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Games have been used widely over the years to provide opportunities for experiential learning in and out of the classroom. We have traveled across the United States in a covered wagon in "The Oregon Trail" to learn about westward expansion, learned about diplomacy through John Hunter's World Peace Game, participated in stock market simulations, and much more. In recent years, there has been a shift toward content creation in all areas of the curriculum using Game Technology with games like Minecraft, Roblox, and Fortnite Creative. In this workshop, participants will explore and research a variety of games and discuss ways they can be incorporated into their specific content areas. Participants will leave with concrete ideas for how they can incorporate games into their courses.
In this workshop, participants will:
Intended audience: All school teachers, curriculum leaders, teachers and professional development leaders
Sarah will share her experience of working with schools across the UK and offer support to leaders in identifying the next step in their EdTech journey. Sarah will showcase the Naace Self-Review Framework to demonstrate how it can be used to support school improvement as well as assisting school leaders in creating a school vision that encompasses Educational Technology.
Features of this workshop:
Intended audience: Senior leadership team and subject leaders (computing/ IT) in all phases of education
In this workshop, attendees will learn the basics of what artificial intelligence is, what it can do what it can’t do. They will learn how to make good decisions about whether and how to use AI within their educational practice.
The workshop will include practical activities aimed to help attendees identify where in their own institutions and practice, they might best embrace AI and how they might go about integrating some form of AI into their daily interactions with learners and colleagues.
The workshop will be framed around the seven steps of the AI. Readiness Framework an evidence-based approach that has been developed through decades of working with AI in an educational context. It will draw on the book AI for schoolteachers, written by Rose Luckin with her colleagues: headteacher Karine George and academic Dr Mutlu Cukurova.
The workshop and the book are not just aimed at school educators. Both are also applicable to educators across all sectors and useful for students too. This workshop is all about helping people to get a practical understanding of what AI is and the implications that AI brings to their particular context. Through this increased understanding, attendees will be better able to leverage AI for their own and their students’ benefit and avoid some of the inherent risks associated with AI technologies.
Workshop participants will:
Intended audience: All school educators and leaders
Using light, movement and sound participants will make wearables, walls and objects that come alive though conductive crafting and inventive play. No previous experience necessary, suitable for ages 6+, using visual “IKEA-like” directions. During this hands-on, social and stylish session participants will demo the new tool kit for facilitating project based learning experiences in the classroom. Discover how technology performs more like an art material, and less like science equipment so STEAM storytelling is now accessible, scalable, and universal!
Intended audience: All school educators and leaders
Immersive technology can have a profound impact on education. If applied in right way it can help students learn all kinds of skills, from communication tot the best way to perform surgery in a safe environment. It can provide deep learning experiences, but only if it is implemented well. Implementing well means you not only have to pay attention to the way you embed XR in your educational program, but you will also have to think about practical matters as software, hardware, privacy and security, stewards, how to obtain content (buy or build) etc.
From this contribution you will:
You will gain more insights in:
Intended audience: All higher education educators and leaders, educational program managers, educational leaders, program managers blended learning, business managers, facility and IT managers
This session is a high-level, thought-provoking exploration of the present and the future, which will engage attendees in discussion about the potential impacts of AI on the evolution of education. It is suitable for decision-makers and leaders in education and technology.
In this workshop, participants will learn about:
Intended audience: All school leaders
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Organiser’s opening remarks
Chair’s opening remarks
More details to be announced soon
As new AI technology grabs headlines and captures imaginations, organizations have a unique opportunity to harness the power of AI to reimagine solutions to longstanding challenges in education at a time when they are perhaps needed most. Join the discussion as we explore the transformative potential of AI to accelerate learning, improve efficiency and prepare students for the future.
A paradigm shift in education is upon us that will leave education unmoored from its purpose. The social contract of why we send children to school will become unclear when artificial intelligence will take on seemingly all communication and basic cognitive skills of workers. Understanding what it means to raise compassionate humans with critical and creative abilities will lead a new era. Kathleen Naglee will give a provocative talk about leaning into this uncertainty through the neuroscience of learning.
