terça-feira, 29 de abril de 2014

Programme and Abstracts

(REGISTRATION: http://even.tc/ludisdoctrina)

Programme (SUBJECT TO CHANGES)


Thursday May 8th

08:00 Opening and general announcements

08:10-08:30 Ruy de Queiroz: Learning in the Digital Age
08:30-08:40 Q&A

08:40-09:00 Pasqueline Scaico: Learning Trajectories
09:00-09:10 Q&A

09:10-09:40 KEYNOTE ADDRESS
                   Claudio Midolo: Games a Space of Possibilities: the Quest to Learn model
09:40-09:50 Q&A

09:50-10:10 Coffee break

10:10-10:30 Maria Auxiliadora Padilha (CE, UFPE): Sociedade digital e inclusão social: condições para uma educação digital
10:30-10:40 Q&A

10:40-11:00 Flávio Barbosa (Wisdom Labs): Score Game Context (SGC): Uma metodologia de avaliação do conhecimento sensível ao contexto
11:00-11:10 Q&A

11:10-11:40 VIDEOCONFERENCE TALK
                   Stela Piconez: O uso de games digitais, o desenvolvimento de competências cognitivas e a aprendizagem personalizada
11:40-11:50 Q&A

12:00-14:00 Lunch

14:00-14:30 VIDEOCONFERENCE TALK
                   Zoran Popović: TBA
14:30-14:40 Q&A

14:40-15:10 Desafios e Oportunidades na Educação no Brasil
                   Victor Maristane (Artemisia Nordeste)
15:10-15:20 Q&A

15:20-15:40 Coffee break

15:40-16:10 É possível empreender na educação?
                   Luiz Fernando Gomes, Gerson Ribeiro e Hiro Miyakawa (Startup Weekend TechEd)
16:10-16:20 Q&A


Friday, May 9th

09:00-09:30 KEYNOTE ADDRESS
                   Claudio Midolo: Overview of 5 Games / Game-like Experiences developed at Quest to Learn
09:30-09:40 Q&A

09:40-10:00 Coffee break

10:00-10:20 Lays Rosiene: Aprendizagem via Games
10:20-10:30 Q&A

10:30-10:50 Ivson Santos: A Sensação de “Fluxo” em Gamers
10:50-11:00 Q&A

11:00-11:30 VIDEOCONFERENCE TALK
                   Constance Steinkuehler: TBA
11:30-11:40 Q&A


12:00-14:00 Lunch


14:00-14:30 VIDEOCONFERENCE TALK
                   Cesar Nunes (USP): Autoavaliação baseada em evidências
14:30-14:40 Q&A

14:40-15:10 Geber Ramalho: TBA
15:10-15:20 Q&A

15:20-15:50 TBA
15:50-16:00 Q&A

16:00 Closing
---------------

Abstracts of Keynote Addresses

Games a Space of Possibilities: the Quest to Learn model

Claudio Midolo (Game Designer, Quest to Learn & Institute of Play, New York)

Passion, Connection, Games, Possibilities; these four words represent the foundations of my experience with the Connected Learning model as a Game Designer at Quest To Learn (Q2L), an innovative public school in New York City whose curriculum has been collaboratively built with teachers from the ground up to focus on games and learning.

In this talk I will guide you through my personal experience at Q2L, focusing my analysis on the four aforementioned components that enable a genuine connected approach to learning: in the first section of this presentation I will share my experience mentoring Charles, a 10th grader passionate about Photography arguing that the energy and impetus that a genuine interest generates in a student could be used in a formal school setting to support learning.

I will then show and explain the Q2L model, detailing how such a scenario could be generalized and scaled to enable a Connected Learning model to successfully take place on the field, discussing its meaning, advantages and unique challenges compared to more traditional models.

Finally I will share a series of games, game-like experiences, interactive tools developed at Quest 2 Learn, to illustrate in practical terms what it means to design experiences that enable students to navigate spaces of possibilities to take charge of their own learning.

