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Organized by ITD

27/11/2017 - 27/11/2017
Inclusive Potential of Digital Games
Darsena - Calata dei Mari, Galata Maritime Museum, Genova


Workshop on the Inclusive Potential of Digital Games

 

Festival della Scienza 2017 - “Dialogo nel Buio” Exhibition Space,  Darsena - Calata dei Mari, Galata Maritime Museum, Genova

Friday 27 Nov. 2017 –  4 p.m. - 7 p.m.

 

In recent decades the rapid spread of digital technologies has gone hand in hand with the boom in digital games, a sector whose turnover now rivals that of the film industry. It comes as little surprise then that the research world has turned its attention to the impact games may have on individuals and society at large. Investigations have focused in particular on the impact of gaming on young people and on the use of video games in education.

Gaming Horizons is an EC-financed project investigating the role that digital games and gaming play in society and in education. Ultimately, it aims to formulate policy recommendations for games research and development, with special attention to the ethical dimension. As part of this effort, Gaming Horizons is engaging with various stakeholder groups, like game developers, researchers, educators, policy makers, players, and parents, in a round of project workshops.

This particular workshop addresses the inclusive potential of digital games, especially in the context of school education. Here, games are seen by many as a way of breaking down barriers some learners face in terms of abilities or cultural-social factors. However, this potential depends on a number of conditions, and these will be the focus for discussion in this workshop, along with issues related to the principle of design for all. These matters will be explored in constructive group activities designed to capture participants’ positions, views and experiences. The output will subsequently feed recommendations that ITD-CNR researchers will address to various stakeholder groups, especially policy makers. These are intended to be a stimulus for redefining the priorities and policies that the EC follows in supporting research and development in the games sector.

For more information, contact Passarelli@itd.cnr.it

Please note that this event will be conducted entirely in Italian. The workshop is free of charge. To register, click here.

Event presented by Jeffrey Earp, Marcello Passarelli and Donatella Persico.

 


16/11/2017 - 16/11/2017
Digital games, young people and parents
Institute for Educational Technology, CNR


Invitation to the workshop “Digital games, young people and parents”

Institute for Educational Technology, CNR

16 Nov. 2017, 5.00 - 7.30 p.m.

via de Marini 16, 15th floor, Torre di Francia, Genova

We’re a group of researchers at the Institute for Educational Technology, CNR, and we’re working on an EC-funded project called Gaming Horizons. This is an investigation of the role games and gaming play in society and in individual development, especially in education. The project is looking at digital games of all kinds: entertainment games; art games of cultural and artistic significance; and so-called serious games designed for pursuing ‘serious’ objectives like learning, lifestyle changes, and social and civic engagement. Ultimately, the project aims to outline a series of future scenarios and to formulate policy recommendations regarding research and development efforts dedicated to games in society and in education.

As part of this objective, we’re running a series of workshops with people who are involved in the game world in some capacity or other. For this particular workshop, we’re inviting players over 18 years of age, whether occasional players or hardcore gamers, and also parents of young players. Your participation will help us understand gamers and those around them, the role games play in daily life, what attracts people to games and what they’d like to change, and the different ways people feel games influence their lives. This will give us a firmer grasp of the ways games may be effecting people positively and negatively and the importance gaming is assuming in society. 

The workshop will take place in a fun, relaxed atmosphere, helping us to discuss matters freely and openly. You’ll participate in group activities that will give you the chance to share your game experiences and opinions, and also the opportunity to express ideas about how gaming could be made better for you and for others. In addition, we’ll give you a picture of the findings that Gaming Horizons has generated so far, which your contribution will then help to enrich and extend. Indeed, this and the other workshops in the series will help us to formulate policy recommendations for European decision makers regarding future directions  in games research and development.

For more about the Gaming Horizons project, visit http://www.gaminghorizons.eu/.

The workshop is free of charge and a light buffet will be served.

Please note that the event will be conducted entirely in Italian. To register, click here

Event presented by Francesca Dagnino, Jeffrey Earp and Marcello Passarelli


14/11/2017 - 14/12/2017
Research and Development in Digital Games
Institute for Educational Technology, CNR

Workshop invitation: Research & Development in Digital Games
Institute for Educational Technology, CNR
14 Nov. 2017, 14:30-17:30
via de Marini 16, 15th floor, Torre di Francia, Genova

Gaming Horizons is a European project financed under the H2020 programme that’s investigating the role of digital games in education and society at large. The project is considering games as a form of entertainment, of cultural/artistic expression and as a means for pursuing ‘serious’ objectives like education, health and civic engagement. The ultimate aim is to outline a series of future scenarios and to formulate policy recommendations for games research and development. To this end, Gaming Horizons is engaging with various stakeholder groups like game developers, researchers, educators, policy makers, players, and parents in an effort to investigate their views and practices. 
In the initial stages, the project conducted a literature review and a round of stakeholder interviews to spotlight issues that might provide a suitable basis for alternative scenarios in games research and development. Currently, a round of workshops is being held in which participants are taking an active role in building scenarios based on questions that concern them most strongly.
This workshop addresses researchers with an interest in games-related topics and also people who are involved in some capacity in the field of digital game development. It will explore topical ethical issues related to the development of entertainment and serious games that are being debated in the games press, such as cultural imbalances in game contents and exploitative game mechanics. It will also look into the gap between the games sector and the research world – a gap confirmed by the outcome from the literature review and stakeholder interviews conducted by Gaming Horizons. 
The workshop will offer the possibility for researchers and developers to actively debate these questions and make constructive suggestions as to how they might best be tackled. These will subsequently form the basis for recommendations that the project will be making to the European Commission (and other stakeholders) as a means for reassessing priorities and realigning policy with regard to support for the games sector. 

For more on Gaming Horizons, visit  http://www.gaminghorizons.eu 

To register for this workshop, send an email to -  persico [@] itd.cnr.it 

Those attending from outside Genova can request reimbursement of their train fare.

Event presented by Jeffrey Earp, Donatella Persico and Francesca Pozzi


09/11/2017 - 09/11/2017
A project on ethical issues in game development
Faculty of Engineering, University of Genova


Gaming Horizons: a project on ethical issues in game development

Faculty of Engineering, University of Genova

09/11/2017, 12 noon – 2 p.m.

In recent decades the rapid spread of digital technologies has gone hand in hand with the boom in digital games, a sector whose turnover now rivals that of the film industry. It comes as little surprise then that the research world has turned its attention to the impact games may have on individuals and society at large.

Gaming Horizons is an EC-financed project investigating the role of digital games and gaming in society, considered as a form of entertainment, of cultural/artistic expression and as a means for pursuing ‘serious’ objectives like education and training, health, civic engagement, etc. The project aims to outline a series of future scenarios and to formulate policy recommendations for games research and development. To this end, Gaming Horizons is engaging with various stakeholder groups like game developers, researchers, educators, policy makers, players, and parents in an effort to investigate their views and practices.

In the initial stages, the project conducted a literature review and a round of stakeholder interviews to spotlight issues that might provide a suitable basis for alternative scenarios in games research and development. Currently, a round of workshops is being held in which participants are taking an active role in building scenarios based on questions that concern them most strongly.

This workshop addresses university students interested in game development and, more generally, gamers and researchers with an interest in the field. It will focus on ethical issues entailed in the development of entertainment and serious games, and on how these are framed both by industry and by research. These regard questions like violence, personal identify, gaming addiction, monetisation strategies and inclusion, touching on the developer’s relationship with players (end-users) and society at large.

The workshop will mainly be dedicated to group activities designed to encourage participants to share game experiences and views. These will also be an opportunity to express fresh ideas and directions, thus contributing to the formulation of recommendations that ITD-CNR researchers are due to produce for various stakeholder groups, especially EC policy makers. In this last case, Gaming Horizons outputs will provide a stimulus for redefining the priorities and policies that the EC follows in supporting research and development in the games sector.

For more on the Gaming Horizons project, visit http://www.gaminghorizons.eu/.

Please note: This workshop will be conducted entirely in Italian.

Event presented by Francesca Dagnino, Jeffrey Earp and Donatella Persico.