Kathleen will lead you to discover:
Exhibition and networking break
STEAMing the future aims to promote inclusion in the STEAM field through a multidimensional educational platform that combines online and in-person courses, lesson plans and guidelines. Activites include in the platform will be presented that use real world STE(A)M problems and social and emotional learning in order to culture Empathy,Resilience and Creative thinking in the classroom.
We Are Europe - STEAM and Sustainable development Education
We Are Europe SD responds to the needs of children and educators by offering a variety of complementary learning solutions that use active learning methodologies, game-based learning, storytelling, among others, that have the potential to: engage children,address more complex concepts in a comprehensive manner, namely by using storytelling, contribute to the development of other XXI century and basic competencies, like literacy, teamwork, social competences,ICT skills, include children with mild learning difficulties, as the array of learning solutions offered comprises inclusive approaches.
Join this workshop for a hands-on, playful experience with LEGO® Education. This practical session gives you a chance to experience first-hand how LEGO Education can help develop students' knowledge, skills, and confidence along with a lifelong love of learning. You will see examples of the LEGO Learning System which demonstrates how purposeful play can help your students to succeed in STEAM subjects.
How to best prepare teachers for the digital age
Building leadership capacity to support technology-rich learning environments
Ensuring effective use of technology to create sustainable, scalable, and equitable school plans
Engaging stakeholders: staff, students, and parents
Determining goals and outcomes before purchasing
Tracking progress and adoption for consistent strategy review
How local monuments and points of interests can become keys to link learning topics into STEAM activities. A review of examples and practical activities for the classroom.
Do we know the monuments of our territory? In this activity we invited students to investigate the monuments of their territory for their promotion through digital technologies and, in particular, visual block programming and 3D modeling. The classes, organized in groups, had the opportunity to develop two investigative paths, one mathematical-technological for the design of the structure through the composition of solids, the other historical-artistic for the research of information and curiosities related to the chosen monument. About 900 teachers were instructed via a dedicated webinar at national level and provided with an activity plan and materials. At the conclusion of the activity, the two paths were integrated into a final product in which the monument, printed in 3D or built with salvaged materials, is augmented by information found through multimedia resources. We collected and reviewed the teacher's activities and feedback.
By accelerating theory learning, nursing becomes more differentiated and practice-oriented by releasing more time for simulation teaching
Develop learning objectives and a new didactical design in nurse education based on an adaptive, individualized digital learning platform
Based on state-of-the-art research in digital learning tools we do apply a design-based research approach with iterative processes to ensure the qualification of a new educational model, thus redesigning the curriculum and developing new blended learning approaches.
New opportunities to participate in space-related learning initiatives fuelled by recent advances in technology .
Using the fundamental principles that underpin innovations in space technology as building blocks for experiential learning.
Space inspired futures thinking: Combining statistics and ideation for creative solutions.
Tijdens deze hands-on workshop maak je kennis met de vele mogelijkheden van LEGO® Education. De workshop heeft dezelfde 5E-structuur als alle LEGO® Education lesplannen waarmee je als leerkracht of begeleider aan de slag kunt: Engage, Explore, Explain, Elaborate, Evaluate. We gaan bouwen en programmeren aan de hand van een LEGO® lesplan. Dat is immers ook de makkelijkste manier om er op school mee te starten. Er is ruimte voor evaluatie vanuit het perspectief van leerkracht en leerling. En we geven je een beeld van de mogelijkheden die LEGO® Education SPIKE™ Prime de leerlingen biedt om zelf hun eigen prototypes te ontwerpen.
Promoting a successful and profitable integration of digital strategy in schools
Developing an empowering culture to foster change and growth
Aligning digital strategies with educational goals
Implementing successful cross-functional collaboration to achieve school-wide teaching goals
Creating a culture of collaboration and communication
Improving decision-making processes to avoiding siloing
Digital fabrication and prototyping as catalysts for an active STEAM education where users can learn as they create.
With roots grounded deeply in the maker movement, we present the best practices of the MaakBib STEM partnership and FabZero.eu. For both, technology is the catalyst for active STEM learning and the informal character is accented by innovation and entrepreneurship across disciplines.
