Venue Hotel – Fourside Hotel City Center Vienna Grieshofgasse 11, A – 1120 Wien / Vienna, AUSTRIA
About the Conference
International Academic Conference in Vienna 2017 is an important international gathering of scholars, educators and PhD students. IAC-GETL 2017 in Vienna will take place in conference facilities located in Vienna, the touristic, business and historic center of Austria.
Conference language: English language
Conferences organized by the Czech Institute of Academic Education z.s. and Czech Technical University in Prague.
Conference Topics
Conference Topics – Education, Teaching, Learning and E-learning
Education, Teaching and Learning
Distance Education, Higher Education, Effective Teaching Pedagogies, Learning Styles and Learning Outcomes, Emerging Technologies, Educational Management, Engineering and Sciences Research, Competitive Skills, Continuing Education, Transferring Disciplines, Imaginative Education, Language Education, Geographical Education, Health Education, Home Education, Science Education, Secondary Education, Second life Educators, Social Studies Education, Special Education, Learning / Teaching Methodologies and Assessment, Assessment Software Tools, Global Issues In Education and Research, Education, Research and Globalization, Barriers to Learning (ethnicity, age, psychosocial factors, …), Women and Minorities in Science and Technology, Indigenous and Diversity Issues, Intellectual Property Rights and Plagiarism, Pedagogy, Teacher Education, Cross-disciplinary areas of Education, Educational Psychology, Education practice trends and issues, Indigenous Education, Academic Research Projects, Research on Technology in Education, Research Centres, Links between Education and Research, Erasmus and Exchange experiences in universities, Students and Teaching staff Exchange programmes
E-learning
Educational Technology, Educational Games and Software, ICT Education, E-Learning, Internet technologies, Accessibility to Disabled Users, Animation, 3D, and Web 3D Applications, Mobile Applications and Learning (M-learning), Virtual Learning Environments, Videos for Learning and Educational Multimedia, Web 2.0, Social Networking and Blogs, Wireless Applications, New Trends And Experiences, Other Areas of Education
The versatility and compatibility of PowerPoint is a primary selling point for many presenters. Since it functions with both Microsoft Windows and Mac OS, PowerPoint is especially ideal for users intending to distribute their presentation out to other individuals and groups. Compared to Keynote and Prezi, PowerPoint has robust design options and multimedia capabilities. Through this program, users are able to follow a simple process to add audio and video clips to their slides.
Cons
Although PowerPoint is compatible across both Mac and PCs, the quality of the program is not created equal on each system – with the Mac version falling short of the PC version. On the design front, what PowerPoint makes up for in design options, it lacks in design function. Plus, audiences may perceive PowerPoint templates and themes as outdated
Keynote
Pros
For those well-versed in Mac applications, Keynote will be breeze. Beginning presenters, along with veterans who are pressed for time will also appreciate the ease of Keynote. Equipped with templates with built-in layouts into the themes, Keynote allows its users to essentially knock out two birds with one stone. Are you featuring animations in your deck? Keynote handles these much better than PowerPoint or Prezi. Compared to PowerPoint, Keynote boasts more elegant, sleek templates and design features powered by Adobe programs. If you want to save your Keynote presentations as a YouTube video or Quicktime slideshow, there will be no hassle involved in the effort.
Cons
PC users might really struggle with Keynote upon first introduction. For example, the application’s design tools are nested in dropdown menus and tabs, possibly foreign to the avid PC user.
Prezi
Pros
Prezi is a useful option for particularly storytelling-driven presentations. It’s non-linear storytelling capabilities far surpass the offerings in either PowerPoint or Keynote. From integrating multimedia and pngs and vector images constructed outside the web-based application fairly seamlessly to allowing collaboration among team members invested in the presentation, Prezi provides unique design and distribution capabilities. This presentation-building option also adds movement to a presenter’s message, which could be particularly engaging in many settings.
Cons
While Prezi’s web-based format provides simple embedding processes for blogs and web pages, any disruption in Internet connection or tiny glitch can reduce design quality and functionality. Even utilizing the zoom functions within Prezi can lead to fuzzy and pixelated photography. Some audiences could find the zoom functions gimmicky, while others could succumb to motion sickness. Designing within Prezi can be a challenge too, as users are limited to a set amount of colors and fonts and shapes are difficult to manipulate.