08/11/2017 - 08/11/2017
Educational and ethical issues in games and learning
Faculty of Education, University of Genova


Gaming Horizons: educational and ethical issues in games and learning

Faculty of Education, University of Genova

4 p.m. – 6 p.m. Wednesday November 8, 2017

In recent decades the rapid spread of digital technologies has gone hand in hand with the boom in digital games, a sector whose turnover now rivals that of the film industry. It comes as little surprise then that the research world has turned its attention to the impact games may have on individuals and society at large. Investigations have focused in particular on the impact of gaming on young people and on the use of video games in education.

Gaming Horizons is an EC-financed project investigating the role of digital games and gaming in society, considered as a form of entertainment, of cultural/artistic expression and as a means for pursuing ‘serious’ objectives like education and training, health, civic engagement, etc. The project aims to outline a series of future scenarios and to formulate policy recommendations for games research and development. To this end, Gaming Horizons is engaging with various stakeholder groups like game developers, researchers, educators, policy makers, players, and parents in an effort to investigate their views and practices.

In the initial stages, the project conducted a literature review and a round of stakeholder interviews to spotlight issues that might provide a suitable basis for alternative scenarios in games research and development. Currently, a round of workshops is being held in which participants are taking an active role in building scenarios based on questions that concern them most strongly.

This workshop will focus specifically on the relationship between games and learning, seen as a part of the individual’s cultural, emotional and artistic development. It will also address ethical issues in game based learning. The decision to use games in class is grounded on weighty assumptions: that games heighten learner motivation; that all students are comfortable with gaming and have the resources (time and money) needed to take part; that the games themselves are accessible to all and strengthen rather than weaken inclusion.

The uncritical adoption of games for learning runs the risk of overlooking personal difficulties some students may have linked to individual differences. It also runs up against a generation gap: teachers are generally unfamiliar with digital games, especially those designed primarily for entertainment; at the same time students may be confident gamers but unused to reflecting on the messages that game contents and mechanics convey. The shortage of courses in game literacy means learners may be left on their own to develop understanding of the increasingly important game world - a world whose potential is still largely unexplored.

The workshop will begin with an introduction to the Gaming Horizons project and the outcomes it has generated so far. It will then look at some areas of tension in both research and practice concerning the educational use of games. Some of these will be explored in group activities and in a final plenary discussion capturing participants’ positions and views. This output will subsequently feed the recommendations that ITD-CNR researchers will address to various stakeholder groups, especially policy makers. These are intended to be a stimulus for redefining the priorities and policies that the EC follows in supporting research and development in the games sector.

For more on the Gaming Horizons project, visit http://www.gaminghorizons.eu/.

Please note: This workshop will be conducted entirely in Italian. Participants will use the Kahoot! app, available on Android and IOS. If you have a smartphone or tablet, please install these apps before the workshop.

Event presented by Flavio Manganello, Marcello Passarelli and Donatella Persico


10/10/2017 - 10/10/2017
Digital games and learning: challenges and opportunities
Vimercate Schools, Lombardy

Over the past 15 years, digital games in education, gamification and game development have all attracted considerable research interest. Numerous studies have investigated the potential that games offer for learning disciplinary subjects and for acquiring basic cognitive skills and transversal skills. Despite these research efforts and related training initiatives, the adoption of games in formal education remains fairly limited, thus calling for greater stakeholder concertation.

Gaming Horizons in an EC-funded project exploring the impact of games on society from various perspectives, including education. The ultimate aim is to formulate a series of recommendations on game policy and to foster dialogue among the various stakeholder groups involved, including teachers, researchers, developers, policy makers, players and parents.

The project has conducted a literature review and a round of interviews with teachers experienced in game based learning. These efforts have highlighted studies and experiences regarding game use at various educational levels, from primary school to university, and for a range of learning objectives. A number of affordances and limitations have been spotlighted, together with a series of hot topics calling for further investigation, e.g. the motivational force of game and how this relates to empirical evidence on learning gains, and issues surrounding effective integration of game based learning strategies.

The workshop aims to engage secondary school teachers on these topics and to discuss their experiences on the integration of game based learning. It comprises an initial introduction to the Gaming Horizons project and the findings it has generated so far, to be followed by a practical group activity in which positions, experiences and resources pertaining to the workshop themes will be discussed and reported. This activity is designed to foster the exchange of know-how among participating teachers and to provide a basis for recommendations that the project will present to European Commission policy makers and other key stakeholders.

For more on the Gaming Horizons project, visit http://www.gaminghorizons.eu/

Event presented by Francesca Dagnino and Flavio Manganello.


07/09/2017 - 15/11/2017
GAMING HORIZONS: Exploring the impact of games and gamification on learning and society
ICEM 2017 pre-conference workshop, Naples

  • Workshop organizers: Persico, D.; Dagnino, F.; Passarelli, M., ITD-CNR
  • Place: ICEM 2017 pre-conference workshop, Naples http://www.icem2017.eu/
  • Date: September 20th, 16:30
  • Duration: 180 min
  • Participants: maximum 20 researchers and practitioners with experience in gaming

There is growing interest in the use of games or game elements (i.e. gamification) to aid learning, and in their impact on individual development and society. Empirical evidence often supports their efficacy for learning (Clark, Tanner-Smith, & Killingsworth, 2016; Hamari, Koivisto, & Sarsa, 2014). However, gaming introduces challenges in educational contexts regarding privacy, mandatory participation, inclusion, and potential for addiction or manipulation. The broad impact of games on health and behaviour is also poorly understood, with reviews and meta-analyses reporting conflicting evidence on aspects like their influence on aggressiveness (e.g. Ferguson, 2015; Greitemeyer & Mügge, 2014).

This 180-minute interactive workshop seeks to explore the benefits and drawbacks of using games in education. Drawing on our work on the Gaming Horizons project (www.gaminghorizons.eu; Persico et al., 2017), this participatory workshop takes a critical look at existing empirical investigations, identifying and challening the main arguments for and against the use of games in education. Discussion and reflection will be driven by participants’ own perspectives, and on experiences, questions and concerns underpinning their investigations and practices related to GBL.

Discussion will approach three disciplinary perspectives: (1) strictly educational, considering how games impact learning, dissecting which types of games show more potential for different educational objectives; (2) psychological, detailing positive and negative effects of applied and entertainment gaming on behaviour and health; (3) ethical, engaging with critical issues regarding the use of games in institutional contexts, especially with students. These perspectives will be approached discretely, and in their connections and overlaps. We ultimate aim to jointly identify some possible recommendations for stakeholders (policy makers, researchers, developers, educators, and gamers) with regards to the pivotal aspects of gaming and their applications for learning.

This interdisciplinary workshop is aimed at participants with experience in gaming and/or gamification.

References

Boyle, E. A., Hainey, T., Connolly, T. M., Gray, G., Earp, J., Ott, M., … Pereira, J. (2016). An update to the systematic literature review of empirical evidence of the impacts and outcomes of computer games and serious games. Computers and Education, 94, 178–192. http://doi.org/10.1016/j.compedu.2015.11.003

Clark, D. B., Tanner-smith, E. E., & Killingsworth, S. (2016). Digital games, design, and learning: A systematic review and meta-analysis. Review of Educational Research, 86(1), 1–17. http://doi.org/10.3102/0034654315582065

Ferguson, C. J. (2015). Do angry birds make for angry children? A meta-analysis of video game influences on children’s and adolescents’ aggression, mental health, prosocial behavior, and academic performance. Perspectives on Psychological Science, 10(5), 646–666. http://doi.org/10.1177/1745691615592234

Greitemeyer, T., & Mügge, D. O. (2014). Video games do affect social outcomes: A meta-analytic review of the effects of violent and prosocial video game play. Personality and Social Psychology Bulletin, 40(5), 578–589. http://doi.org/10.1177/0146167213520459

Hamari, J., Koivisto, J., & Sarsa, H. (2014). Does gamification work? -- A literature review of empirical studies on gamification. In 2014 47th Hawaii International Conference on System Sciences (pp. 3025–3034). IEEE. http://doi.org/10.1109/HICSS.2014.377

Persico, D., Bailey, C., Dagnino, F., Earp, J., Haggis, M., Manganello, F., Passarelli, M., Perrotta, C., & Pozzi, F. (2017). D2.1 Systematic Review and Methodological Framework. Retrieved from http://www.gaminghorizons.eu/wp-content/uploads/sites/18/2017/05/D2.1-State-of-the-Art-Literature-review.pdf


20/03/2017 - 20/04/2017
Open Online Course on Canto a Tenore
i-Treasures platform

Canto a Tenore is one of the most distinctive musical practices from the Sardinian folklore, proclaimed Intangible Cultural Heritage of Humanity by UNESCO back in 2005.

