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| GUIDE 2010 | PRINT | | Join the International Workshop in Rome |
Rome (IT), January 2010 – The GUIDE Workshop 2010 New Challenges for ELearning in cultural, scientific and socio-economic development on 18-19 March offers a general view of the current opportunities coming from the inclusion of digital technologies in the educational and professional sector.
Organized in collaboration with the Università degli Studi Marconi, GUIDE 2010 brings together academic research and practical applications and enhances the exchange of innovations, best practices, and methodologies among different regions, as well as various academic and professional contexts.
Academic and professional training can play an important role in responding to the current global and economic crisis on the one hand and in meeting the increasing need for large-scale education on the other. A closer relationship between educational programs and local development can contribute to ensuring compliance with the changing labour and social landscape, enhancing the countries development and competitiveness.
The Workshop themes cover many aspects of distance and lifelong learning, including vocational guidance and professional re-training, the role of instructional technology in the implementation of scientific subjects, and the improvement of teachers and universities capacity building in developing countries.
A specific session will be dedicated to the new, flexible learning models like eLearning, blended learning, and triple learning and will highlight the developments of the latest tools and applications. The Web 2.0 generation, mobile-learning theories, and practices and application, together with the design and management of interactive m-environments, will also be some of the main themes of the debate.
The Workshop will give researchers and practitioners from both industrialized and developing countries the opportunity to share best practices and experiences in the development of partnerships, networks, and synergies.
The discussion of the suggested topics will lead to the development of a Framework Recommendation on innovative best practices and methodological applications for distance- education institutions that will be published with the support of the GUIDE Board of Directors.
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| | | | | | | | | | Premium Content |  | Second Life as an eLearning Platform | | 3D simulations and serious games are attaining ever-increasing significance for the learning world. A special case of its own is the virtual world Second Life. The CHECK.point eLearning Whitepaper "Second Life as an eLearning Platform" seeks to contribute to the discussion about Second Life’s suitability as a technological platform for education and training. The study answers questions like "For which application scenarios is Second Life suitable?" and "Which topics can be implemented successfully in Second Life?"
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