SHORT BIO:
Claudio Midolo is a Senior Game Designer at the Institute of Play, a not-for-profit design studio working at the intersection of games and learning. Claudio works on the Quest To Learn project, a public school in New York City, where he is responsible for leading the design and successful implementation of game-based learning materials and experiences. Born in Italy, Claudio has led or participated in many projects in the fields of digital technology, creativity and communication around the world. He presented his work in numerous conferences and venues, such as the 2013 AERA annual meeting, DML and GLS. Claudio lives in Brooklyn with his wife Clio and four cats and keeps following his passions.


(TBA)

Zoran Popović (University of Washington)

(abstract TBA)

SHORT BIO:
Zoran Popović joined the CSE faculty of University of Washington in the summer of 1999. He received a Sc.B. with Honors in Computer Science from Brown University in 1991, M.S. in Computer Science in 1993 and a Ph.D. in Computer Science in 1999 from Carnegie Mellon University. His Ph.D. dissertation research focused on the automatic synthesis and transformation of realistic character animation. His thesis also involved numerous performances of embarrassing acts.  He has also held research positions at Sun Microsystems and Justsystem Pittsburgh Research Center and University of California at Berkeley.  Zoran's research interests lie primarily in computer graphics, especially in character animation, motion editing, physically based modeling and modeling/simulation of natural phenomena. He is also interested in nonlinearly constrained optimization, motion planning and biomechanics.

(TBA)

Constance Steinkuehler (University of Wisconsin–Madison)

(abstract TBA)

SHORT BIO:
Constance Steinkuehler is an Associate Professor in Digital Media at the University of Wisconsin–Madison and co-directs the Games+Learning+Society (GLS) center at the Wisconsin Institute of Discovery and chairs their annual GLS Conference. Her research is on cognition and learning in commercial entertainment games and games designed for impact. In 2011-2012, she served as Senior Policy Analyst in the White House Office of Science and Technology Policy (OSTP) where she advised on national initiatives related to games. Policy work there included the coordination of cross-agency efforts to leverage games toward national priority areas (e.g. childhood obesity, early literacy, STEM education) and the creation of new partnerships to support an ecosystem for more diversified innovation in commercial and non-commercial games. She also played a central role in recent meetings through the Vice President’s office on videogames and violence.

O uso de games digitais, o desenvolvimento de competências cognitivas e a aprendizagem personalizada

Stela Piconez (Faculdade de Educação, Universidade de São Paulo)

Games e a questão da intencionalidade educativa
Competências cognitivas e não-cognitivas
Inserção de games no currículo digital das escolas
Games e a inserção de estratégias de avaliação

SHORT BIO:
Professora Titular da Faculdade de Educação da Universidade de São Paulo (FE-USP). Possui graduação em Pedagogia (1971), Mestrado (1990), Doutorado (1995) e Livre-Docência (1997) em Educação pela Faculdade de Educação da Universidade de São Paulo. Tem experiência na área de Educação, com ênfase em Educação e Tecnologia, Educação a Distância, Educação de Jovens e Adultos, Formação de Professores e Estágio Supervisionado. Coordena programas de inclusão social e digital para Educação Básica e pesquisa a construção de uma pedagogia de rede envolvendo tecnologias digitais, educação e cidadania. Coordenadora cientifica do Grupo Alpha de Pesquisa (Diretório do CNPq). Foi membro do grupo de trabalho do MEC/SEED no Programa "Um computador por aluno". Foi membro colaborador do CEPA - Centro de Ensino e de Pesquisa Aplicada do Instituto de Física-USP. Professora na graduação (licenciaturas) em Didática, Teorias de Ensino e Práticas Escolares e Ensino a Distância. Professora da Pós-graduação da FE-USP em Ambientes Virtuais de Ensino-Aprendizagem apoiados por recursos da web. Autora do Sistema Transversal de Ensino-Aprendizagem. Consultora Pedagógica para cursos na modalidade a distância; docência online; design instrucional e learning design; avaliação de material digital de aprendizagem e metodologia específica de recursos educacionais abertos (REA) para uso de tablets e outros equipamentos eletrônicos. Pesquisa Pedagogia da Virtualidade, Letramento Digital na Formação de Professores e Letramento Informacional dos estudantes para uso pedagógico no b-learning, e-learning e m-learning. Consultora do Centro Ruth Cardoso no Programa AlfaSol, coordenadora do Centro Virtual de Formação de Gestores e de Professores.