MAD (Make A Difference) Courses’ partners with remarkable communities and social entrepreneurs around the world, giving them a voice and platform to tell their stories - which in turn inspires and educates students worldwide. A pioneer in innovative edtech, we are using interactive video technology so learners can explore global issues, making decisions on where to go, who to meet and what questions to ask. These adventures prompt greater reflection and engagement around the issues presented. See: madcourses.com
The workshop will give unique insights on how to integrate sustainability education into different academic and non-academic curricula; impacting both students and local partners. Our workshop audience and participants will get a sneak peek into our newest Interactive adventure, set in a remote province in the Philippines. The escape-room style video draws you in and teaches you about interconnected issues that exacerbate the effects of the climate crisis on a local community. We emphasise on investigation, empowering students and teachers to really understand an issue before taking informed action.
Lunch and exhibition visit
In today's digital landscape, strong digital skills are crucial for success in education and beyond. These skills include proficiency in using digital tools, critical thinking in the digital realm, and effective communication in virtual environments. Developing these skills enables individuals to navigate challenges and unlock opportunities for growth.
Adapting to emerging technologies is vital for educational and professional advancement. Digital skills empower individuals to embrace innovation, learn new methodologies, and remain competitive in the job market. Being proactive learners and staying updated with digital trends are essential in today's rapidly changing world.
Digital skills go beyond technical proficiency; they also encompass critical thinking and problem-solving abilities in the digital realm. In the abundance of online information, it is crucial for individuals to be able to discern reliable sources, evaluate the credibility of online content, and think critically about digital information. By developing these skills, individuals can make informed decisions, analyze complex issues, and contribute meaningfully to discussions in both academic and professional environments. However, if we neglect to develop digital skills, it can result in a greater disparity in opportunities among people. Inequality in digital skills can lead to limited access to educational and professional opportunities, causing some individuals to lag behind and not fully realize their potential.
Mathematical exercises in textbooks are often boring and unrelated to reality. With MathCityMap (MCM) and Asymptote, it is intended to motivate students to solve real exercises using mathematical modulation ideas. MCM is based on the idea of mathematical trails where you can debate, solve, but also formulate mathematical exercises. To solve the exercise it is necessary to interact with the place, or with an object, where the exercise is located. It is also necessary to use the idea of mathematical modeling since the real situation must be transformed into a mathematical model to which mathematics can be applied.
ASYMPTOTE aims to develop an effective, powerful, and user-friendly digital tool for teaching mathematics online. Both contribute to challenging students and teachers to develop meaningful learning. We will understand better with practical examples.
Join this workshop for a hands-on, playful experience with LEGO® Education. This practical session gives you a chance to experience first-hand how LEGO Education can help develop students' knowledge, skills, and confidence along with a lifelong love of learning. You will see examples of the LEGO Learning System which demonstrates how purposeful play can help your students to succeed in STEAM subjects.
Learn how embracing new digital and face-to-face modes of collaboration, taking inspiration from high-performing teams outside of education, can enable novel and impactful approaches to teamwork in schools.
I will share how Scrum, an Agile methodology famous in the world of software development and engineering, was embraced and deployed to good effect in a challenging period of change. By employing Kanban methodology via the Trello platform, we enabled middle leaders to positively influence these changes in a new and empowering way.
We will then consider how this led to new structures of senior and middle leadership teams of teams; an innovative strategy that has created new opportunities for professional development of teachers, promoted two-way communication, increased interdisciplinary collaboration via the Mural and Padlet platforms, and enhanced levels of teacher support.
Our planet faces many rapid changes: the growth of digital economies, adapting to climate change and demographic shifts, to name a few. To successfully address these, today’s education needs to change as well: instead of simply “acquiring” knowledge, it is more important than ever that learners acquire the skills and practical insights needed to make a difference in the real world.
In this Keynote, Dr. Thomas Funke will challenge the audience to rethink how to approach learning in a rapidly changing learning environment. The inability of modern education to create truly engaging learning experiences was one of the motivating factors that led Dr. Funke to co-found Tomorrow University in 2021. At the core of it all: challenge-based learning (CBL).
