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Keynote Speakers

 

A Task-Centered Instructional Strategy


by Professor M. David Merrill, Instructional Effectiveness Consultant, Emeritus Professor Utah State University,
Visiting Professor Florida State University, USA

 

 

Abstract

The author has previously described first principles of instruction which describe a cycle of instruction consisting of activation, demonstration, application, and integration.  Each of these instructional phases is best implemented in the context of real-world tasks.  This presentation describes knowledge analysis for a complex task and an instructional strategy for teaching subject matter content in the context of whole tasks.  This presentation brings together the instructional strategy components of Component Display Theory with the knowledge components of knowledge objects.A knowledge object for a whole task is an integrated combination of the knowledge components.  The strategy for teaching within the context of a whole task consists of applying strategy components to these various knowledge components in a way that enables learners to see their interrelationships and their relationship to the whole.  The application of this task-centered instructional strategy is illustrated along with performance data demonstrating the effectiveness of this approach.
 

BIO

M. David Merrill makes his home in St. George, Utah.  He is professor emeritus at Utah State University, a visiting professor at Florida State University and an instructional effectiveness consultant.  Since receiving his PhD from the University of Illinois in 1964 he has served on the faculty of George Peabody College, Brigham Young University, Stanford University, the University of Southern California and Utah State University. He served as visiting faculty at Bucknell University, University of Maine, University of the Pacific, University of Indonesia, Twente University and Brigham Young University Hawaii. He is internationally recognized as a major contributor to the field of instructional technology, has published many books and articles in the field and has lectured internationally.  Among his principle contributions: TICCIT Authoring System 1970's, Component Display Theory and Elaboration Theory 1980's, Instructional Transaction Theory, automated instructional design and ID based on Knowledge Objects 1990's, and currently First Principles of Instruction. He was honored to receive the AECT Life Time Achievement Award.   He and his wife Kate together have 9 children and 37 grandchildren which he claims as his most important accomplishment. 

 

 

Videogames  in Education: reflections about the design of games-based learning environments

by Begoña Gros, University of Barcelona, Spain

 

Abstract

In recent years, electronic games have assumed an important place in the lives and children and adolescents. Children gain access to the world of digital culture via digital games. Our main hypothesis is that children acquire digital literacy informally, through play, and that neither schools nor other educational institutions take sufficient account of this important aspect. We consider that multimedia design for training and education should combine the most powerful features of interactive multimedia design with the most effective principles of technologically-mediated learning.

 The first generation of digital games perceives the use of computer as a direct way to change behaviours through repeated action. The second generation puts the spotlight on the relation between computer game and player. Computer games become interesting because they are able to offer a variety of ways to learn with varying degrees of difficulty. The third generation includes the context of computer games and how they facilitate learning environments with collaboration, constructions of knowledge.

The evolution of the design of videogames is a good example to analyses the main contribution and characteristics of games-based learning environments. At the same time, we will discuss the main obstacles and challenges to using games within our current models of learning.

BIO

Professor Begoña Gros

Begoña Gros is full-time Professor of the Faculty of Pedagogy at the University of Barcelona. Currently, she is Director of Research at the Institute of Educational Science at the University of Barcelona. Her main field of interest and research includes instructional design, computer supported collaborative learning and e-learning.

 

Recent Research

- PRAISE: Peer Review Network Applying Intelligence to Social Work Education

eLearning Initiative (2003-2005).

- International Leadership for Educational Technology. Program “Foundation for the improvement of Postsecondary Education-FITSE. European Community-United States of America Cooperation”. (2002-2004)

·- Videogames and digital literacy. Institute of Education. University of Barcelona

 

Selected publications

Books

- Gros,B (Coord) (2004) Pantallas, juegos y educación: la alfabetización digital en la escuela. Bilbao: Desclée de Brouwer.

-Gros, B. (2000). El ordenador invisible. Barcelona: Gedisa..

 

Chapter of Books.

- Gros,B (2005). “Pedagogical criteria for teaching in virtual learning environments”, en AA.VV: Educational Virtual Spaces in Practice. Barcelona: Ariel. 49-62

- Gros, B (2003). “The need to integrate information and communication technologies into education: a pedagogical challenge”. Attewell,P-Seel, R (Eds). Dissadvantaged Teens and Computer Technologies. Munster: Waxmann. 223-242.

- Gros,B-Garcia,I (2003). “Computers suported collaborative learning: lessons learned and questions to answer”. Barajas,M (Ed). Learning innovations with ICT: Socio-economic perspectives in Europe. Barcelona: Universidad de Barcelona. 111-127.

  

Articles

- Gros,B-Guerra,V-Sanchez,J (2005). “The design of computer-supported collaborative learning environments in Higher Education”. Encounters on Education. Volume 6, Fall 2005 pp. 23 – 42

- Gros,B (2005). “Los videojuegos y el diseño de material educativo” Aula de Innovación educativa., Nº 147, 2005, 41-43

- Gros,B-Adrian, M (2005). “The use of virtual forum to promote collaborative learning in Higher Education”. Educational Technology. September-October 2005, 17-24

- Gros,B (2003). The impact of digital games in education. First Monday. 8 (7). 18 páginas. [http:// firstmonday.org/issues/issue8_7/gros/index.html]

- Gros, B (2002). “Knowledge construction and technology”. Journal of Educational Multimedia and Hypermedia. 11 (4), 323-343.

 

Mobile Learning: An Ecological Analysis

by Professor Cathie Norris, University of North Texas, Denton, TX, USA

and

Professor Elliot Soloway, University of Michigan, Ann Arbor, MI, USA

 

 

Abstract

Using emerging technology to make a real impact on real classrooms and real children requires the integration of a number of factors: from cognitive issues to logistical issues, from social organization issues to technological issues. In our presentation we provide an ecological (systems) analysis of those factors with the goal of bringing order to what would otherwise be chaos.
 

BIO

Professor Cathie Norris

Over the past 25 years, Dr. Soloway has explored ways to use emerging technologies to empower children to enjoy learning. At the University of Michigan, in 2001, the undergraduates at the University of Michigan selected him to receive the “Golden Apple Award” as the Outstanding Teacher of the Year. He is a co-founder and President of GoKnow Learning, Inc. (Ann Arbor, MI), a provider of educational resources for mobile computing in K-12.

 Professor Elliot Soloway

Dr. Norris' efforts in research, teaching and service all have a common focus: integrate learning technologies more effectively into classrooms, in K-12 as well as post-secondary education. She has served as president of both NECA and ISTE.  Norris is a co-founder and Chief Education Architect at GoKnow Learning, Inc. (Ann Arbor, MI), a provider of educational resources for mobile computing in K-12.

 

 

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