The goal of the JEM thematic network is to pool together the required expertise and to contribute to the coordination of content enrichment activities in the area of mathematics, to the maintenance of agreed standards and to the delivery of powerful synoptic high-quality user information and support pages, invoked in e-learning platforms operated by the partners.
The elearningeuropa.info portal is an initiative of the European Commission’s Directorate-General for Education and Culture, aiming to promote the use of ICT for lifelong learning.
This site aims to provide a community resource for those interested in ePortfolios and Personal Development Planning (PDP). This site was first set up to document an FDTL4 project in which we built a configurable ePortfolio.
What are the questions we need to answer to understand the needs and demands of future learners? Particularly in relation to the use of technology and the implications that has for education. List them here.
If life were longer I might want to play with this kind of thing. I wonder if in my son's lifetime intelligent tutoring systems will be able to go to university?
In the field of educational technology a creepy treehouse is an institutionally controlled technology/tool that emulates or mimics pre-existing technologies or tools that may already be in use by the learners, or by learners’ peer groups. Though such systems may be seen as innovative or problem-solving to the institution, they may repulse some users who see them as infringement on the sanctity of their peer groups, or as having the potential for institutional violations of their privacy, liberty, ownership, or creativity. Some users may simply object to the influence of the institution.
The <e-Adventure> platform is a research project aiming to facilitate the integration of educational games and game-like simulations in educational processes in general and Virtual Learning Environments (VLE) in particular. It is being developed by the <e-UCM> e-learning research group at Universidad Complutense de Madrid, with three main objectives:
Reduction of the development costs for educational games
Incorporation of education-specific features in game development tools
Integration of the resulting games with existing courseware in Virtual Learning Environments
From this website we wish to promote the use of the tools developed as part of the <e-Adventure> project. The core of the <e-Adventure> project is the <e-Adventure> educational game engine, that runs games defined using the <e-Adventure> language. Authors can use the graphical editor to create the games or directly access the human-readable source documents that describe the adventures using XML markup. With <e-Adventure>, any person can write an educational point & click adventure game.
M. Derntl, und R. Motschnig-Pitrik. Proceedings of the 14th International Conference of the Society for Information Technology & Teacher Education (SITE03), Seite 2379-2382. Albuquerque, New Mexico, USA, (2003)
H. Kalb, C. Kummer, und E. Schoop. DeLFI 2011 Die 9. e-Learning Fachtagung Informatik: Tagung 05.-08.08.2011 Dresden, Seite 231--242. Gesellschaft für Informatik, (2011)