An article in The Conversation recently argued universities should ban PowerPoint because it makes students stupid and professors boring.
Originally for Macintosh, the company that designed it was bought by Microsoft. After its launch the software was increasingly targeted at business professionals, especially consultants and busy salespeople.
As it turns out, PowerPoint has not empowered academia. The basic problem is that a lecturer isn’t intended to be selling bullet point knowledge to students, rather they should be making the students encounter problems. Such a learning process is slow and arduous, and cannot be summed up neatly. PowerPoint produces stupidity, which is why some, such as American statistician Edward Tufte have said it is “evil”.
Of course, new presentation technologies like Prezi, SlideRocket or Impress add a lot of new features and 3D animation, yet I’d argue they only make things worse. A moot point doesn’t become relevant by moving in mysterious ways. The truth is that PowerPoints actually are hard to follow and if you miss one point you are often lost.
While successfully banning Facebook and other use of social media in our masters programme in philosophy and business at Copenhagen Business School, we have also recently banned teachers using PowerPoint. Here we are in sync with the US armed forces, where Brigadier-General Herbert McMaster banned it because it was regarded as a poor tool for decision-making.
Courses designed around slides therefore propagate the myth that students can become skilled and knowledgeable without working through dozens of books, hundreds of articles and thousands of problems.
A review of research on PowerPoint found that while students liked PowerPoint better than overhead transparencies, PowerPoint did not increase learning or grades
Research comparing teaching based on slides against other methods such as problem-based learning – where students develop knowledge and skills by confronting realistic, challenging problems – predominantly supports alternative methods.
PowerPoint slides are toxic to education for three main reasons:
students come to think of a course as a set of slides. Good teachers who present realistic complexity and ambiguity are criticised for being unclear. Teachers who eschew bullet points for graphical slides are criticised for not providing proper notes.
Slides discourage reasonable expectations
Measuring the wrong things
If slide shows are so bad, why are they so popular?
Exams, term papers and group projects ostensibly measure knowledge or ability. Learning is the change in knowledge and skills and therefore must be measured over time.
When we do attempt to measure learning, the results are not pretty. US researchers found that a third of American undergraduates demonstrated no significant improvement in learning over their four-year degree programs.
They tested students in the beginning, middle and end of their degrees using the Collegiate Learning Assessment, an instrument that tests skills any degree should improve – analytic reasoning, critical thinking, problem solving and writing.
Faculty perceive undergraduates to be less proficient with digital literacy skills. One-third think
their students do not find or organize digital information very well. The majority (52%) think
they lack skill in validating digital information. My note: for the SCSU librarians, digital literacy is fancy word for information literacy. Digital literacy, as used in this report is much greater area, which encompasses much broader set of skills
Faculty do not prefer to teach online (57%) or in a hybrid format (where some sessions occur
online, 32%). One-third of faculty reported no experience with these least popular course types
my note: pay attention to the questions asked; questions I am asking Mike Penrod to let me work with faculty for years. Questions, which are snubbed by CETL and a dominance of D2L and MnSCU mandated tools is established.
Table 5. Do you use these in-class technologies for teaching undergraduates? Which are the Top 3 in-class technologies you would like to learn or use more? (n = 442)
usingonline resourcesto find high quality curricular materials
37%
48%
31%
3%
18%
iClickers
24%
23%
16%
9%
52%
otherpresentation tool (Prezi, Google presentation, Slide Carnival, etc.)
23%
14%
21%
15%
51%
whiteboard / blackboard
20%
58%
23%
6%
14%
Powerpoint or Keynote
20%
74%
16%
4%
5%
document camera / overhead projector
15%
28%
20%
14%
38%
Table 6. Do you have undergraduates use these assignment technology tools? Which are your Top 3 assignment technology tools to learn about or use more? (n = 432)
D2Lasa portal to other learning tools (homework websites, videos, simulations, Nota Bene/NB, Voice Thread, etc.)
21%
28%
18%
11%
42%
videos/animationsproducedelsewhere
19%
40%
36%
2%
22%
In both large and small classes, the most common responses faculty make to digital distraction are to discuss why it is a problem and to limit or ban phones in class. my note: which completely defies the BYOD and turns into empty talk / lip service.