With the aim of giving learners an individualised and creative approach to learning, CBL invites them to apply their knowledge to real-world problems, moving higher education out of the realm of theory and into practical applications of knowledge.
This revolutionary pedagogy is aided by the latest technology - at Tomorrow University, students can study and solve challenges at their own pace through the learning platform, while also connecting with others via the playful virtual campus to engage in social learning. After all, the greatest challenges are best overcome together.
In his keynote, Thomas will discuss:
Looking for practical methods that will improve student engagement in flipped classrooms? Curious about EdTech innovations and agent-based modelling that will motivate students in their lessons? This presentation will offer suggestions for your daily teaching practice. I will be showcasing how I organize my daily teaching in Danish high school, where things like EdTech, flipped-classroom, CT and so on are a very common and integral part of what students meet every day. In my teaching, I try to give my students the main role and motivate them. For me, the most important thing is that students are constantly active and contribute, and the use of digital solutions is absolutely crucial to my way of teaching. In this presentation, I will talk about my overall approach to teaching and show a number of hands-on examples from my own modules on the application of agent-based modeling, EdTech and gamification.
We will show how technology can enhance learning and engage children, while also addressing concerns about screen time and digital safety. Through interactive discussions and real-world examples, participants will learn about the latest trends and best practices for incorporating technology into early childhood education. The examination of the role of educators in supporting children's development in a digital world and the importance of parent-teacher collaboration, will be explored as well. By the end of this session, attendees will be equipped with the knowledge and tools to effectively integrate EdTech into their early childhood education programs.
Leading an inclusive and equitable learning environment, for both learners and educators
Using assistive technology to enhance SENstudent potential
Altering assessment methods to even the playing field for students
Improving teaching and learning practices through actionable data
Data visualisation for greater self-directed learning
Improving data privacy and regulation
Tijdens deze hands-on workshop maak je kennis met de vele mogelijkheden van LEGO® Education. De workshop heeft dezelfde 5E-structuur als alle LEGO® Education lesplannen waarmee je als leerkracht of begeleider aan de slag kunt: Engage, Explore, Explain, Elaborate, Evaluate. We gaan bouwen en programmeren aan de hand van een LEGO® lesplan. Dat is immers ook de makkelijkste manier om er op school mee te starten. Er is ruimte voor evaluatie vanuit het perspectief van leerkracht en leerling. En we geven je een beeld van de mogelijkheden die LEGO® Education SPIKE™ Prime de leerlingen biedt om zelf hun eigen prototypes te ontwerpen.
Our economies and societies need significantly more young people with enthusiasm for STEM subjects. However, encouraging young people to develop and apply their STEM competences remains a challenge for elementary, middle, and high schools worldwide. To address this challenge, we have developed the digital learning platform CADdrive, on which students can design LEGO-like products collaboratively, while learning relevant STEM competencies.
Interdisciplinary Approach: One key point that attendees will learn is the importance of adopting an interdisciplinary approach to education. The STEAM framework encourages the integration of various disciplines, including science, technology, engineering, arts, and mathematics, to foster holistic learning experiences. Conference participants will gain insights into the benefits of combining these disciplines to promote critical thinking, problem-solving, creativity, and innovation among K-12 students. They will explore how STEAM education can provide students with the skills and knowledge necessary to thrive in a rapidly evolving, interconnected world.
Project-Based Learning: Another significant takeaway from the conference will be the effectiveness of project-based learning within the STEAM framework. Attendees will discover how hands-on, inquiry-based projects can engage and motivate students, enabling them to apply their knowledge in real-world contexts. They will learn about successful STEAM projects implemented in K-12 classrooms, as well as strategies for designing and implementing their own projects. The conference will emphasize the importance of collaboration, critical thinking, and problem-solving skills developed through project-based learning experiences.