It is a polyphonic singing style, performed by groups of four men, each one singing a separate and specialized part. Canto a Tenore is still practiced in many Sardinian villages and keeps developing in oral tradition.

The Istituto Tecnologie Didattiche - CNR is launching the first open online course on Canto a Tenore within the i-Treasures European project.
I moduli del corso comprendono:

This is a one-of-a-kind pilot course, never done before aiming to offer a complete experience to anyone interested in the Canto a Tenore practice (e.g. apprentices, students, amateurs). The course is aimed to provide a basic theoretical knowledge on this cultural expression, as well as to develop practical skills as far as listening is concerned.

The course consists of the following modules:

  • Introduction
  • Cultural Background
  • The Four Voices
  • The Forms of the Canto
  • The Local singing syles (Modas)
  • Conclusions

The course is entirely delivered online and includes interactions with experts of this cultural expression.

Participation is free of charge, but registration to the i-Treasures platform is mandatory, by writing an e-mail to ceregini@itd.cnr.it.

Participants who will attend at least 75% of the proposed activities will be eligible for a Participation Certificate.

The course starts on Monday March 20, 2017 and will be active for a total of 4 weeks (esteemed duration: 18 hours).

Course manager: Francesca Pozzi [pozzi@itd.cnr.it]
Experts: Sebastiano Pilosu, Marco Lutzu, Paolo Bravi
Course Tutor : Francesca Maria Dagnino
Technical tutor : Andrea Ceregini


14/03/2017 - 14/04/2017
Presentation by Terry Anderson at ITD-CNR
ITD-CNR Genova | April 13th, 2017 | 14,30

“Learning, Interaction and Research”

Prof. Terry Anderson

In this presentation, Terry talks about the critical role of interaction in learning, but also its costs and challenges.

He uses examples from his own work including Community of Inquiry model, Interaction equivalency theory and his most recent work with Jon Dron on Groups, Nets and Sets.

A poster for the event is available here.

Participation is free of charge.
Registration is mandatory, by writing to: Francesca Pozzi [pozzi@itd.cnr.it]


01/01/2017 - 00/00/0000
New European projects in 2017

ITD is involved in two new European projects during 2017:


29/07/2016
TD Journal - Call for Papers 25(2)
deadline 15th October 2016

Ten years have passed since the publication of the seminal article by Jeannette Wing which introduced the concept of computational thinking. Wing’s ideas have gained a very wide following and continue to be the subject of intense debate among computer scientists, educators, policy makers and even political leaders. With very few exceptions, authorities the world over have already made - or are planning to make - room for computational thinking in their education systems, albeit to different extents and following different approaches. In addition, the web currently abounds with training and support initiatives, both public and private, dedicated to computational thinking. And yet Computational Thinking remains an ill-defined term to which people attribute meanings that may appear similar but actually diverge quite sharply at a conceptual level. And the solutions already adopted or being adopted in various countries embody quite different models.

 

TD Tecnologie Didattiche is devoting a special issue to computational thinking. The aim is to compare different perspectives on the subject and to reflect on how the specificities of our national education systems may affect the interpretation of computational thinking and its practical introduction in primary and secondary school curricula.

Contributors are invited to consider the following topics, examining the theoretical and organizational issues raised, and/or documenting examples of good practice:

  • - pedagogy of computational thinking at different school levels
  • - computational thinking: what skills and how to assess them
  • - Continuous Professional Development for the introduction of computational thinking in school
  • - meaning/educational value of coding
  • - how to integrate computational thinking in primary and secondary school curricula
  • - the relationship between computational thinking and school subjects.

TD Tecnologie Didattiche welcomes the following types of contributions:

  • Research papers (about 30000 characters, spaces included)
  • Columns:
  • Field experience description (about 15000 characters, spaces included)
  • Platforms/tools description (about 15000 characters, spaces included)
  • Projects description (about 15000 characters, spaces included)
  • Opinion piece (about 10000 characters, spaces included).

Contributions should be sent by October, 15th 2016 through the journal website http://www.tdjournal.itd.cnr.it/ after registering as an author. Upon submission, please mention this call for papers in the field “Comments for the editors”. The papers should be formatted according to the author guidelines. All contributions are subject to a "double blind peer review" process. Publication is expected in Summer 2017.

 

This special issue is edited by Augusto Chioccariello and Giorgio Olimpo (ITD-CNR). For further information about this special issue please contact chioccariello@itd.cnr.it.


05/04/2016 - 00/00/0000
TD Journal - Call for papers for a special issue

Call for papers for a special issue on:

The migrant emergency: how technologies can support intercultural learning and access to education

The intensification of conflicts in the Middle East and sub-Saharan area, as well as the poverty in which many people in developing countries live, have dramatically increased the number of children forced to drop out of their schooling, not to mention those who do not have even a short-medium term prospect of accessing education. This is a problem faced by children coming to Europe with the major migratory flows of recent times, and also by those living in poverty - or war-stricken areas, where they are often denied the basic right to education. In Italy, as in many other European countries, there is an urgent need for actions that restore the right to education for the many children arriving in our cities. This challenge goes hand in hand with continuing efforts made by the international community to support education in countries affected by war, poverty and discrimination.

TD Tecnologie Didattiche invites researchers, teachers, trainers and experts to submit contributions that respond to these two general questions:

  • How can technologies support teaching and learning processes for migrant learners, bearing in mind past experiences in multicultural and intercultural education?
  • How can technologies promote access to education for children who, for the reasons described above, are excluded from traditional schooling in their country of origin?

The journal accepts contributions on the following topics:

  • technologies for improving intercultural learning and multilingualism;
  • Italian as a second language (L2) and intercultural pedagogies;
  • education as a mean for social inclusion and cohesion;
  • technologies for the personalization of educational paths of migrant-heritage students and for their assessment;
  • analysis of successes and failures in efforts to integrate immigrants in national educational systems;
  • use of technology for training those operating in intercultural education;
  • technologies to enable universal access to education.

TD Tecnologie Didattiche welcomes the following types of contributions:

  • research papers (about 30000 characters, spaces included)
  • Columns:
    • - field experience description (about 15000 characters, spaces included)
    • - platforms/tools description (about 15000 characters, spaces included)
    • - projects description (about 15000 characters, spaces included)
    • - opinion piece (about 10 000 characters, spaces included)

Contributions should be sent by May, 20th 2016 through the journal website http://www.tdjournal.itd.cnr.it/ after registering as an author. Upon submission, please mention this call for papers in the field “Comments for the editors”. The papers should be formatted according to the author guidelines. All contributions are subject to a "double blind peer review" process. Publication is expected in Spring 2017.

This special issue is edited by Giovanni Fulantelli (ITD-CNR) and Vito Pipitone (IAMC-CNR). For further information about this special issue please contact giovanni.fulantelli@itd.cnr.it and vito.pipitone@cnr.it.


14/01/2016 - 15/02/2016
CALL FOR PAPERS - TD 24(3)

Call for papers for a general issue on
Educational Technology

TD Tecnologie Didattiche (Vol. 24, issue 3) addresses scholars, teachers, trainers and practitioners in the theory and practice of Educational Tecnology. Its aim is to help advance this field by sharing research outcomes and bringing to light the best educational practices.

The journal accepts contributions on original ideas, practice and innovative models for technology enhanced learning in relation to educational contexts, contents and technologies of all kinds.
Topics covered include:

  • Theoretical aspects of Educational Technology
  • Innovative learning environments
  • Online education
  • Computer-Supported Collaborative Learning (CSCL)
  • Design and validation of learning environments
  • Learning assessment
  • Game-based learning
  • Informal learning
  • Digital literacy
  • Technology for inclusive learning
  • Digital contents and educational resources
  • Research methods in educational technology
  • Policies for innovation in educational systems.

