities for learning mathematics is a
challenging domain. It requires a synergism of several dimensions of design knowledge: usability,
software design, pedagogical design and subject matter. This paper presents a set of patterns
derived from a study on designing collaborative learning activities in mathematics for children
aged 10-14, and a set of tool
Précis de recherche en Ingénierie des EIAH
Français + English
Ce document est destiné aux chercheurs travaillant sur les Environnements Informatiques pour l’Apprentissage Humain (EIAH). Sa raison d’être est le constat qu’il y a une difficulté en soi à expliciter clairement les travaux de recherche liés à la conception et la construction des EIAH ou, en d’autres termes, en ingénierie des EIAH. L’objectif de ce document est de promouvoir l’idée qu’il est indispensable de mieux décrire ces travaux de recherche, et de propo
Open teaching: The key to sustainable and effective open education
not available,WHY DO WE NEED LEARNING TECHNOLOGIES?