Equity and Inclusion: A crucial aspect of the conference will revolve around equity and inclusion in STEAM education. Attendees will gain insights into strategies for promoting equal access and opportunities for all students, regardless of their background or identity. They will explore ways to engage underrepresented groups, such as girls and minority students, in STEAM fields. The conference will shed light on effective approaches to address implicit biases, gender stereotypes, and other barriers that can limit participation in STEAM education. By emphasizing equity and inclusion, the conference aims to foster a diverse and inclusive learning environment that prepares all students for success in STEAM-related fields.
At the University Library of the Vrije Universiteit Amsterdam, we are working on a cyclical process to 1)help lecturers guide, find and use educational materials; 2)to create awareness regarding the correct use of copyrighted materials; and 3)to promote and increase the usage of open educational resources (OER). The library wants to create a landscape of tools/technologies that stimulates that. This session shows you how existing tools shape a landscape of stimulating the use of Open Educational Resources.
Exhibition and Networking Break
Rethinking the skillset required to cultivate lifelong learners
Using technology to deliver a personalised learning approach
Building learner-driven assessment models
Using pedagogical values when selecting emerging technologies
Building a technology-enabled curriculum
Utilising learner profiles to enrich personalised learning
More details to come
Join this workshop for a hands-on, playful experience with LEGO® Education. This practical session gives you a chance to experience first-hand how LEGO Education can help develop students' knowledge, skills, and confidence along with a lifelong love of learning. You will see examples of the LEGO Learning System which demonstrates how purposeful play can help your students to succeed in STEAM subjects.
Creating opportunities to develop and maintain digital and pedagogical skills
Embedding and constantly evolving practices of professional development
Ensuring teaching is accessible and inclusive
Preparing schools against cyber threats through regular education for all staff and students
Utilizing advanced security technologies to secure the enterprise
Organising investment direction to critical areas
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Organiser's opening remarks
Chair’s opening remarks
Upgrade your virtual classes from static video calls to dynamic, interactive sessions that focus on student well-being and academic success. Learn how to create inclusive and supportive virtual learning environments that build a sense of community, even among students who are miles apart. Shift from a "talking at" approach to a "talking with" model, maintaining high academic standards through immersive digital experiences. Find out how leading Edu-tech providers are revolutionizing higher education by introducing immersive video meeting platforms that foster a healthy digital culture. This session will show you how to redefine the boundaries of what's possible in today's higher education landscape.
There are multiple scenarios in which artificial intelligence (AI) could improve teaching and learning. In this talk, the augmentation perspective and the concept of hybrid intelligence are introduced to frame our thinking about AI in education. The involvement of different stakeholders (i.e. researchers, education professionals, entrepreneurs, and policymakers) is necessary to understand the opportunities and challenges of AI in education. In order to facilitate a meaningful dialogue, a common language about AI in education is introduced. The six levels of automation model is introduced to develop our thinking about the roles of AI, learners, and teachers. In this model, the transition of control between teacher and technology is articulated at different levels. The detect-diagnose-act framework is used to describe the core functions of AI in education. Finally, the future of AI in education is discussed using different inspiring examples. The proposed common language will help to support an interdisciplinary dialogue between stakeholders to strengthen meaningful application of AI for learning and teaching. In this way the opportunities of Edtech to drive the development of AI are further explored.
In Dr Molenaar's session, she will discuss:
Have a sneak peek at the agenda for next year’s EDUtech Europe!
Exhibition and networking break
We will present the importance of building a diverse EdTech team and its benefits. Participants will gain insight into how to build an inclusive culture and foster an environment that values a variety of viewpoints through interactive presentations and case studies. We will also focus on how to maximize productivity and innovation within a diverse team. By the end, attendees will be equipped with the tools and knowledge to form and lead a successful, diverse EdTech team.
The audience will see how to bring a range of tools together effectively - Achieved by demonstrating how we use a combination of tools (eg. Canvas, zoom, OneNote, Brittanica, GCSEPod etc) to facilitate self directed learning at our schools
The audience will see both the student and teacher experience - Achieved by delivering the session as a teacher with colleagues set up remotely as the students
The audience will see how development of student agency can be planned into every aspect of the learning and supported by the tools - Achieved by signposting throughout the presentation
Join this workshop for a hands-on, playful experience with LEGO® Education. This practical session gives you a chance to experience first-hand how LEGO Education can help develop students' knowledge, skills, and confidence along with a lifelong love of learning. You will see examples of the LEGO Learning System which demonstrates how purposeful play can help your students to succeed in STEAM subjects.