TD Tecnologie Didattiche welcomes the following types of contributions:

  • research papers (about 30 000 characters, spaces included)
  • case studies (about 15 000 characters, spaces included)
  • project descriptions (about 15000 characters, spaces included)
  • presentations of platforms and tools (about 15 000 characters, spaces included)
  • personal position papers (about 10 000 characters, spaces included)

 

Contributions should be sent by February, 15th 2016 to TD@itd.cnr.it .

They should be written in Italian or English, in a plain, easy-to-read style, and should be formatted according to the instructions available at http://www.tdjournal.itd.cnr.it/norme .

All contributions are subject to a "double blind peer review" process. Publication is expected in December 2016.

For further information about the journal: http://www.tdjournal.itd.cnr.it/


16/11/2015 - 00/00/0000
Workshop: Problematiche nella diagnosi della discalculia e nell'intervento didattico con studenti dis
Aula Magna del Liceo Scientifico G.D. Cassini

L’Istituto per le Tecnologie Didattiche del CNR e il CTS di Genova sono co-organizzatori del workshop "Problematiche nella diagnosi della discalculia e nell’intervento didattico con studenti discalculici alla luce dei risultati di una sperimentazione" rivolto ai ricercatori, agli insegnanti di ogni ordine e grado, agli operatori dei servizi, ai genitori di studenti con discalculia.

Il workshop si è tenuto Lunedì 9 Novembre dalle ore 15 alle ore 18.30 presso l'Aula Magna del Liceo Scientifico G.D. Cassini - Genova

Alla pagina Youtube di EsseDiQuadro è disponibile la registrazione video del workshop

Le slides dell'evento sono disponibili per il download al seguente indirizzo


15/02/2015 - 15/02/2016
MAGICAL officially a European Success Story

The European Commission has selected the MAGICAL project, coordinated by ITD-CNR, among the Success Stories and Good Practices emerging from the Erasmus+ programme.


http://tinyurl.com/magicaldoor
01/12/2014 - 01/02/2015
MAGICAL project results are out

The LLP KA3 project Making Games in Collaboration for Learning (MAGICAL) coordinated by ITD-CNR has concluded successfully. See the results and outcomes here.


http://tinyurl.com/magicaldoor
23/10/2013 - 25/10/2013
CALL FOR PAPERS - GAMES & LEARNING ALLIANCE CONFERENCE (GALA 2013)
Dassault Systemes, Paris

AIMS AND SCOPE
There is a wide consensus in the scientific community about the educational potential of Serious Games. And serious games are being used in professional and corporate contexts to teach skills and new competences, which is particularly important in a lifelong learning perspective, to engage and train workforce, to discover and develop leaders, and to support sharing of knowledge and experience. Serious games are promising also in fields such as healthcare and personal development.

Serious games are very well suited to motivate learners and, exploiting the latest simulation and visualization technologies, are able to contextualize the player’s experience in stimulating and realistic environments. Furthermore, a large and growing population is increasingly familiar with playing games, which makes them particularly suited as a powerful instructional tool.

However, so far, only few tests have clearly shown the educational effectiveness of serious games. In general, most authors agree that more extensive tests need to be performed in order to provide valid and reliable evidence for effectiveness of serious games as educational tools. Serious games should lead to improved learning in an efficient and attractive way. We believe that providing evidence of these benefits is key to promote serious games for education and training amongst the large public of families, teachers and stakeholders.

Furthermore, there is a growing concern that there is a need for scientific and engineering methods for building games as means that provide effective learning experiences. An effective application of SGs for education and training demands appropriate metrics, analytics, tools, and techniques for in-game user assessment, in order to allow meeting the educational goals, provide proper user feedback and support adaptivity. This can be achieved in particular by measuring elements such as learning outcomes and engagement, considering the twofold nature of SGs as compelling games that achieve some precise educational goals. We believe that this is necessary in order to develop a new generation of SGs that are able to meet the above mentioned expectations and the requirements for availability of more effective education-supporting tools.

CALL FOR PAPERS
We are seeking original contributions that advance the state of the art in the technologies and knowledge available to support development and deployment of serious games. Experimental studies are strongly encouraged.

Potential topics include, but are not limited to:

Pedagogical foundations track:

  • Pedagogical theories and their applications in the field of serious games
  • User modeling
  • Methodologies and principles for serious games user assessment
  • Support for educators and trainers
  • Pedagogical principles of gamification
  • Support higher-order thinking through serious games

Serious Game design track:

  • Mapping educational outcomes and principles into serious game mechanics
  • Serious game mechanics joining entertainment and pedagogical goals (at all the levels)
  • Mapping pedagogical principles and serious games mechanics
  • Gamification design
  • Design of score and rewards
  • How to balance realism (also in timing), engagement, learning and entertainment?

Technology track:

  • Advanced Human-Computer Interaction for serious games (hardware, software)
  • Artificial intelligence for serious games
  • Neuro-scientific principles, experiments and applications
  • Technological support for collaborative games
  • User modeling and profiling
  • Adaptivity
  • Augmented and virtual reality
  • Support for learner performance assessment (stealth, formative, summative) 
  • Provision of feedback
  • Efficient development tools
  • Support for educators and trainers
  • Support for gamification
  • Learning analytics
  • Modeling and simulation
  • Interopreability and standards

Application track:

  • User studies applying serious games in formal education
  • User studies applying serious games in training (professional, corporate and executive training, skill development and other workforce programs)
  • Case studies on developing/deploying serious games in application domains such as business, management, entrepreneurship, environment, cultural heritage, health, smart buildings, humanities, engineering, manufacturing, security, safety, ethics, etc.
  • User studies of applying serious games in the above domains, studying effectiveness for learning/training
  • Understanding how, when, with whom, for what to use serious games
  • Gamification in various application domains
  • Verification of learning transfer
  • Study of the long-term impact
  • Assessing personal abilities through serious games
  • Usability studies

Industrial track:

  • Serious games market studies
  • Business models for serious games
  • Pervasive gaming
  • Mobile gaming
  • Gamification
  • Products to support serious games development and deployment

IMPORTANT DATES

Papers (10 pages) submission: May 31th2013
Call for Workshops (4 pages) submission: April 26th 2013
Call for Tutorials (4 pages) submission: May 31th 2013

Notification date for Papers: September 6th 2013

Notification date for Workshops: May 15th 2013

Notification date for Tutorials: June 19th 2013

Camera Ready Papers and Registration Due: September 27, 2013


http://www.galaconf.org
09/04/2013 - 00/00/0000
New Pedagogical Approaches In Game Enhanced Learning: Curriculum Integration

A new book entitled "New Pedagogical Approaches in Game Enhanced Learning: Curriculum Integration" has been published by IGI-Global. It's edited by Sara de Freitas of Coventry University (UK), Michela Ott of ITD-CNR (IT), Maria Magdalena Popescu of Carol I National Defence University (RO) and Ioana Stanescu of Advanced Distributed Learning (RO). The book looks at the major challenges associated with adopting digital games in a standard curriculum.


http://www.igi-global.com/book/new-pedagogical-approaches-game-enhanced/72365
07/03/2013 - 09/03/2013
ATEE 2013 WINTER CONFERENCE
Genoa

The ATEE Winter Conference "Learning & Teaching with Media & Technology" will be held in Genoa (Italy) from 7 to 9 March 2013.
The conference is supported by ATEE (Association for Teacher Education in Europe - http://www.atee1.org/home), the Department of Education at University of Genoa (Italy), and SIREM (Italian Society for Research on Education and Media).
The aim of the conference is to bring together scholars, educators, researchers and policy-makers who are interested in investigating the media and technology challenges to build and create a meaningful learning envirnoment.
We especially welcome papers that address the various aspects of the use of ICT in the educational contexts. We also welcome contributions with a focus on the three different angles - policy, practice and research - as well as works that are the result of a collaboration between policy makers, researchers and practitioners.