Quite a number of other faculty (n = 18) reported putting the onus on themselves to plan engaging and busy class sessions to preclude distraction, for example:
“If my students are more interested in their laptops than my course material, I need to make my curriculum more interesting.”
I have not found this to be a problem. When the teaching and learning are both engaged/engaging, device problems tend to disappear.”
The most common complaint related to students and technology was their lack of common technological skills, including D2L and Google, and needing to take time to teach these skills in class (n = 14). Two commented that digital skills in today’s students were lower than in their students 10 years ago.
Table 9. Which of the following are the most effective types of learning opportunities about teaching, for you? Chose your Top 2-3. (n = 473)
Count Percentage
meeting 1:1 with anexpert
296
63%
hour-longworkshop
240
51%
contact an expert on-call (phone, email, etc)
155
33%
faculty learning community (meeting across asemester,
e.g. ASSETT’s Hybrid/Online Course Design Seminar)
116
25%
expert hands-on support for course redesign (e.g. OIT’s Academic Design Team)
114
24%
opportunityto apply for grant funding with expert support, for a project I design (e.g. ASSETT’s Development Awards)
97
21%
half-dayorday-longworkshop
98
21%
other
40
8%
multi-day retreats/ institutes
30
6%
Faculty indicated that the best times for them to attend teaching professional developments across the year are before and early semester, and summer. They were split among all options for meeting across one week, but preferred afternoon sessions to mornings. Only 8% of respondents (n = 40) indicated they would not likely attend any professional development session (Table 10).
Table T1: Faculty beliefs about using digital technologies in teaching
Count
Column N%
Technology is a significant barrier to teaching and learning.
1
0.2%
Technology can have a place in teaching, but often detracts from teaching and learning.
76
18.3%
Technology has a place in teaching, and usually enhances the teaching learning process.
233
56.0%
Technology greatly enhances the teaching learning process.
106
25.5%
Table T2: Faculty beliefs about the impact of technology on courses
Count
Column N%
Makes a more effective course
302
72.6%
Makes no difference in the effectiveness of a course
42
10.1%
Makes a less effective course
7
1.7%
Has an unknown impact
65
15.6%
Table T3: Faculty use of common technologies (most frequently selected categories shaded)
Once a month or less
A few hours a month
A few hours a week
An hour a day
Several hours a day
Count
%
Count
%
Count
%
Count
%
Count
%
Computer
19
4.8%
15
3.8%
46
11.5%
37
9.3%
282
70.7%
Smart Phone
220
60.6%
42
11.6%
32
8.8%
45
12.4%
24
6.6%
Office Software
31
7.8%
19
4.8%
41
10.3%
82
20.6%
226
56.6%
Email
1
0.2%
19
4.6%
53
12.8%
98
23.7%
243
58.7%
Social Networking
243
68.8%
40
11.3%
40
11.3%
23
6.5%
7
2.0%
Video/Sound Media
105
27.6%
96
25.2%
95
24.9%
53
13.9%
32
8.4%
Table T9: One sample t-test for influence of technology on approaches to grading and assessment
Test Value = 50
t
df
Sig. (2-tailed)
Mean Difference
95% Confidence Interval of the Difference
Lower
Upper
In class tests and quizzes
-4.369
78
.000
-9.74684
-14.1886
-5.3051
Online tests and quizzes
5.624
69
.000
14.77143
9.5313
20.0115
Ungraded assessments
1.176
66
.244
2.17910
-1.5208
5.8790
Formative assessment
5.534
70
.000
9.56338
6.1169
13.0099
Short essays, papers, lab reports, etc.
