Learning Technologies and e-Learning
Below are some sample sessions from this stream:
1. eLearning Pedagogies and Digital Content
2. The implication of technology on the way students construct knowledge via the multimodal platforms available to them in and out of school
3. The use of Blogs, Wikis and Forums in the secondary school environment to encourage higher order thinking and collaborative learning
4. The Library as a Digital Restaurant
5. Second Life, Exit Reality, Open Sim and virtual worlds for learning
6. Make your own Exit Reality 3D space (hands-on session)
7. Online Classes and Virtual Schooling (hands-on session). Possible commercial content.
Creating and providing online lessons for students not attending school on a regular basis. Lessons pre-recorded, and recorded live for revision, extension and use of student and adults. All students around Australia and overseas have free access to the lessons. Certification can be gained for attendance and participation and added to school records. Educating indigenous in the privacy of their homes or Community Centres to ‘catch up’ on missing education areas with a focus on Literacy –Reading, Writing and Listening. Lessons also useful for students in hospitals, those in jail or detention centres and those traveling http://activeenglishspeaking.com
8. kidZanimation
Using the PowerPoint program, students in the Early Years Classrooms create their own clip art and use these to produce animated cartoons, sometimes with dialogue and sound effects. This project is especially valuable for visual learners.
Using the PowerPoint program, students in the Early Years Classrooms create their own clip art and use these to produce animated cartoons, sometimes with dialogue and sound effects. This project is especially valuable for visual learners.
You will be amazed by the animations you will see, which have been created by Year Two and Year Four students. In this session participants will create their own.
The session assumes a simple knowledge of PowerPoint (but it is not essential).
9. Flexible Learning Toolboxes
Exposing the classroom application of a whole range of free online and other tools for collaboration and presentation in a Sharepoint CMS (Course Management System)
In my teaching of the International Baccalaureate subject ITGS I have had the chance to utilise a whole range of tools for collaboration and presentation. Most of these are embedded in a workspace provided by our primary Sharepoint CMS (Content or Course Management System).
I’ll begin with some fundamentals on CMS systems but quickly move to examples of the use of a whole range of Web 2.0 and other tools. Most of these will be online tools that are free to users and available to all. Some examples include Delicious Link rolls for bookmarks, Bubbl.us concept maps, Google maps, GoogleDoc presentations, Pixton – Web comics, WallWisher sticky note application, Etherpad, Photostory and sitepal avatars. I’ll endeavour to outline basic functionality as well as obvious pedagogy for all tools. Student examples will be shown in most cases.
10. The Classroom Applications of a CMS with embedded web tools
Exposing the classroom application of a whole range of free online and other tools for collaboration and presentation in a Sharepoint CMS (Course Management System)
In my teaching of the International Baccalaureate subject ITGS I have had the chance to utilise a whole range of tools for collaboration and presentation. Most of these are embedded in a workspace provided by our primary Sharepoint CMS (Content or Course Management System).
I’ll begin with some fundamentals on CMS systems but quickly move to examples of the use of a whole range of Web 2.0 and other tools. Most of these will be online tools that are free to users and available to all. Some examples include Delicious Link rolls for bookmarks, Bubbl.us concept maps, Google maps, GoogleDoc presentations, Pixton – Web comics, WallWisher sticky note application, Etherpad, Photostory and sitepal avatars. I’ll endeavour to outline basic functionality as well as obvious pedagogy for all tools. Student examples will be shown in most cases.
11. Virtually there: the library at your fingertips
This is an invitation to put on your "library user" hat and examine a range of basic digital tools that can ensure ubiquitous, equitable and timely access to resources for the classroom. This is a simple guide to getting started with "iGoogle" to aggregate your essential digital tools and pays tribute to your school based library services and the support they can offer in delivering customised digital content.
Join this limited workshop group as a true beginner (15 participants) and harness the time to get yourself “subscribed, started and aggregated” to iGoogle, Google Reader and delicious. You will be well on your way to having your “customised library” at your fingertips.
12. QWIZDOM - commercial content
The modern day student expects information to be at their fingertips. They interact, source information and socialise through instantaneous mediums such as mobile phones, mp3 players, YouTube, msn and video-gaming. Today's students use technology to not only entertain themselves and their peers but also to learn. How can we as teachers cater for our students need for immediate response, interaction and technology in the classroom while still improving their learning outcomes? Student Response Systems are an interactive solution designed to engage all students within a classroom (extensively used by the University of Auckland) This is your chance to experience being part of this kind of teaching environment, we will ensure 100% of our audience is involved in this session and show you in a very 'hands on' manner how beacon schools are utilising response technology in their own lessons.
*Warning- this session will be light-hearted and fun!
13. Authoring digital pedagogies and edutainment games by students – The 21st century learning technologies for the contemporary students
Educational games have obsessed a significant place in instruction and learning. However, not all the educational games are able to engage the students in learning due to differences in the geographical, cultural and linguistic barriers. Edutainment games tailored for the local environment can provide constructivist, conversational and investigative learning experiences both in the ICT and other curriculum subjects. This paper will be presented on how the authoring of digital pedagogies and edutainment games could contribute to the development of contemporary learning technologies for the 21st century.
14. Learning Management System and/or 21st Century Learning
For questions or to add your presentation for the Learning Technologies/e-Learning contact Kym Coleman