Autoavaliação baseada em evidências

Cesar Nunes (Faculdade de Educação, Universidade de São Paulo)

Autoavaliação baseada em evidências
Resumo: Serão contextualizadas a autoavaliação dentro do processo de avaliação formativa e esta dentro do processo de aprendizagem significativa possível em aprendizagem baseada em projetos, jogos, casos, e problemas abertos. Será então exemplificado como, a partir de critérios explícitos e atividades autênticas, a tecnologia pode ser usada para que o próprio aluno marque evidências de sua progressão e desenvolva um processo metacognitivo de autoregulação. 

SHORT BIO:
Especialista em criação de ambientes de aprendizagem, desenvolvimento de software educacional, formação e avaliação com o uso da tecnologia. Foi autor e coordenou o desenvolvimento de mais de 400 objetos de aprendizagem, vários cursos a distância e instrumentos para avaliação. Colaborador de diversas instituições nacionais e internacionais (SRI, OISE, Fundação Carlos Chagas, Oracle Education Foundation, BID, OEI). Diretor executivo da Oort Tecnologia. Palestrante nas conferências do Project Zero da Faculdade de Educação de Harvard. Doutor em física pela Universidade Técnica de Munique, mestre e bacharel em física pela Universidade de São Paulo, bacharel em violão clássico pela Faculdade de Música “Carlos Gomes”. Tem especialização em Ensino para a Compreensão e Avaliação Educacional pela Faculdade de Educação da Universidade de Harvard. 



Sociedade digital e inclusão social: condições para uma educação digital

Maria Auxiliadora Soares Padilha (Centro de Educação, Universidade Federal de Pernambuco)

Discutir as relações entre escola/sociedade e aluno/professor no contexto da sociedade ‘digital’;
refletir sobre o papel dos Projetos Sociais de Inclusão Digital no contexto da inclusão digital; refletir sobre a contradição do incluir o outro e ter a opção de incluir-se numa perspectiva emancipadora; discutir o papel da escola na emancipação digital de seus alunos; identificar condições necessárias para a inclusão digital; apresentar o Proi-digit@l.

SHORT BIO:
Professora adjunto para atividades de Educação a Distância da Universidade Federal de Pernambuco. Possui graduação em Pedagogia (1997), mestrado em Educação (2001) e doutorado em Educação pela Universidade Federal de Pernambuco (2006). Tem experiência na área de Educação, Tecnologias da Informação e Comunicação para Educação com ênfase em Didática, atuando principalmente nos seguintes temas: Educação a Distância, tecnologias da comunicação e informação, Inclusão Digital, processo de ensino e aprendizagem, internet na educação, fazer pedagógico e formação de professores. Professora do Programa de Pós-Graduação em Educação Matemática e Tecnológica da UFPE.


terça-feira, 25 de março de 2014

Workshop on Connected Learning and Games for Learning



LUDIS DOCTRINA
Workshop on Connected Learning and Games for Learning
May 8-9th, 2014
Centro de Informática, Universidade Federal de Pernambuco
Recife, Brazil