Developing digitally fluent teachers
The importance of offline edtech solutions for students
Improving digital literacy in students and teachers
Preparing students for the increasingly tech-integrated world of work
Developing partnerships between industry and schools
Skills to develop innovators, educators, leaders, and learners of the 21st century
Technology is a living field, expanding and evolving every day. It is increasingly difficult to keep up and maintain an up-to-date technology curriculum
Through data informed decision-making, and a skillset based approach, rather than a software-specific one, we can design adaptable technology curricula that are fit for the times
Students benefit from an up-to-date, relevant technology curriculum that provides them with usable, future-proofed skills
University of Eastern Finland started a four-year project in 2021 to encourage teachers to use the teaching and learning tools of online and blended pedagogy with the help of pedagogical peer-support. Five experienced teachers from different faculties and the language centre were hired in the project at 50% work time allocations as facilitators of online and blended learning pedagogy.
Facilitators have for example been involved in the building of a self-regulated online learning platform to enhance teachers’ practical skills in online teaching and to raise awareness of the resources and possibilities of online education. This open platform has become a simple starting point to locate not only the technical tools of online teaching and their pedagogical use, but also new pedagogical approaches to increase interactivity, feedback, and continuous evaluation, among others.
Facilitators have helped their peers also with more focused interventions: how to identify and help students at-risk with learning analytics, how to benefits from AI in teaching and how to respond if you find students using it in their assignments, how to use evaluation to support learning, and how to give constructive feedback.
We Are Europe SD responds to the needs of children and educators by offering a variety of complementary learning solutions that use active learning methodologies, game-based learning, storytelling, among others, that have the potential to: engage children,address more complex concepts in a comprehensive manner, namely by using storytelling, contribute to the development of other XXI century and basic competencies, like literacy, teamwork, social competences,ICT skills, include children with mild learning difficulties, as the array of learning solutions offered comprises inclusive approaches.
Explore the latest findings on cognitive benefits, engagement levels, and skill development associated with esports and gamification.
Understand the impact of game-based learning on student motivation, collaboration, and critical thinking.
Examine case studies showcasing successful integration of esports and gamified elements into diverse educational settings.
Ensuring learners have the skills for a potentially AI driven future
The impact of AI on assessing learners
The current and potential uses of AI in education, such as administration and personalized learning
Preparing teachers to best foster a creative acumen in learners
Aligning pedagogy and technology to achieve a collaborative teaching environment
Using tech to support SEN creative teaching models
The tool for the creating the learning scenarios, guides the teachers in building an active learning scenarios and practical lesson plans that support an active learning pedagogy.The platform FCL is a repository of resources including pedagogical videos, lesson plans, practices, publications and case studies to deepen your knowledge on active learning and innovative learning environments. Help you to engage your students in an active learning, based on critical thinking, collaboration, cooperation and problem solving.
In the learning scenario can add activities, digital tools, and share the results with the colleagues. Is one of the best way tot students take their learning into their "own hands"! In the scenario created "3D Monuments for a sustainable future" activities will be presented that will be implemented with the students in class and digital tools that they will use in the creation of artifacts/educational materials, where they will give each other feedback.
Design thinking, STEAMS (Science, Engineering, Arts, Maths and Sustainability), Ciruclar Economy
Tijdens deze hands-on workshop maak je kennis met de vele mogelijkheden van LEGO® Education. De workshop heeft dezelfde 5E-structuur als alle LEGO® Education lesplannen waarmee je als leerkracht of begeleider aan de slag kunt: Engage, Explore, Explain, Elaborate, Evaluate. We gaan bouwen en programmeren aan de hand van een LEGO® lesplan. Dat is immers ook de makkelijkste manier om er op school mee te starten. Er is ruimte voor evaluatie vanuit het perspectief van leerkracht en leerling. En we geven je een beeld van de mogelijkheden die LEGO® Education SPIKE™ Prime de leerlingen biedt om zelf hun eigen prototypes te ontwerpen.
