WORKSHOP TITLE |
FACILITATOR(S) |
PRICE |
DATE |
Pre-Conference Workshops |
Mobile Learning Design, e-Pedagogy & Using Augmented Reality for mLearning |
University of Leicester - Prof Gráinne Conole, Terese Bird and Dr. Mark Childs, UK |
USD630 (SGD788) |
30 Sep - 1 Oct (Two Days) |
Games for Learning 101: Increasing Student Engagement and Employee Performance |
Brenda Enders, Enders Consulting, USA |
USD350 (SGD438) |
1 Oct (One Day) |
Fundamentals of Effective Mobile User Interface Design |
Jenny Pesina, University of Melbourne, Australia |
USD350 (SGD438) |
1 Oct (One Day) |
Post-Conference Workshops |
Effective Teaching via Videoconference |
Carol Skyring, LearnTel, Australia |
USD350 (SGD438) |
4 Oct (One Day) |
Mobile Marketing for your Business |
Graeme Salter, University of Western Sydney, Australia |
USD350 (SGD438) |
4 Oct (One Day) |
Pre-Conference Workshop (Two Days: 30 Sep – 1 Oct 2013) Mobile Learning Design, e-Pedagogy & Using Augmented Reality for mLearning
Synopsis:
Day One – Mobile Learning Design
This is an intensive design workshop to prepare courses for online and mobile environments. It is suggested that participants have a course in mind, for which to design and storyboard the teaching and learning, in this workshop. By the end of this module, participants will be able to:
- conceptualise the learning design process from different perspectives
- apply a range of learning design resources, tools and methods to a learning intervention
- critique a range of pedagogical approaches and the role played by different technologies, especially mobile, in supporting these
- review and debate the theoretical underpinnings of learning design
- develop an innovative storyboard, learning activities and a structure for implementation
The day’s activities are part of the 7Cs of learning design framework which consists of seven components:
- Conceptualise – which initiates the design process and consists of imagine, design and prepare
- Capture – which covers the ways in which search engines, OER repositories and social bookmarking can be used to find and collate relevant resources and activities
- Communicate – which covers how to moderate asynchronous and synchronous forums
- Collaborate – which considers how tools like wikis, voicethread, pirate pad can be used to foster collaboration and how to work in virtual teams
- Combine –analyse your activity profile and bring artefacts together into a storyboard of your course
- Consolidate – implement the course and develop an evaluation rubric
Course Description
The participants will engage with a range of learning design conceptual tools and a social networking site for sharing and discussing learning and teaching ideas. They will work in groups and will periodically share back their discussions with the rest of the participants. They will benefit from having a laptop by which to join in activities. Artefacts produced will be captured and made available online.
Day Two, Morning Session – mPedagogy (2.5 hours)
By the end of this module, participants will be able to:
- consider their own positive and negative experiences of learning and the role of technology
- critique the core facets of learning
- provide an overview of different pedagogical approaches and how they can be enabled through new technologies. The affordances or characteristics of social and participatory media and consider the implications for learning and teaching
- explore the use of different pedagogical approaches in different contexts
Course Description
Share and examine (1 hour): The workshop will begin by drawing on participants own experiences of learning, which will move on to drawing out what are the key facets of learning and factors for success, with evidence and examples leading to discussion on how to critique learning core facets. Participants will be invited to discuss and feed back with their own constructed examples.
MPedagogies Overview and Applications (1.5 hours): The participants will be provided with an overview of different pedagogical approaches which may likely feature in mobile learning: namely: associative, constructivist, situative and connectivist, with example of appropriate use. Participants will choose one or two of these, sketch out a learning experience or lesson plan based on their choice, and join in critique and discussion of successful pedagogical choice especially in implementing mobile technology.
Day Two, Afternoon Session – Using Augmented Reality for mlearning (2.5 hours)
Augmented reality enables the physical world around us to be enhanced through the addition of an extra layer of information. By viewing the world through the camera function of mobile devices (or in more sophisticated interactions, head mounted displays - HMDs), the image that appears on the screen can have text, additional pictorial or animation placed on top, bringing a new level of interaction and visualisation for students, and placing information in the situation where it can have most meaning for learning.
The workshop will begin with presentation looking at the following (1.5 hours):
- Early forms of AR
- Examples of the recent use of AR, including:
- The use of AR in field trips, tagging surrounding buildings with geographical information
- Collaborative AR in mathematics and engineering
- AR in the use of alternate reality gaming
- AR in museums
- Using AR to create simulations
- Speculations on the future of AR
Discussion and hands-on (1 hour):
The workshop will move to discussion on ways in which the curricula could be developed effectively through the use of this technology. Those participants with mobile devices will have the opportunity to try out AR applications for learning. Conference-provided iPads will be available for this aspect of the workshop.
