WORKSHOPS

 

 

 

PRACTICAL WORKSHOPS

Get hands-on in these practical workshops on 1 October, ahead of the main conference on 2 and 3 October 2024

Only for 3-day pass holders

MORNING WORKSHOPS - 11:00 to 13:00

Upgrading assessment harnessing the potentials of Learning Design and AI

 

Workshop Leader:

Prof. Dr. Blaženka Divjak,  Head of Department, Department of Quantitative Methods, Vice President, Society for Learning Analytics Research (SoLAR),  University of Zagreb, Croatia

To ensure valid assessment, it is important to align it with the intended learning outcomes, and teaching and learning activities. Developing assessment programs is a part of learning design, which can be supported by the Balanced Learning Design Planning (BDP) concept and the accompanying free of charge collaborative online tool (https://learning-design.eu). The tool offers design analytics which can support educators in the meaningful planning of assessment, including incorporating AI.

The workshop will be organised in two parts. The first part will present an introduction to learning design, valid and reliable assessment planning, challenges of AI in assessment, and an open discussion around these topics. In the second part, participants will be presented with the BDP tool and given an opportunity to work on learning designs, minding the principles of ensuring valid and reliable assessment, and ethical use of AI.

Key takeaways include:

•  Redesign assessment programs based on constructive alignment with intended learning outcomes

•  Use a learning design concept and tool to construct valid and reliable assessment

•  Develop assessment in AI-enriched learning environments in higher education

Intended Audience: Higher Education (Educators, educational decision-makers, learning designers, curriculum developers, quality assurance experts, researchers)

 

Empowering educators and students: an introduction to Artificial Intelligence in the classroom

 

Workshop Leaders:

Joana Simas,  Global Head of EdTech, Inspired Schools, Portugal

Andreia Salgueiro,  ICT teacher and Tech Coach for Junior School, PaRK International School – Alfragide Portugal

Ana Catarina Ferreira,  Maths & Science Teacher and Tech Coach for Senior School, PaRK International School, Portugal

Explore the transformative potential of Artificial Intelligence (AI) in education. This workshop aims to equip teachers and students with a foundational understanding of AI technologies and their applications within the educational context. Participants will engage in hands-on activities and discussions to discover how AI can enhance teaching methods, foster student creativity, and prepare learners for the future.

Key takeaways include:

•  Gain a basic understanding of Artificial Intelligence and its relevance in education

•  Explore practical applications of AI tools and technologies for both teachers and students

•  Develop strategies for integrating AI into the curriculum to enhance learning experiences

Intended Audience: Schools (Educators, school administrators, and students interested in leveraging AI for educational purposes)

 

Game on, learn on: how to start and grow an eSports programme in your school

 

Workshop Leader:

Claire Labeaux,  Chief Advancement Officer,  Network of Academic and Scholastic Esports Federations (NASEF), USA

This workshop will provide a foundation for WHY scholastic esports is impactful, and it will equip you with the HOW: tools to start a new programme or grow an existing one for maximum impact and FUN! Learn how you can use esports as a platform for students to acquire critical communication, collaboration and problem-solving skills needed to thrive in work and in life. Map out your goals and resources and learn how to use the proven framework from NASEF (the Network of Academic and Scholastic Esports Federations) to implement afterschool or classroom programmes to tap into video games beyond play alone.

The session will share firsthand experiences and research to demonstrate how students found a new passion for learning, and how the esports ecosystem can be leveraged in clubs or classes to teach foundational STEAM, ELA and SEL skills. You will participate in a variety of exercises and brainstorming activities and walk away with a specific plan for scholastic esports at your site.

Key takeaways include:

•  Gain a solid understanding of the impact of scholastic esports, armed with practical tools to initiate or enhance programmes, fostering essential skills in students

•  Learn how to use NASEF's proven framework, incorporating firsthand experiences and research to inspire a passion for learning through esports, bridging the gap between play and education

•  Determine your strategy for programs, challenges, and titles to introduce to your students

Intended Audience: Schools

 

AFTERNOON WORKSHOPS - 15:00 to 17:00

Introducing immersive technologies into education: a change management perspective

 

Workshop Leader: 

Praneschen Govender , Lecturer, VR/AR in Education,  Hotelschool The Hague, The Netherlands

A case study of how immersive technologies have been introduced into higher education institutions. We will look at the process of developing a vision and strategy for the organisation, gathering support from leadership, creating an ecosystem of suppliers and partners and working effectively with stakeholders.