Lunch and exhibition visit
Introducing a radical and global shift in the way we teach our children by removing 'Playing' and changing to 'Visiting' and why we need a shift in our language about online worlds.
Online games have evolved into intricate, interactive platforms that promote learning, social interaction, and even a competitive spirit. However, they also present risks such as predation, sextortion, and scams.
Our educational approach must evolve to equip children with the knowledge and skills they need to navigate this new reality safely and responsibly. As these virtual spaces transition from 'games' to 'places,' we must aid our children in understanding that their online interactions can be as impactful and potentially risky as those in the real world.
More details to come
Computers as we know them have been around for some time now and led to fundamental changes to how our society works in particular with the advent of the internet. For the last few decades, physicist have been thinking about a new kind of computer that uses the intricacies of quantum mechanics to enable a new kind of computation. This idea has been picked up by science fiction literature and movies as well as by big corporations and startups. However, the reality in the lab is somewhat different than what you think from watching movies and reading press releases. In the presentation, I will discuss what we hope quantum computers may one day help us do, what quantum computers can do at the moment (spoiler: not much) and finally what we can do to prepare for their arrival. In particular, I will discuss what we do at the QuTech Academy to educate about quantum technologies.
Take away messages:
Join this workshop for a hands-on, playful experience with LEGO® Education. This practical session gives you a chance to experience first-hand how LEGO Education can help develop students' knowledge, skills, and confidence along with a lifelong love of learning. You will see examples of the LEGO Learning System which demonstrates how purposeful play can help your students to succeed in STEAM subjects.
Steve is quick to realize that our students are already living in the prototype of the next iteration of the Internet. They are passionate about games and participating in immersive online experiences. Game Technology is driving the development of the Future of the Internet and transforming industries including TV/Film, Advertising, Fashion, Simulation, Broadcasting, Automotive and Aerospace. We have an opportunity and responsibility to nurture the next generation of creators. Let’s leverage student interest and expertise to nurture the next generation of creators!
In his keynote, participants will:
By leveraging the "AI COLT" artificial intelligence encoding and analysis system (Ishizuka and Pellerin, 2020), along with new videoconferencing and video recording technologies, we aim at providing high-quality coaching and supervision, especially in remote and rural areas.
Promoting high-quality coaching and supervision for a new era: Allowing pedagogical support informed by quantitative and qualitative data concerning the teaching practices to be improved by the trainees, whatever the placement of the internship.
Contributes to increasing a continuous “teaching presence” throughout the internship; allows equitable access to internship placements and contributes as a sustainable solution to teachers shortage and development and training of teachers for remote rural schools across the globe (UNESCO, 2020).
Using technology to effectively assess student’s learning
Ensuring assessments are equitable and inclusive
Developing a mix of lowand high-stakes online assessment
Reviewing gamification as an educational strategy
Modern alternatives to gamification in education
Ethical considerations related to gamification, such as privacy and data protection concerns
Developing stronger wellbeing support systems for teachers
Ensuring teaching is accessible and inclusive
Tech to support teachers and reduce workload
How can educators leverage emerging technologies to enhance the learning experience
The importance of combining key pedagogical approaches
How can educators stay ahead of the curve and continue to innovate in the years to come?
Tijdens deze hands-on workshop maak je kennis met de vele mogelijkheden van LEGO® Education. De workshop heeft dezelfde 5E-structuur als alle LEGO® Education lesplannen waarmee je als leerkracht of begeleider aan de slag kunt: Engage, Explore, Explain, Elaborate, Evaluate. We gaan bouwen en programmeren aan de hand van een LEGO® lesplan. Dat is immers ook de makkelijkste manier om er op school mee te starten. Er is ruimte voor evaluatie vanuit het perspectief van leerkracht en leerling. En we geven je een beeld van de mogelijkheden die LEGO® Education SPIKE™ Prime de leerlingen biedt om zelf hun eigen prototypes te ontwerpen.
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