LIS2024_BookOfAbstracts

www.learningsummit.eu 10 Workshops Saturday 14th September, 11.45-13.00 Workshop 1. Digital and augmented reality applications in STEAM education Dr. Xanthia Aristidou Senior Researcher/Project Manager, CARDET The workshop will equip teachers with a toolkit developed to support talented students, not only those aged 8-18, in STEAM education using the ‘Learning by Design’ Approach. This toolkit was developed within the Erasmus+ project GIFTLED, which aims to develop innovative methods and approaches for including talented students in STEAM education using digital and augmented reality (AR) tools. Participants will gain hands-on experience and insights into the following components: ● The Teacher's Handbook provides advanced methodologies and strategies for STEAM education and suggests using AR and digital design tools to increase learners’ engagement. ● Zappar Application: participants will be able to discover the potential of AR in education through case studies demonstrating innovative interactive learning approaches. ● The e-learning Platform provides teachers with access to raw resources and materials that they can modify and easily adapt to their students’ learning needs and interests. ● Curriculum: Participants will be able to explore how to use the “Learning by Design” method in STEAM education using digital and AR tools, exploring modules that focus on the STEAM areas. Equipment needed by the participants: Participants are required to bring their own device (phone or tablet). Workshop 2. MetaCivicEdu - Teachers’ workshop on metaverse and learning design Dr. Eleni Mangina Professor at the School of Computer Science, University College Dublin This teachers' workshop on Metaverse and Learning Scenarios is part of the first European initiative about the metaverse use in civic education for primary school-aged children (MetaCivicEdu Erasmus+ project). Teachers will be provided with training material on metaverse features and the design of learning scenarios that will use metaverse/XR in civic education. The aim is to engage teachers and empower them to create metaverse-enriched learning scenarios for civic education in primary schools. As a result, it contributes to the digital transformation of teachers by providing them with technical and pedagogical training, support, and guidance by instructional designers and educational technologies, as well as material for creating engaging metaverse-enriched learning scenarios. It also supports teachers in enhancing their education by implementing metaverse-based scenarios in their pedagogical practice for civic education. Currently, there is a need for the availability of metaverse learning scenarios, which teachers can utilize. This will positively affect their digital readiness and capacity and support innovative learning and teaching practices.

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