We will discuss the creation of a culture of continuous experimentation as well as how to build a community of XR trainers and training resources that plug into an immersive learning network. We will also cover strategic communication, obtaining funding and dealing with resistance. 

The session will also cover hardware and software options, content creation and provide participants with experiences of immersive technology prototypes in education.

Key takeaways include:

• Develop a vision and strategy for integrating immersive technologies your organisation

• Learn to build a community of XR trainers, integrating training resources into an immersive learning network

• Explore hardware and software options, content creation methods, and engage in hands-on experiences with immersive technology prototypes in education

Intended Audience: Educational innovators and tinkerers, educators and faculty, educational leaders, program managers, IT managers

 

AI tools for teachers: streamlining workload and enhancing education

 

Workshop Leader:

Vikki Liogier , Education & Digital Capability Consultant, United Kingdom

Embark on a transformative journey with our “AI Tools for Teachers” workshop! Beyond the efficiency gains and personalised learning experiences, this workshop is your gateway to building AI literacy among both educators and learners. Discover how to not only integrate cutting-edge AI tools into your teaching but also empower your students with the skills to navigate the AI landscape responsibly. Join us as we explore the ethical use of AI, foster critical thinking, and prepare the next generation for success in an AI-driven world.

Key takeaways include:

•  Mastery of AI tools for administrative efficiency: Delegates will leave the workshop with a mastery of AI tools designed to streamline administrative tasks, such as producing lesson plans, grading rubrics and schemes of work in minutes. By incorporating these tools into their workflow, teachers can save valuable time and redirect their focus toward impactful teaching strategies and student engagement.

•  Seamless integration of AI in lesson content creation: Delegates will gain the skills to seamlessly integrate AI tools, such as Gamma and Canva's Design AI, into lesson content creation. By harnessing AI-driven design capabilities, teachers can create visually engaging and pedagogically effective materials, enhancing the overall teaching and learning experience.

•  Building AI literacy among learners: Delegates will develop the knowledge and skills needed to educate their learners on the ethical and responsible use of AI. Through the exploration of AI tools, participants will gain insights into fostering AI literacy among students, teaching them how to critically engage with AI technologies, understand potential biases, and make informed decisions in an increasingly AI-driven world. This outcome emphasises the importance of preparing learners not only to use AI tools but also to be informed and responsible users, contributing to the development of a digitally literate and ethical generation.

Intended Audience: Schools & Higher Education

 

From board to web: connecting electronics to online learning

 

Workshop Leader:

Mirko Labbri , Teacher and digital innovator,  Istituto Comprensivo di San Fior, Italy

Open-source hardware platform allows students to design interactive electronic projects and connect them to online learning experiences.

We begin with a demonstration of building a simple circuit and explain core concepts like inputs, outputs, and coding syntax. And then we move to more advanced projects that link physical devices to digital content. For example, code a circuit with a temperature sensor and have it trigger/display online learning assets about weather or best ambient conditions when certain thresholds are met. Next, projects that collect analog sensor data and upload it to a cloud database or learning management system for analysis, visualisation, and data-driven lessons. We explore patterns over time.

Meanwhile, we discuss how boards and sensors are meaningful to gain hands-on experience with core STEAM concepts like circuits, coding, and data collection authentically and creatively. They open doors for personalised, project-based blended learning models. Projects are interactive, motivate learning, and link the physical world to online platforms.The audience will be able to try a sample mini-project, ask questions, and discuss ways to incorporate these ideas into their own classrooms or maker spaces. Emphasise how Arduino The goal is to inspire educators to think of new ways hands-on circuits and electronics can enhance online instruction when paired with platforms like Arduino. Focus on engagement, real-world applications, and bridging the digital-physical divide.

The outcomes focus on both technical skills and pedagogical strategies, with an emphasis on interactive, authentic learning through open-source hardware across online and physical domains.

Key takeaways include:

• Understand applications of open-source hardware in education

• Try hands-on circuitry and coding techniques and experience exemplar interconnected physical-digital project templates

• Learn approaches for designing blended learning units and exchange ideas around implementation challenges and solutions

 

Intended Audience: Schools educators, active or with a keen interest in teaching STEAM/STEM subjects

Secondary audience University/ college instructors of engineering, technology, and science courses, Maker space facilitators or coordinators, Instructional designers supporting online/blended curriculum, Administrators looking to enhance STEAM programs, Non-profit educators exploring hands-on project-based learning

 


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