Facilitators:
Gráinne Conole Director, Beyond Distance Research Alliance, University of Leicester
Gráinne Conole is Professor of learning innovation and Director of the Beyond Distance Research Alliance at the University of Leicester. Her research interests include the use, integration and evaluation of Information and Communication Technologies and e-learning and the impact of technologies on organisational change. Two of her current areas of interest are how learning design can help in creating more engaging learning activities and on Open Educational Resources research. She regularly blogs on www.e4innovation.com.
She has published and presented nearly 1000 conference proceedings, workshops and articles, including the use and evaluation of learning technologies. She was co-editor of the RoutledgeFalmer book ‘Contemporary perspectives on e-learning research’ and the recently published Springer book ‘Designing for learning in an open world.’
Terese Bird Learning Technologist and SCORE Research Fellow University of Leicester, UK
Terese Bird has worked in Higher Education in the UK and overseas since 1995, and in previous appointments did action research into and implemetation of such technologies as automatic lecture capture, audience response systems, and student-created websites and multimedia. Terese graduated from University of Illinois at Chicago with a Bachelor of Science degree in Mathematics and Computer Science.
Mark Childs Coventry University, UK
Mark Childs is a Senior Research Fellow for Elearning at Coventry University, in the UK, as well as working freelance within academia. Since 1997 he has worked on more than 30 projects involving technology-supported learning; as a researcher, consultant, evaluator, manager and principal investigator, at Coventry and in previous posts at the Universities of Wolverhampton and Warwick. Alongside his research he has also supported the delivery of a range of in-service professional development programmes, acting as an instructor, supervisor and evaluator. In 2010 he was awarded a PhD from the University of Warwick for his thesis on Learners’ Experiences in Virtual Worlds. Mark also works as an education consultant and evaluator for a range of private and public sector organisations, including Hewlett Packard, the Field Museum of Natural History in Chicago, Ravensbourne College and JISC. His main research interest is the user experience of synchronous communication platforms, with his most recent work including virtual teamworking and digital identity, but particularly learning and performance in virtual worlds and mixed reality.
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Synopsis:
Incorporating gaming techniques (serious games, social games and gamification) within educational programs and corporate training experiences is one of the hottest topics in the learning and development field today. If your organization isn’t already leveraging the power of gaming, then this session is the perfect way to quickly assess if gaming is right for your organization. We’ll be addressing some of the most pressing questions academia and corporations are asking, including:
- What’s the difference between games and gamification?
- Aren’t games only for the millennial generation?
- Are games an effective means to deliver educational and corporate training experiences?
- If games are effective, why do they work better than other delivery methods?
- When is gaming not the best approach?
- How do I blend gaming experiences within my existing learning programs and courses?
- Where do I begin and what are the steps to take an idea about a game and bring it to life?
- What are the tools developers use and what skill sets are required to design and develop a project?
- How do I gain stakeholder buy-in for games at work and at school?
Chances are if you’ve even remotely considering gaming that you’ve even asked or been asked these same questions. Don’t worry if you have additional questions, bring them to the session and we’ll cover those as well.
After completing this one day session you’ll be well on your way to determine when and how gaming may be leveraged within your organization to increase student engagement and employee performance, how to sell the concept to others and gain an understanding of the appropriate next steps to take on your quest.
During the workshop you’ll:
- See a variety of real world examples of mobile learning games ranging from serious learning games, social learning games and the gamification of learning experiences
- Learn best practices for increasing the effectiveness of games and gamification
- Discuss when it’s appropriate to using gaming techniques within your learning solution
- Understand the resourcing requirements for designing and developing games
- Walk through the development process options and learn what to expect at each step of the process
- Discuss how to sell the concept of gaming to your stakeholders and tips for gaining their buy-in for the project
This session is designed for a broad audience base. You will experience and discuss examples from both K-12 as well as adult learners in corporate or military environments. Whether you are a teacher, faculty member, instructional designer, project manager, training manager or corporate executive, if you want to quickly learn if gaming is right for your organization and determine your next steps to get started, then this session is for you.
Facilitator:
Brenda Enders Enders Consulting, USA
Brenda Enders is an author, consultant, trainer, and public speaker in the field of mobile and game-based learning with 18 years experience in learning and development. She is the President and Chief Learning Advisor for Enders Consulting, where she works in partnership with organizations on devising strategies around mobile learning, game-based learning and the gamification of learning, project management and instructional design consulting. She is a frequent speaker, workshop leader and panelist at national and international conferences, as well as for corporations. Brenda can be reached via her company's website at http://www.BrendaEnders.com and you can follow her on twitter at @BrendaEnders.