We are honoured to welcome three important keynote speakers:
- James Paul Gee, Arizona State University, USA, author of “What video games have to teach us about learning and
literacy”;
- Mary Kalantzis, University of Illinois at Urbana-Champaign, USA, author of “Ubiquitous learning”;
- Vitor Reia-Baptista, Universidade do Algarve, Portugal.
We invite you to send an abstract to share the results of your studies with colleagues from all over Europe and beyond.
All the accepted papers will be published on the conference Proceedings (with ISBN code).
Furthermore, the most innovative ten papers will be published in a special issue of the international journal REM - Research on Education and Media.
The important dates are:
• 30 November 2012 submission abstract
• 10 January 2013 notification of acceptance/rejection decision by email
• 31 January 2013 early registration
• 31 January – 6 March 2013 late registration
• 28 February 2013 submission of final papers (if you wish to submit your paper for the publication in REM)
• 7 March 2013 on site registration
• 10 April 2013 submission of final papers (for the publication in the proceedings)
You can find more detailed information for the call for papers on the conference website:
http://www.ateegenoa2013.sdf.unige.it/

Should you require further information about registration or abstract submission, please visit the conference website at: http://www.ateegenoa2013.sdf.unige.it/
or contact Davide Parmigiani (davide.parmigiani@unige.it)


http://www.ateegenoa2013.sdf.unige.it/
10/10/2012 - 10/10/2013
Alfio Andronico ci ha lasciato.
Alfio Andronico
Alfio Andronico (foto in alto, a sinistra) con Ettore Rigobon al centro Studi Calcolatrici Elettroniche a Pisa e in una immagine recente (foto in basso).
Alfio Andronico
Alfio Andronico ci ha lasciato. E stato una figura simbolica, vorremmo dire istituzionale, nel settore delle Tecnologie Didattiche e in tutti i diversi aspetti del rapporto tra informatica ed educazione. Ha contribuito con continuità allo sviluppo diquesto settore in ltalia fin da quel lontano 1979 in cui si tenne a Genova il primo convegno italiano sulle Applicazioni degli Elaboratori nella Didattica. Da quel convegno nacque un Comitato di Coordinamento nazionale di cui Alfio era uno degli animatori piu attivi. Sempre con entusiasmo, sempre interessato ad allargare e non circoscrivere, ad ascoltare e sempre con Ia convinzione che lo spazio della relazione tra informatica e didattica fosse un settore importante per l'educazione - ed erano anni in cui non erano in molti a crederlo - e che fosse importante accogliere e valorizzare tutti i contributi e le esperienze che iniziavano ad emergere. Poi quel Comitato divenne Gruppo di Lavoro dell'AICA, l'Associazione ltaliana per l'Informatica e il Calcolo Automatico, e Alfio ne fu il coordinatore per molti anni, fino alia sua morte. Fu l'inventore del convegno Didamatica, e ne curò l'organizzazione generale in ogni edizione al punto che, per tutti quelli che operano in questo settore, Didamatica evoca immediatamente il nome di Alfio Andronico.
Ma per quelli che lo conoscevano bene, che hanno intrecciato con lui le loro vite professionali, Ia figura umana di Alfio contava almeno quanto quella professionale. Alfio era una persona rara, vorremmo dire innocente, nel senso piu alto di questo termine.
In ogni situazione, l'interesse generale era sempre piu importante del suo interesse particolare, a tutte le persone attribuiva Ia stessa considerazione e lo stesso rispetto - una richiesta di uno studente o di un ministro erano trattate con Ia stessa attenzione.Anche quando non era d'accordo, anche quando poteva essere un po' ruvido, il rispetto non veniva mai meno. Alfio era spesso entusiasta, anche nelle piccole cose; aveva mantenuto quell'entusiasmo che, purtroppo, spesso si perde con gli anni e lascia il posto a indifferenza e convenienza.
Un'ultima caratteristica lo rendeva speciale: il suo senso fortissimo del valore delle lstituzioni che spesso lo portava ad accettare senza incertezza impegni onerosi, anche quando per ragioni di salute sarebbe stato piu ragionevole un rifiuto. Per tutte queste ragioni - e forse non le abbiamo dette tutte - Alfio è stato una di quelle persone che si ricordano con gioia e con rimpianto per Ia strada percorsa insieme, per l'amicizia scambiata, e per le cose che ci ha insegnato.
Gli amici e colleghi dell'ITD-CNR

http://www.tdjournal.itd.cnr.it/alfio-andronico
01/10/2012 - 02/10/2012
First International Symposium on Innovation and Sustainability in Education
Thessaloniki, Greece,

InSuEdu 2012 - Call for Papers

1st International Symposium on Innovation and Sustainability in Education

Thessaloniki, Greece, October 1st, 2012 - Co-located with SEFM 2010 http://insuedu.iist.unu.edu/

Paper Submission Deadline: June 13th, 2012 (extended to June 20th)

CONTEXT & OBJECTIVES

The aim of the Symposium is to bring together educators, researchers and policy-makers who are interested in investigating innovative and sustainable models, methodologies and tools for any level of education.
We especially welcome papers that propose approaches to introduce and sustain innovation in educational systems.
Examples in this sense are innovation and/or sustainability in:
  • formal and informal learning processes;
  • online collaborative learning, peer-production and involvement in real-world projects;
  • areas and contexts presenting particular challenging aspects, such as:
    • training to usage of computer and technological tools to aged or unwilling learners;
    • education of communities who are geographically distributed or live in remote areas;
    • inclusion of people with temporary or permanent disabilities;
    • learning in complex domains (e.g. mathematical/formal principles, methodologies and techniques) and/or with critical target users (e.g. students or practitioners with limited background);
  • the Technology Enhanced Learning research area;
  • the use of educational systems and methodologies in applications that address problems of sustainable development, such as poverty reduction.
Authors are invited to submit original research, position, survey or tool papers on any relevant topic.
These can be either regular or short papers.
Short papers can discuss new ideas which are at an early stage of development and which have not yet been thoroughly evaluated.

TOPICS

  • Collaborative, Adaptive and Personalised Learning;
  • Situated, Mobile and Blended Learning;
  • Technology Enhanced Learning;
  • Innovations in Learning Theory and Pedagogy;
  • Open Learning Communities and Environments;
  • Lifelong Learning;
  • Personal Environment Systems;
  • Intelligent Tutoring Systems;
  • Innovative Education Policy;
  • Vocational Training;
  • Teaching Mathematics, Computer Science, Software Engineering and

Formal Methods

* Use of Formal Methods to Model Learning Processes.

SYMPOSIUM FORMAT, SUBMISSION & PUBLICATION

The one day symposium will feature one invited talk and contributed paper presentations.
All contributions in the form of either regular papers, between 12 and 16 pages, or short papers, up to 6 pages, will undergo a peer-review process. All papers should be written in English and be in LNCS format. Detailed information on the submission procedure are available at http://insuedu.iist.unu.edu.
Accepted regular papers and a selection of accepted short papers will be published after the Symposium by Springer in a volume of Lecture Notes in Computer Science (LNCS), which will collect contributions to all workshops and symposia co-located with SEFM 2012 (http://www.springer.com/lncs). Condition for inclusion in the Post-proceedings is that at least one of the co-authors has presented the paper at the Symposium. Pre-proceedings will be available online before the Symposium.
A special issue with selected papers may be planned, depending on the number and quality of submissions.

IMPORTANT DATES

Paper Submission deadline: 13 June 2012 (extended to June 20th)
Accept/Reject Notification: 18 July 2012
Pre-proceedings Final version due: 8 September 2012
Post-proceedings Final version due: 20 October 2012

PROGRAM C0-CHAIRS

  • Antonio Cerone, UNU-IIST, United Nations University, UN/Macau SAR China
  • Donatella Persico, CNR Institute for Educational Technology (CNR-ITD) Italy

