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2020 Congress Program

ACCEPTED PROPOSALS | CONGRESS PROGRAM | HIGHLIGHTED THEME | KEYNOTE SPEAKERS | HIGHLIGHTED SESSIONS

Each year, the International Congress on Technologies in Education attracts a diverse group of participants from around the world. Our program development team bases on this diversity to provide a rich and distinctive experience, including keynote speakers, lectures, workshops, exhibitions and social events. The congress program brings together presentations on similar topics to facilitate knowledge sharing and community building.

Last update: March 16th, 2020

Accepted proposals

 

If you have an accepted proposal, be sure to register for the congress to be included in the program.

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Highlighted Theme

Gamification in education: key element of motivation

Traditional teaching methodologies are no longer adequate, in and of themselves, to meet the needs of students in today’s technologically engaged, interactive, and connected society. It was with this need in mind that, in 2006, the European Parliament recommended that students develop eight key competencies over the course of their compulsory education to prepare them for success in their working life. One of these is Digital Competency (DC), which opens to them the doors of digital technology and gives them opportunities to be actively involved in the new, twenty-first century knowledge society. Likewise, in its “Rethinking Education” strategy (2012), the European Commission has urged educational institutions to be diligent about integrating DC. So, as those responsible for instruction, we must be capable of accompanying them in this stage of education. Through gamification and the development of computational thinking, we can cover the content of the educational curriculum.

The primary feature of gamification is the application of game-design elements in non-game contexts. In this way, instruction that might be tedious and not very motivating, under traditional didactic methods, becomes appealing and inspiring. Games are instructional by nature, so this is a way of learning by doing. On the one hand, games develop essential competencies, such as observation, decision-making, speed, empathy, and intuition; on the other hand, they provide a controlled learning environment in terms of not only content but also moral values, frustration tolerance, internalization of rules, and strategies for success.

Gamification is not to be confused with video games (Parente, 2016), for gamification consists of presenting students with games, usually on a digital platform, that are centered on specific content and that students view as a challenge (Ripoll, 2016). This is how students develop Computational Thinking (Wing, 2006), which the Royal Society (2012) defines as “the process of recognising aspects of computation in the world that surrounds us, and applying tools and techniques from Computer Science to understand and reason about both natural and artificial systems and processes.”

In this edition of the Congress, we are aiming to focus the educational community’s interest on this groundbreaking field of gamification-based teaching methodologies. There is a great opportunity here to share and try out strategies for improving students’ motivation and to incorporate these strategies into our daily teaching activities.

Plenary Speakers

Mark Pegrum – University of Western Australia (Australia)

Gamifying m-learning: Acquiring language and literacy skills on AR learning trails

Associate Professor Mark Pegrum is a Lecturer in Digital Learning in the Graduate School of Education at The University of Western Australia in Perth, where he is also the Deputy Head of School (International). In his courses, he specialises in digital technologies in education, with a particular focus on mobile learning. He is a Senior Fellow of the Higher Education Academy, and his teaching has been recognised through Faculty and University Excellence in Teaching Awards, as well as a 2010 national Australian Learning & Teaching Council (ALTC) Excellence in Teaching Award. His current research focuses on mobile technologies, digital literacies, augmented reality, and mobile learning trails and games. His books include: Brave New Classrooms: Democratic Education and the Internet (co-edited with Joe Lockard, 2007); From Blogs to Bombs: The Future of Digital Technologies in Education (2009); Digital Literacies (co-authored with Gavin Dudeney & Nicky Hockly, 2013); Mobile Learning: Languages, Literacies and Cultures (2014); and Mobile Lenses on Learning: Languages and Literacies on the Move (2019).

Quelaztli Salas Góngora

Quelaztli Aziyadé Salas Góngora – Universidad Tecmilenio (Mexico)

El impacto de las competencias socioemocionales de los universitarios en el ámbito laboral.

Currently, she is pursuing PHD in Social Sciences at the Pablo de Olavide University (Seville, Spain). She is a member of the Innovagogía teaching collective, holds a master’s degree in Educational Organization Administration from the Autonomous University of Yucatan (UADY) and the University of Paris 12. He has a diploma in ICT and a certificate in Fundamentals of Positive Psychology, as well as various courses in coaching, teaching and learning strategies. She has participated in cultural, educational and human development projects proposing changes in methodology and follow-up with a technological approach in both private and public companies in the region.

Quelaztli Salas Góngora

José de Jesús Fuentes Viveros – Universidad Tecmilenio (México)

Del sueño al propósito

Senior entrepreneur with over 28 years of international experience producing creative content for communication platforms for television, radio, advertising agencies, educational institutions, the Internet and social media. Storyteller and creative director. Major league baseball play by play narrator for the Colorado Rockies, executive producer in Hollywood as well as for global television companies, and active member of The National Geographic Society. Has achieved recognition through financial results as well as international awards, including a Golden Lion at Cannes, five creativity angels at San Sebastian with ARVM (Mexico Valley Radio Association) and two Grand Prix at the Gold Leaf Awards. Speaker at over 485 conferences on advertisement, marketing and leadership. Communication consultant for companies such as Entravision Communications, Evolve Communications, The Colorado Health Foundation, The Denver Art Museum, Grupo Imagen Multimedia and Tropix Media in Cuba. Today he is privileged to work for Tecmilenio as Chief Storyteller at the national directorate for audiovisual content.

Quelaztli Salas Góngora

Joan Tomàs Pujolà Font – Universitat de Barcelona

La gamificación más allá de los puntos, insignias y tablas de clasificación

Dr Joan-Tomàs Pujolà holds a PhD in Applied Linguistics from the University of Edinburgh, Scotland. He is a senior lecturer at the Department of Linguistic and Literary Education of the Faculty of Education, University of Barcelona (UB). He also collaborates in teaching training programs in relation to digital competences for HE teachers at the Institute for Professional Development – ICE UB. He has been director of the Masters’ degree in Training of Teachers of Spanish as a Foreign Language (UB and Pompeu Fabra University) and is currently co-director of the distance learning version of the same Masters’ degree (UNIBA-UB). He also coordinated the PhD program in Language and Literature Didactics at the Faculty of Education. He is currently the principal investigator of the research group realTIC (Research in teaching and learning languages with ICT) and the coordinator of the consolidated group of teaching innovation DIDAL_UB (Dynamics of Educational Innovation for Language Learning) at the UB. His research focuses on various topics related to Computer Assisted Language Learning (CALL): the educational potential of web 2.0; the multimodal aspects of internet communication and the power of images to reflect learning processes; the interactivity of teaching digital materials developed for language learning; the use of eportfolios and feedback processes in distance language learning and teaching. Recently, he has been working on researching innovative methodologies to improve the teaching and learning of foreign languages such as the implementation of mobile learning, PLEs, flipped classroom, and gamification. He has coordinated different I+D projects related to the use of ICT for language teaching and also collaborated in the developing of tandemMOOC at the UOC. He is currently collaborating on two Erasmus + projects: ProPIC that focuses on the use of technology for Continuous Professional Development (CPD) and PRINTeL which aims to promote innovation in teaching & learning developing teachers’ digital competence.

Highlighted Sessions

Alfabetización informacional y competencia digital en docentes de educación superior en Perú

Rosa Quispe Llamoca
Universidad de Lima (Peru)

Cairns, a multimodal educational program
based on an alternate reality game

Rica Simona Antin
Université de Brest (France)

Pascal Guy
Université D’Orleans (France)

Cairns, a multimodal educational program based on an alternate reality game

Rica Simona Antin
Université de Brest (France)

Pascal Guy
Université D’Orleans (France)