SCOPE
The main concerns in education have been in optimizing the transfer of knowledge generated for students. However, with the advancement of digital technologies, our knowledge about the world is moving extremely fast and is in fact in a state of constant flux. This means that most of the knowledge that is created is tacit, because there is little time to distill, code, and communicate before the next change happens. This represents an enormous challenge to the relevance of education strategies. To borrow from John Seely Brown's "Learning in and for the 21st Century", the Cartesian view of learning is all about individual learning, generally adopted by conventional education. The idea translated into "I think therefore I am" has led schools to frame learning as the mere transfer of knowledge to the head of the individual. However, this same Cartesian seems insufficient to explain how new developments raise new issues that require their own answers, which means that knowledge starts to have a very short shelf life. The Cartesian view is also misleading, because, it seems, all the learning that happens at a deep level occurs through interaction and participation. The social view of learning - "we participate, therefore we are" - seems the most appropriate perspective in the era of digital communication technologies. Hence the need to adopt an approach to learning anchored in research, robust learning theories, and the best of traditional standards, but also designed to explore the great potential for learning in the field of new digital and social media. 
Here comes "Connected Learning", "an educational approach designed for our ever-changing world. It makes learning relevant to all populations, to real life and real work, and to the realities of the digital age, where the demand for learning never stops." "We harness the advances and innovations of our connected age to serve learning: Just as earlier generations tapped the tools of their time to improve learning, we must do the same in the digital age." "We connect three critical spheres of learning: academics, a learner’s interests, inspiring mentors and peers."
Enter games. According to the Institute of Play, a New York based nonprofit founded in 2007 by game designer Katie Salen, "many experts believe that success in the twenty-first century depends on education that treats higher order skills, like the ability to think, solve complex problems or interact critically through language and media. Games naturally support this form of education. They are designed to create a compelling complex problem space or world, which players come to understand through self-directed exploration. They are scaffolded to deliver just-in-time learning and to use data to help players understand how they are doing, what they need to work on and where to go next. Games create a compelling need to know, a need to ask, examine, assimilate and master certain skills and content areas. There are experts that argue that games are essentially learning systems, and that this accounts for the sense of engagement and entertainment players experience."

KEYNOTE SPEAKERS
Claudio Midolo (Quest to Learn & Institute of Play)
(more TBC)

VIDEOCONFERENCE SPEAKERS
Constance Steinkuehler (University of Wisconsin–Madison)
Stela Piconez (Universidade de São Paulo)
Zoran Popović (University of Washington)

FINANCIAL SUPPORT
Brazilian agency for the scientific and technological development CNPq, through the Project "Um Estudo Sobre Aprendizagem na Era Digital e o Uso Efetivo das Tecnologias na Escola", grant 486307/2013-1.

ORGANISATION
Centro de Informática, Universidade Federal de Pernambuco (UFPE), Recife, Brazil

ORGANISING COMMITTEE
Ruy de Queiroz
Lays Rosiene
Ivson Santos
Pasqueline Scaico

SHORT BIOS OF SPEAKERS

Claudio Midolo is a Senior Game Designer at the Institute of Play, a not-for-profit design studio working at the intersection of games and learning. Claudio works on the Quest To Learn project, a public school in New York City, where he is responsible for leading the design and successful implementation of game-based learning materials and experiences. Born in Italy, Claudio has led or participated in many projects in the fields of digital technology, creativity and communication around the world. He presented his work in numerous conferences and venues, such as the 2013 AERA annual meeting, DML and GLS. Claudio lives in Brooklyn with his wife Clio and four cats and keeps following his passions.

Constance Steinkuehler is an Associate Professor in Digital Media at the University of Wisconsin–Madison and co-directs the Games+Learning+Society (GLS) center at the Wisconsin Institute of Discovery and chairs their annual GLS Conference. Her research is on cognition and learning in commercial entertainment games and games designed for impact. In 2011-2012, she served as Senior Policy Analyst in the White House Office of Science and Technology Policy (OSTP) where she advised on national initiatives related to games. Policy work there included the coordination of cross-agency efforts to leverage games toward national priority areas (e.g. childhood obesity, early literacy, STEM education) and the creation of new partnerships to support an ecosystem for more diversified innovation in commercial and non-commercial games. She also played a central role in recent meetings through the Vice President’s office on videogames and violence.

Zoran Popović joined the CSE faculty of University of Washington in the summer of 1999. He received a Sc.B. with Honors in Computer Science from Brown University in 1991, M.S. in Computer Science in 1993 and a Ph.D. in Computer Science in 1999 from Carnegie Mellon University. His Ph.D. dissertation research focused on the automatic synthesis and transformation of realistic character animation. His thesis also involved numerous performances of embarrassing acts.  He has also held research positions at Sun Microsystems and Justsystem Pittsburgh Research Center and University of California at Berkeley.  Zoran's research interests lie primarily in computer graphics, especially in character animation, motion editing, physically based modeling and modeling/simulation of natural phenomena. He is also interested in nonlinearly constrained optimization, motion planning and biomechanics.

REGISTRATION
http://even.tc/ludisdoctrina

FURTHER INFORMATION
Contact: Ivson Santos santosivson@hotmail.com