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Pre-Conference Workshop (One Day: 1 Oct 2013) Fundamentals of Effective Mobile User Interface Design
Synopsis:
Have you been considering using custom mobile applications in your teaching? Are you looking to modify your existing materials for mobile delivery? This workshop aims to introduce you to the fundamentals of user interface design for mobile applications. Effective user interface design principles and guidelines for mobile application design will be covered. A number of case-study examples will be explored, following by interactive exercises giving participants a chance to sketch and prototype their ideas.
What will be covered?
- Effective mobile user interface (UI) design
- Understanding your target audience
- Examples of mobile user interfaces
- Challenges and constraints of mobile UI
- E-learning versus m-learning
- Where to next?
What will we do?
- Sharing your experiences and challenges using existing mobile applications
- Brainstorming new ideas
- Prototyping in small groups
Who should attend?
This workshop is for educators of all levels and corporate sector professionals who are interested in learning more about mobile user interface principles and guidelines and then creating mobile apps for their own purposes.
What to bring?
It is recommended that you bring along a laptop, a tablet and/or a mobile device.
N.B. This is an introductory workshop and does not require any prior technical knowledge of HTML, CSS, or JavaScript.
By the end of the workshop participants will be able to:
- understand the fundamentals of mobile UI design
- explore principles, techniques, challenges and constraints of mobile UI design
- plan and prototype mobile application design project
Facilitator:
Jenny Pesina University of Melbourne, Australia
Jenny is an e-Learning Specialist and Multimedia Developer with the Centre for Excellence in Teaching and Learning, Faculty of Business and Economics, The University of Melbourne. She has vast experience in front-end web development, educational media production and interface design. She has been heavily involved in the implementation of blended and fully online courses, delivery of interactive teaching and learning resources for various platforms, e-learning seminars and educational technologies. Her research interests include promoting and sustaining student engagement using interactivity in learning, practical uses of media in education, pedagogy for blended and fully online models and mobile learning; and has extensive commercial work experience in the multimedia industry. Her specialties include implementation of blended and online learning in Higher Education, learning needs analysis, interface design, user experience, information architecture, video production, front end web development, consultancy for a range of educational technology projects.
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Post-Conference Workshop (One Day: 4 Oct 2013) Effective Teaching via Videoconference
Synopsis:
Teaching via videoconference requires some changes to classroom strategies and this practical workshop will give you the knowledge and skills needed to design and deliver engaging videoconference sessions. It is designed for those who have little or no experience with videoconferencing. Content includes an overview of videoconferencing and how it can be used for teaching and learning; creative ways of conveying messages visually and how to engage students in a videoconference session.
Who should attend:
This workshop is designed for educators who have little or no experience with delivering learning via videoconference.
Learning objectives:
After participating in this workshop you will:
- understand the best ways to use videoconferencing for teaching and learning
- know how to get your message across effectively through the use of well-designed visuals
- know how to adapt your current course/program for effective videoconference delivery
- have the skills to design engaging videoconference sessions
- have a planning model that you can adopt for all learning technologies
Facilitator:
Carol Skyring LearnTel, Australia
Carol Skyring is 21st Century Navigator at LearnTel, where she helps people to navigate their way through 21st century technologies. She is an inspirational educator who has been involved in the design, application and effective use of learning technologies for education and business applications since 1986. Carol works with universities, colleges, schools, government departments, large corporations and SMEs throughout Australia, New Zealand, USA and Europe.
She was the organiser of the Learning Technologies conference for 14 years. As a recognised expert in her field, Carol has been published in numerous journals and is a frequent speaker at national and international conferences. Several of her papers and articles can be accessed at www.scribd.com/cdltoz and presentations at www.slideshare.net/learntel.
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Post-Conference Workshop (One Day: 4 Oct 2013) Mobile Marketing for your Business
Synopsis:
Did you know that by 2014, 85% of mobile devices will be web-enabled and that mobile internet usage will overtake desktop internet? There is huge potential in reaching new clients by using mobile technologies. There are also huge risks in falling behind if you don't. A mobile marketing strategy is no longer just nice to have, but an essential for any business.
The business landscape for mobile technologies is complex - app stores, mCommerce, mobile advertising, social media, mobile marketplaces, mobile business productivity tools & mobile-optimized websites are just some of the components that need to be considered. In this workshop you will learn which components are a match for your business and how to incorporate them into an effective mobile marketing strategy.
Come join Graeme and learn how you can use mobile marketing to reach more customers and improve your bottom line!
Facilitator:
Graeme Salter University of Western Sydney, Australia
Graeme is an international speaker who has over 20 years experience in the use of technology in teaching. He was awarded the degree of ‘Doctor of Teaching’ for his research into the use of online learning in training.
He has developed a wide range of educational resources for both traditional e-learning environments and mobile devices.He enjoys helping people profit financially and increase their credibility through packaging up their knowledge and expertise in a wide variety of digital formats for different online marketplaces.
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