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ECEL Keynote Speaker Outlines

Keynote Outlines

The following are outlines for the Keynote Speeches which will take place at ECEL 2018.

Everything is blended learning

Prof. Michalis Xenos

"We will discuss recent research by the speaker and others about educational technologies. We argue that the modern educational technologies had eliminated the distinction between campus-based and distance learning in a degree that all learning today is, in most cases, closer to blended learning. We will discuss educational technologies from early tools to today including, inter alia, Personal Learning Environments, Social Learning Networks, Game Enhanced Learning, Virtual Learning Environments, Virtual classrooms, LMSs and MOOCs. We will discuss best practices and we will present challenges for future research in educational technologies."

"We will discuss recent research by the speaker and others about educational technologies. We argue that the modern educational technologies had eliminated the distinction between campus-based and distance learning in a degree that all learning today is, in most cases, closer to blended learning. We will discuss educational technologies from early tools to today including, inter alia, Personal Learning Environments, Social Learning Networks, Game Enhanced Learning, Virtual Learning Environments, Virtual classrooms, LMSs and MOOCs. We will discuss best practices and we will present challenges for future research in educational technologies."

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Virtual Reality (VR)

Dr. Anastassios (Tassos) Mikropoulos

Virtual Reality (VR) contributes to the instructional and learning processes because of the unique affordances and their subsequent learning affordances they offer. These learning affordances imply certain actions namely instructional and learning activities. The affordances of VR are assembled as multisensory intuitive and real time interaction; immersion; presence; autonomy; natural semantics for the representation of objects inside the virtual environments and worlds; users’ representation through avatars; first-person user point of view; first-order experiences; size in space and time; transduction and reification. These imply the learning affordances of free navigation, creation, modeling and simulation, multichannel communication, collaboration and cooperation and content presentation and delivery. This work presents the learning affordances of VR and proposes the general learning activities’ types coming from them. These are content creation, content exploration and interaction with content, social interaction, gaming, participation in representations of real life events and situations and indicate the potential uses of VR in education.