PROGRAM COMMITTEE

  • Luis Barbosa, University of Minho, Portugal
  • Leonor Barroca, Open University, UK
  • Marco Bettoni, FFHS - Fernfachhochschule Schweiz, Schwitzerland
  • Stefania Bocconi, EC-JRC Institute for Prospective Technological Studies (IPTS), EU / Spain
  • Jonathan P. Bowen, Museophile Limited, UK
  • Antonio Cerone, United Nations University, UNU-IIST, UN / Macau SAR China
  • Brock Craft, London Knowledge Lab, UK
  • Fred De Vries, Open Universiteit, Netherlands
  • Carlos Delgado Kloos, University Carlos III Madrid, Spain
  • Stavros Demetriadis, Aristotle University of Thessaloniki, Greece
  • Yannis Dimitriadis, University of Valladolid, Spain
  • Gabriella Dodero, Free University of Bolzano, Italy
  • Claudio Dondi, SCIENTER, Italy
  • George Eleftherakis, CITY International Faculty, University of Sheffield, Greece
  • Elsa Estevez, United Nations University, UNU-IIST, UN / Macau SAR China
  • Simon Fong, University of Macau, Macau SAR China
  • Patrizia Ghislandi, University of Trento, Italy
  • Dimitris Gouscos, University of Athens, Greece
  • Stylianos Hatzipanagos, King's College London, UK
  • Lynne Hunt, University of Southern Queensland, Australia
  • Panagiotis Kampylis, EC-JRC Institute for Prospective Technological Studies (IPTS), EU / Spain
  • Ioannis Kazanidis, University of Macedonia, Greece
  • Maria Beatrice Ligorio, University of Bari, Italy
  • Allison Littlejohn, Glasgow Caledonian University, UK
  • Stefania Manca, CNR-ITD, Italy
  • Andreas Meiszner, United Nations University, UNU-MERIT, UN / Netherlands
  • Yishay Mor, Open University, UK
  • Paul Birevu Muyinda, Makerere University, Uganda
  • Carlo Perrotta, FutureLab and London Knowledge Lab, UK
  • Donatella Persico, CNR-ITD, Italy
  • Francesca Pozzi, CNR-ITD, Italy
  • Maria Ranieri, University of Florence, Italy
  • Lucia Rapanotti, Open University, UK
  • Steve Reeves, University of Waikato, New Zealand
  • Symeon Retalis, University of Piraeus, Greece
  • Claudia Roda, American University of Paris, France
  • Neil Rubens, University of Electro-Communications, Japan
  • Santi Scimeca, EUN - European SchoolNet, EU / Belgium
  • Sulayman Sowe, United Nations University, UNU-IAS, UN / Japan
  • Marcus Specht, Open Universiteit, Netherlands
  • Julita Vassileva, University of Saskatchewan, Canada

CONTACT

All inquiries should be sent to insuedu-2012@iist.unu.edu

http://insuedu.iist.unu.edu/
01/08/2011
Share.TEC project concluded

Share.TEC has concluded as a three-year project co-financed by the EU. Read about the project results in the final report booklet and explore the services and resources for teacher education and professional development available on the Share.TEC portal.


01/07/2011 - 01/11/2011
A Metaphor for Social Networks
 

"A Metaphor for Social Networks"

Facebook, Linkedin, Twitter, Flickr, YouTube, etc., are the new digital habits of many of us and our imaginary landscape is crowded with icons and suggestions originated from the participation in these environments. How can the nature of these tools be expressed metaphorically?

To answer this question and in connection with the special issue on the theme "Social Networks in formal and informal learning", the TD-Tecnologie Didattiche journal (http://www.tdmagazine.itd.cnr.it/), edited by the Institute for Educational Technology of the National Research Council of Italy (ITD-CNR) at Genova, promotes the idea competition "A metaphor for Social Networks".

How to apply

  1. The participation is free and with no limits as to the number of proposals by a single citizen. It is open to all Italian, EC e non-EC citizens with no age limits. ITD-CNR staff is excluded.
  2. Proposals from under-18 citizens must include a disclaimer from at least one parent.
  3. The proposals on the theme should be original and must be sent in the form of (a) images, i.e. drawings or pictures (14,5x13 cm and 300 dpi resolution); (b) short texts (max 100 words).
  4. Property and copyright belong to authors who are not entitled to benefits of any kind. Such intellectual property includes the right to promote their work with any publisher and on the Web.
  5. Each proposal must be sent through the specific form (available at http://tdmagazine.itd.cnr.it/concorso/), completely in all its parts, and must be sent by November 1st 2011 to concorso@itd.cnr.it.
  6. Proposals will be examined by TD-Tecnologie Didattiche Editors and Editorial Board under the supervision of Stefania Manca, guest editor of the special issue. Originality and creativity will be the criteria used for the selection. Decisions will be final and will allow for awards ex-aequo. All participants will be informed via email on awards winners by December 1st 2011.
  7. Winners in the two categories (images and texts) will be awarded a 50,00 euro coupon for online purchases (e.g. at IBS, Amazon.it, Feltrinelli.it) and a one-year subscription to TD-Tecnologie Didattiche journal. The selected image will be used for the issue cover. The selected text will be published in the issue. In the case of ex-aequo awards the image to be used for the cover will be chosen by the special issue editor and the remaining one will be included in the issue.
  8. Participation in the competition entails the acceptance by participants of all mentioned paragraphs. In case of plagiarism the author will be considered the only person responsible for violating the copyright (Civil Code, par. 156 and following, par.171 and following and Law no.633/1941), thus releasing ITD-CNR from any responsibility in any possible prosecution.

As to the protection of personal data, according to Law no. 675/96, par.10, personal data of participants to the contest will be exclusively used for the purposes of the selection. ITD-CNR states that, according to par.13, the author can ask the person in charge of the procedure, i.e. to Stefania Manca, for cancellation, modification or update of their personal data.

For further information please write to concorso@itd.cnr.it or contact Stefania Manca (manca@itd.cnr.it; voice +39106475325).


http://www.tdmagazine.itd.cnr.it/concorso
20/09/2010 - 30/03/2011
CALL FOR WORKSHOP CONTRIBUTION
STELLAR Alpine Rendez-Vous - La Clusaz, France

ITD is organizing a workshop within the STELLAR Alpine Rendez-Vous, to be held on March, 28th - 31st, 2011.

The workshop intends to bring together researchers who have worked on the general issue of “structuring online collaboration” with different approaches.

For more information, see the Call for Contribution.


27/07/2010
Neuroscience and TEL
Interview

An interview with Paul Howard-Jones the leader of the Theme Team NTEL  (Neuroscience and Technology Enhanced Learning) in the framework of the Stellar network of excellence.

 

Paul Howard-Jones is the coordinator of NEnet, a group of scientists, educational researchers and educators who are interested in issues at the interface of neuroscience and education; NEnet is based at the Graduate School of Education, University of Bristol. Dr Howard-Jones’ particular area of interest is applying our understanding of cognition and neuroscience to enhance child and adult learning. His research explores the benefits offered to education by emerging technologies, aided by a critical consideration of underlying cognitive processes.

 

Download


28/11/2008
SFIDA-30
Nizza

1ère Annonce

SFIDA-30

SÉMINAIRE FRANCO-ITALIEN DE DIDACTIQUE DE L'ALGÈBRE
SEMINARIO FRANCO-ITALIANO DI DIDATTICA DELL'ALGEBRA

Ferdinando ARZARELLO (Torino)
Giampaolo CHIAPPINI (Genova)
Nadia DOUEK (La Seyne)
Jean-Philippe DROUHARD (Nice)

Avec le support de l'IREM de Nice et le soutien de l'IUFM Célestin-Freinet (Universitéde Nice Sophia-Antipolis)

Séminaire spécial: quinze années de collaboration franco-italienne
Seminario speciale: quindici anni di collaborazione franco-italiana

Vendredi 28 novembre 2008 après midi
Samedi 29 novembre 2008

NICE

In occasione dei 15 anni di SFIDA è stato deciso di festeggiare l'avvenimento organizzando un seminario eccezionale, della durata di una giornata e mezza. Sarebbe molto gradito che oltre ai partecipanti soliti al seminario, possano ritrovarsi tutti coloro che hanno già avuto occasione di partecipare a SFIDA...e tutti coloro che hanno desiderato partecipare ma non sempre lo hanno potuto fare!

Se desiderate venire e/o presentare una comunicazione vogliate contattare il prima possibile Nadia Douek<ndouek@wanadoo.fr>.