2.876
70
.005
5.45070
1.6702
9.2312
Extended essays and major projects or performances
1.931
69
.058
3.67143
-.1219
7.4648
Collaborative learning projects
.000
73
1.000
.00000
-4.9819
4.9819
Table T10: Rate the degree to which your role as a faculty member and teacher has changed as a result of increased as a result of increased use of technology
Strongly Disagree
Disagree
Somewhat Disagree
Somewhat Agree
Agree
Strongly Agree
Count
%
Count
%
Count
%
Count
%
Count
%
Count
%
shifting from the role of content expert to one of learning facilitator
12
9.2%
22
16.9%
14
10.8%
37
28.5%
29
22.3%
16
12.3%
your primary role is to provide content for students
14
10.9%
13
10.1%
28
21.7%
29
22.5%
25
19.4%
20
15.5%
your identification with your University is increased
23
18.3%
26
20.6%
42
33.3%
20
15.9%
12
9.5%
3
2.4%
you have less ownership of your course content
26
20.2%
39
30.2%
24
18.6%
21
16.3%
14
10.9%
5
3.9%
your role as a teacher is strengthened
13
10.1%
12
9.3%
26
20.2%
37
28.7%
29
22.5%
12
9.3%
your overall control over your course(s) is diminished
23
17.7%
44
33.8%
30
23.1%
20
15.4%
7
5.4%
6
4.6%
Table T14: One sample t-test for influence of technology on faculty time spent on specific teaching activities
Test Value = 50
t
df
Sig. (2-tailed)
Mean Difference
95% Confidence Interval of the Difference
Lower
Upper
Lecturing
-7.381
88
.000
-12.04494
-15.2879
-8.8020
Preparing course materials
9.246
96
.000
16.85567
13.2370
20.4744
Identifying course materials
8.111
85
.000
13.80233
10.4191
17.1856
Grading / assessing
5.221
87
.000
10.48864
6.4959
14.4813
Course design
12.962
94
.000
21.55789
18.2558
24.8600
Increasing access to materials for all types of learners
Besides Unity, the platform used by Niantic to create Pokémon Go and other popular games, the course also introduces students to AutoDesk’s Maya, a program used for 3D animation, modeling, simulation and rendering.
problem-based learning, which brings the students together for team problem-solving.
Facebook gives priority to native videos (as opposed to video links to external sources) to encourage this type of content. Videos that are directly uploaded to Facebook perform better and provide a better experience. They receive 30% more video views than videos posted from other websites, and have images up to 11 times larger in the news feed.
TechSmith Fuse works with Camtasia Studio and Snagit. Capture the images and videos on your mobile device and send them to your desktop to use in your videos.
Reflector by Squirrels allows you to do wireless mirroring, so you can display your smartphone screen (Android or iOS) on your desktop.
Flipagram. You can record voice narration, choose from Flipagram’s music or upload 15 seconds of music you already have on your mobile device.
Diptic app is another video tool for making collages that has a newly added animation feature, which works with transitions
Boomerang is a new app from Instagram that takes a burst of photographs and stitches them together into a 1-second video and loops it forward and backward. It’s not an animated GIF, but it’s designed to look like one.
Designed by Chaim Gingold, a Ph.D. student at UC Santa Cruz, indie developer and designer of Spore’s creature creator, “Earth Primer” is a reinvention of the textbook. Unlike the all-too-familiar “interactive textbooks” that are little more than pictures and animations tacked on to traditional text, “Earth Primer” starts from the ground up. It’s elegantly presented and paced.
Money and time are the two most common barriers to using games in the classroom. “Extrasolar” solves both while also striking pedagogical gold: authentic, self-motivated learning. It’s a free alternate reality game (ARG) that mimics the day-to-day life of a rover driver exploring an alien planet for a mysterious space agency. Rather than placing players in some fantastical world, they interact with what looks like a typical desktop interface, giving their rover commands, and waiting to receive photographs and data from the alien world as well as messages from their employer. Each bit of play requires only a few minutes of activity. The wait builds tension, and when matched with the relatively mundane interface and tasks, it doesn’t feel like a game — which is kind of the point. Best of all: It’s all based in real science and, like with any good ARG, has a healthy dose of mystery to give players a reason to return.
Twine is an open-source tool for telling interactive, nonlinear stories.
You don’t need to write any code to create a simple story with Twine, but you can extend your stories with variables, conditional logic, images, CSS, and JavaScript when you’re ready.
Twine publishes directly to HTML, so you can post your work nearly anywhere. Anything you create with it is completely free to use any way you like, including for commercial purposes.
PowToon is Web-based animation software that allows users to create animated presentations by manipulating pre-created objects, imported images, provided music and user created voice-overs.[4] Powtoon uses an Adobe Flex engine to generate an XML file that can be played in the Powtoon online viewer, exported to YouTube or downloaded as an MP4 file.[2]
Videomaker, Presentation tool, storytelling tool.
templates versus starting from scratch
having a plan (or a story, or a screenplay)
narrate with voice over your video. can’t edit recording, but can re-record