22/10/2008 - 24/10/2008
Cognition, learning and technology
Genova - CNR - Via de Marini 6, Torre di Francia, XI piano, Aula Leonardo

Workshop ISTC-ITD

Logo workshop Istc-Itd

Scarica il programma e gli abstract degli interventi

L'evento, aperto al pubblico, è finanziato dal CNR nell'ambito del progetto Argomentazione e identità nella società della conoscenza: gli effetti della multiculturalità e delle nuove tecnologie (responsabile: Fabio Paglieri, ISTC-CNR), programma Promozione Ricerca 2005 - Progetto Giovani


PROGRAMMA

Mercoledì 22 ottobre 2008

14:45

apertura dei lavori

La dimensione sociale dell'apprendimento: problemi, metodologie, esperienze (1)

15:00

C. Castelfranchi, R. Falcone (ISTC) - Vatti a fidare: teorie, dinamiche e paradossi della fiducia

15:45

G. Trentin (ITD) - Valutare la qualità e la sostenibilità dell'e-learning

16:30

Pausa caffè

La dimensione sociale dell'apprendimento: problemi, metodologie, esperienze (2)

17:00

R. Conte, M. Paolucci (ISTC) - La reputazione in rete

17:45

G. Dettori, D. Persico (ITD) - L'apprendimento auto-regolato nel CSCL

18:30

F. Tonucci (ISTC) - A cosa servono i bambini?

20:30

Cena sociale

Giovedì 23 ottobre 2008

La dimensione sociale dell'apprendimento: problemi, metodologie, esperienze (3)

09:30

F. Paglieri (ISTC) - Argomenti fra le righe: l'implicito nello studio empirico dell'argomentazione

10:15

M. Delfino, S. Manca (ITD) - La CMC nell'apprendimento in rete: variabili cognitive, stili comunicativi e creatività linguistica

11:00

Pausa caffè

Nuove tecnologie per l'apprendimento (1)

11:30

D. Parisi (ISTC) - Che cosa hanno da dire oggi la scienza e la tecnologia sulla formazione?

12:15

V. Midoro (ITD) - Che cosa vuol dire essere alfabetizzati nella società della conoscenza?

13:00

Pranzo

Nuove tecnologie per l'apprendimento (2)

15:00

O. Miglino, A. Di Ferdinando, M. Schembri, A. Venditti (ISTC / Università di Napoli Federico II) - EUTOPIA: un sistema autore per la realzzazione di &quot;Educationl Multiplayer On-Line Games&quot;

15:45

G. Chiappini, B. Pedemonte, E. Robotti (ITD) - Tecnologia digitale e trasformazione dei processi di insegnamento/apprendimento della matematica: il caso Alnuset

16:30

Pausa caffè

Nuove tecnologie per l'apprendimento (3)

17:00

A. Chioccariello, M. Cerulli (ITD) - L'uso di rappresentazioni multiple nella didattica della matematica

17:45

A. Cesta, G. Cortellessa (ISTC) - Aiuti cognitivi per la terza età“ l'esperienza di RoboCare

Venerdì 24 ottobre 2008

Apprendimento e sviluppo cognitivo (1)

09:00

G. Olimpo (ITD) - Uso di linguaggi di rappresentazione in ambito educativo

09:45

C. Burani (ISTC) - Dislessia evolutiva: una prospettiva psicolinguistica

10:30

R. M. Bottino, E. Benigno, M. Ott, M. Tavella (ITD) - I giochi di pensiero digitali per valutare abilità di ragionamento: un progetto con classi della scuola primaria

11:15

Pausa caffè

Apprendimento e sviluppo cognitivo (2)

11:45

E. Pizzuto (ISTC) - Lingue dei segni e lingue verbali: rappresentazioni (e re nudi), modelli, sfide

12:30

M. Ferraris, F. Caviglia (ITD) - Web e apprendimento: osservazioni sul processo di soluzione di problemi informativi in rete

13:15

Conclusione dei lavori

LogoIstc
LogoCNR
LogoItd

07/09/2008 - 10/09/2008
ED-L2L, Learning to live in the knowledge society
Milan

Logo wcc2008

ED-L2L, Learning to live in the knowledge society is one of the co-located conferences of the 20th World Computer Congress (WCC2008), organized under the auspices of IFIP (International Federation for Information Processing)

ED-L2L will take place in Milan from 7th to 10th September 2008.

ED-L2L is devoted to themes related to the role of ICT for education in the knowledge society and provides an international forum for professionals from all continents.

ED-L2L is organised by the IFIP Technical Committee 3, Education, with the support of Istituto Tecnologie Didattiche, one of the research institutes of the Consiglio Nazionale delle Ricerche, devoted to the study of educational innovation brought about through the use of Information and Communication Technologies (ICT).

Aim

To provide an international forum for all interested to discuss research and practice in ICT and education, such as educators, researchers, policy makers, curricula designers, teacher educators, members of the Academia, teachers and content producers.

Themes

  • Developing digital literacy for the knowledge society: information problem solving, creating, capturing and transferring knowledge, commitment to lifelong learning
  • Learning from the past and looking at the future
  • Teaching and learning in the knowledge society, playful and fun learning at home and in the school
  • New models, processes and systems for formal and informal learning environments and organisations
  • Developing a collective intelligence, learning together and sharing the knowledge
  • ICT issues in education - ethics, equality, inclusion and parental role
  • Educating ICT professionals for the global knowledge society
  • Managing the transition to the knowledge society

http://www.ed-l2l.itd.cnr.it/
07/09/2007 - 10/09/2007
ED-L2L learning to Live in the Knowledge Society
Milan

ED-L2L, Learning to live in the knowledge society is one of the co-located conferences of the 20th World Computer Congress (WCC2008), organized under the auspices of IFIP (International Federation for Information Processing)

ED-L2L will take place in Milan from 7th to 10th September 2008.

ED-L2L is devoted to themes related to the role of ICT for education in the knowledge society and provides an international forum for professionals from all continents.

ED-L2L is organised by the IFIP Technical Committee 3, Education, with the support of Istituto Tecnologie Didattiche, one of the research institutes of the Consiglio Nazionale delle Ricerche, devoted to the study of educational innovation brought about through the use of Information and Communication Technologies (ICT).


http://ulearn.itd.cnr.it/wcc08/index.html
15/02/2007
Quality, Innovation and Transferability
Rome - CNR, aula Marconi

The closing workshop of the project “New ICT for Lifelong Learning and Networking in the Italian Socioeconomic System” will be held in Rome, at the Italian National Research Council (CNR) on February 15th.
The aim of the workshop is to present the project outcomes and to discuss follow-up activities, the transferability of the achieved results and their integration in given scenarios with academics, researchers, stakeholders and practitioners.

For further information regarding the workshop, please contact: Manuela Delfino, Stefania Manca, Donatella Persico


25/12/2006
Merry Christmas
albero di Natale

Afrikaans: Gesëende Kersfees
Afrikander: Een Plesierige Kerfees
African/ Eritrean/ Tigrinja: Rehus-Beal-Ledeats
Albanian:Gezur Krislinjden
Arabic: Milad Majid
Argentine: Feliz Navidad
Armenian: Shenoraavor Nor Dari yev Pari Gaghand
Azeri: Tezze Iliniz Yahsi Olsun
Bahasa Malaysia: Selamat Hari Natal
Basque: Zorionak eta Urte Berri On!
Bengali: Shuvo Naba Barsha
Bohemian: Vesele Vanoce
Brazilian: Feliz Natal
Breton: Nedeleg laouen na bloavezh mat
Bulgarian: Tchestita Koleda; Tchestito Rojdestvo Hristovo
Catalan: Bon Nadal i un Bon Any Nou!
Chile: Feliz Navidad
Chinese: (Cantonese) Gun Tso Sun Tan'Gung Haw Sun
Chinese: (Mandarin) Kung His Hsin Nien bing Chu Shen Tan
Choctaw: Yukpa, Nitak Hollo Chito
Columbia: Feliz Navidad y Próspero Año Nuevo
Cornish: Nadelik looan na looan blethen noweth
Corsian: Pace e salute
Crazanian: Rot Yikji Dol La Roo
Cree: Mitho Makosi Kesikansi
Croatian: Sretan Bozic
Czech: Prejeme Vam Vesele Vanoce a stastny Novy Rok
Danish: Glædelig Jul
Duri: Christmas-e- Shoma Mobarak
Dutch: Vrolijk Kerstfeest en een Gelukkig Nieuwjaar! or Zalig Kerstfeast
English: Merry Christmas
Eskimo: (inupik) Jutdlime pivdluarit ukiortame pivdluaritlo!
Esperanto: Gajan Kristnaskon
Estonian: Ruumsaid juulup|hi
Ethiopian: (Amharic) Melkin Yelidet Beaal
Faeroese: Gledhilig jol og eydnurikt nyggjar!
Farsi: Cristmas-e-shoma mobarak bashad
Finnish: Hyvaa joulua
Flemish: Zalig Kerstfeest en Gelukkig nieuw jaar
French: Joyeux Noel
Frisian: Noflike Krystdagen en in protte Lok en Seine yn it Nije Jier!
Galician: Bo Nada
Gaelic: Nollaig chridheil agus Bliadhna mhath úr!
German: Froehliche Weihnachten
Greek: Kala Christouyenna!
Haiti: (Creole) Jwaye Nowel or to Jesus Edo Bri'cho o Rish D'Shato Brichto
Hausa: Barka da Kirsimatikuma Barka da Sabuwar Shekara!
Hawaiian: Mele Kalikimaka
Hebrew: Mo'adim Lesimkha. Chena tova
Hindi: Shub Naya Baras
Hausa: Barka da Kirsimatikuma Barka da Sabuwar Shekara!
Hawaian: Mele Kalikimaka ame Hauoli Makahiki Hou!
Hungarian: Kellemes Karacsonyi unnepeket
Icelandic: Gledileg Jol
Indonesian: Selamat Hari Natal
Iraqi: Idah Saidan Wa Sanah Jadidah
Irish: Nollaig Shona Dhuit, or Nodlaig mhaith chugnat
Iroquois: Ojenyunyat Sungwiyadeson honungradon nagwutut. Ojenyunyat osrasay.
Italian: Buon Natale
Japanese: Shinnen omedeto. Kurisumasu Omedeto
Jiberish: Mithag Crithagsigathmithags
Korean: Sung Tan Chuk Ha
Lao: souksan van Christmas
Latin: Natale hilare et Annum Faustum!
Latvian: Prieci'gus Ziemsve'tkus un Laimi'gu Jauno Gadu!
Lausitzian:Wjesole hody a strowe nowe leto
Lettish: Priecigus Ziemassvetkus
Lithuanian: Linksmu Kaledu
Low Saxon: Heughliche Winachten un 'n moi Nijaar
Macedonian: Sreken Bozhik
Maltese: IL-Milied It-tajjeb
Manx: Nollick ghennal as blein vie noa
Maori: Meri Kirihimete
Marathi: Shub Naya Varsh
Navajo: Merry Keshmish
Norwegian: God Jul, or Gledelig Jul
Occitan: Pulit nadal e bona annado
Papiamento: Bon Pasco
Papua New Guinea: Bikpela hamamas blong dispela Krismas na Nupela yia i go long yu
Pennsylvania German: En frehlicher Grischtdaag un en hallich Nei Yaahr!
Peru: Feliz Navidad y un Venturoso Año Nuevo
Philipines: Maligayan Pasko!
Polish: Wesolych Swiat Bozego Narodzenia or Boze Narodzenie
Portuguese:Feliz Natal
Pushto: Christmas Aao Ne-way Kaal Mo Mobarak Sha
Rapa-Nui (Easter Island): Mata-Ki-Te-Rangi. Te-Pito-O-Te-Henua
Rhetian: Bellas festas da nadal e bun onn
Romanche: (sursilvan dialect): Legreivlas fiastas da Nadal e bien niev onn!
Rumanian: Sarbatori vesele
Russian: Pozdrevlyayu s prazdnikom Rozhdestva is Novim Godom
Sami: Buorrit Juovllat
Samoan: La Maunia Le Kilisimasi Ma Le Tausaga Fou
Sardinian: Bonu nadale e prosperu annu nou
Serbian: Hristos se rodi
Slovakian: Sretan Bozic or Vesele vianoce
Sami: Buorrit Juovllat
Samoan: La Maunia Le Kilisimasi Ma Le Tausaga Fou
Scots Gaelic: Nollaig chridheil huibh
Serb-Croatian: Sretam Bozic. Vesela Nova Godina
Serbian: Hristos se rodi.
Singhalese: Subha nath thalak Vewa. Subha Aluth Awrudhak Vewa
Slovak: Vesele Vianoce. A stastlivy Novy Rok
Slovene: Vesele Bozicne Praznike Srecno Novo Leto or Vesel Bozic in srecno Novo leto
Spanish: Feliz Navidad
Swedish: God Jul and (Och) Ett Gott Nytt År
Tagalog: Maligayamg Pasko. Masaganang Bagong Taon
Tami: Nathar Puthu Varuda Valthukkal
Trukeese: (Micronesian) Neekiriisimas annim oo iyer seefe feyiyeech!
Thai: Sawadee Pee Mai or souksan wan Christmas
Turkish: Noeliniz Ve Yeni Yiliniz Kutlu Olsun
Ukrainian: Srozhdestvom Kristovym
Urdu: Naya Saal Mubarak Ho
Vietnamese: Chung Mung Giang Sinh
Welsh: Nadolig Llawen
Yugoslavian: Cestitamo Bozic
Yoruba: E ku odun, e ku iye'dun!

hollybar

13/06/2006
EBlocks presentation
ITD-CNR, Genova

ITD-CNR in conjunction with the Marathon Group invites you to the following product presentation

E-Blocks - Multisensory system for introducing children to English and for developing language skills.

Date

Tuesday 13th June, 2006

Time

3 to 5 p.m.

Location

ITD-CNR, Via De Marini 6, Genova.

To take part, contact Jeffrey Earp.

Description

(from the product web site)

E-Blocks is a research-based, innovative method for teaching English as a Second Language and for initial literacy exposure. Based on the well-known premise that children learn by doing, the E-Blocks approach provides unlimited hands-on interaction between children (ages 4 to 10) and the content matter, which can be defined by the teacher.

E-Blocks employs a revolutionary sensory panel that makes it easy for students of all skill levels to interact with engaging multimedia software. Children identify letters, spell words, and build sentences by placing palm-sized blocks labelled with letters and symbols into the panel's sensory pockets. The intuitive and manipulative nature of the interface makes it universally accessible. Students with limited previous exposure to English and to technology can all benefit from E-Blocks.

E-Blocks is used for teaching English as a Second Language and for initial literacy exposure in:

  • Pre-schools and Kindergartens
  • Primary schools
  • Language centres or ESL programs

23/11/2005 - 25/11/2005
handyTED 2005 conference
Genova

The Institute for Educational Technology is proud to announce handyTED, a major conference and trade fair dedicated to the use of ICT for disabled people's inclusion in education systems and access to learning. The event, to be held in Genova from 23-25 November, focuses on problems related to the inclusion of the disabled in the school system. It addresses young disabled people and their families, teachers, rehabilitators, researchers and professionals in the field.

handyTED is an exhibition and trade fair hosting specialized companies, organizations, associations, foundations and non- profit institutions. It also features a conference, seminars and workshops, as well as an online forum. The undertaking is promoted by Fiera di Genova in conjunction with the Institute of Educational Technology of the Italian National Research Council (ITD-CNR). For more details visit the event web site.


http://www.ted-online.it/portal/template/viewTemplate?templateId=zhkepg02l1_layout_b9999ejq21.psml
09/03/2005 - 11/03/2005
ICMTL 2005
Palermo - Italy

The aim is to address the main issues concerned with evolving learning methodologies and technologies to support distance learning processes. The main purpose of the conference is to bring together researchers, academicians, professors, educational scientists and technologists in all areas of ICT in education who are interested in exploring methodologies and systems and sharing current research in Education and Training Technologies.

The topics to be covered include, but are not limited to:

  • Online education and training
  • Innovative teaching and learning technologies
  • Collaborative learning environments
  • Navigation strategies and comprehension
  • Mobile learning
  • Semantic web for e-learning
  • Educational portals for web-based education
  • Quality issues of distance learning processes
  • International projects and international collaboration on e-learning
  • Blended education and training
  • Learning technologies for primary and secondary schools
  • AI and e-learning
  • Virtual universities
  • Knowledge management and e-learning
  • Educational system for people with special needs
  • Continuous learning in medicine

http://icmtl.pa.itd.cnr.it
28/10/2004
Come costruire conoscenza in rete?
Genova, Area della Ricerca CNR
Via de Marini 16 - 11° piano, sala Leonardo

http://td-ssis.itd.ge.cnr.it:81/workshop-firb2004/index.html