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H-CARE project is organising its final European Conference on 27/05/2016 from 9 h 00 – 15 h 00 at NH Brussels Du Grand Sablon, located in Brussels, Rue Bodenbroek 2/4.

“New competencies of salespersons of assistive technologies and food supplements in favour of European customers”

Registration is available via http://emanet.org/events/hcare-conference/

AGENDA

  • 08:00 – 09:00 Registration of the participants
  • 09:00 – 09:15 Welcome – Mrs. Figen Sekin, Istanbul National Educational Directorate, Turkey; Prof. Dr. Vincenzo Costigiola, European Medical Association, Belgium
  • 09:15 – 09:45 Presentation of the H-CARE project concept and outcomes – Mrs. Figen Sekin, Project Coordinator (IMEM, Turkey) / Mr. Andrean Lazarov, VET expert (VET center ZGURA-M, Bulgaria)
  • 09:45 – 10:05 Presentation of the job profile “Salespersons of assistive technologies and food supplements” – Mrs. Penka Nikolova / Mr. Vladimir Borisov, National Agency for vocational education and training, Bulgaria
  • 10:05 – 10:25 Presentation of the pilot phase in Austria together with piloters’ testimonials – Mag. Gabriela Maderthaner / Mag. Gregor Höller, (BFI VET Institute, Austria)
  • 10:25 – 10:45 Presentation of the pilot phase in Romania together with piloters testimonials – Prof. PhD Margareta Gabriela Chobanu, (Technical University “G. Asachi, Romania)
  • 10:45 – 11:15 Coffee break & Networking
  • 11:15 – 11:35 Presentation of the pilot phase in Bulgaria together with piloters testimonials – Mrs. Petya Grudeva (VET Center ZGURA-M), Mrs. Pepa Vasileva – Ministry of Health, Bulgaria, Mrs. Maria Spasova, National Association of the health care professsionals, Bulgaria
  • 11:35 – 11:50 Presentation of the pilot phase in Turkey together with piloters’ testimonials – Mrs. Figen Sekin, (Istanbul National Educational Directorate, Turkey)
  • 11:50 – 12:10 Importance of vocational education in combination with e-learning – the future of blended learning – Dr. Plank, VET expert, Austria
  • 12:10 – 12:30 The importance of the job profile for Bulgarian assistive technologies market – Mrs. Teodora Sindzhirlieva, National Agency of people with disabilities, Bulgaria
  • 12:30 – 12:45 Risks and benefits from food supplements, M.D. Prof. Madjit Kadim, Plovdiv Medical University Hospital, Bulgaria
  • 12:45 – 13:00 Trends in contemporary vocational education and training, Prof. David French, Mrs. Sue Burt – VET consultants, United Kingdom
  • 13:00 – 13:30 Discussion
  • 13:30 – 15:00 Demonstration of H-CARE products, networking and buffet

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Nottingham Trent University, Nottingham
October 2016
itag.gamecity.org

The aim of ITAG is to bring together academics, developers, beneficiaries and practitioners to explore interactive technologies and innovate within the areas of Education, Health and Disability. ITAG will consist of 5 strands:

– Academic conference: We have a particular focus on the use of gaming hardware and software to implement accessible solutions, interaction design using new input/output devices and the increasing impact of ubiquitous computing on our everyday well-being. We especially want to bring together practitioners with researchers, for their mutual benefit; you don’t have to be a technical expert to benefit from this conference! The conference provides an excellent opportunity to showcase practice and to mainstream research ideas and outcomes. It introduces a wider audience to key findings and products from research and illustrates how practice feeds back into and informs research. The conference creates a forum for two-way communication between the academic and practitioner communities.

– Community partner afternoon: engaging sessions from local practitioners demonstrating the impact of academic research on areas such as stroke rehabilitation, special education, mental health, clinicians, physical rehabilitation and accessibility.

– Practical workshops: workshops will be organised to explore various games, creating an interactive experience with the originators/developers.

– Exhibition: An exhibition space will be available for demonstrations and posters, and will be embedded in the conference and workshops area.

– Hackathon: several teams consisting of developers, designers and special education trainers will compete with each other to use various technologies (Android based games, Flash Games, Games Mods, XNA) to develop an educational application in just two days. The winner will take home a £250 prize award.
Scope
As guidance to participants on scope of papers and activities we state that: ‘Education’ includes both compulsory and post-compulsory education; ‘Disability’ includes physical, sensory and cognitive impairment; and the impact of interactive technologies and games on health and well-being is also a focus of this conference.  An emphasis is placed on practical applications and guides to where currently available training resources and tools can be found and used.  A selection of papers will be published electronically in full and presentations will be limited to 20 minutes for the key findings allowing time for questions from the floor.
Proceedings and Publication opportunities
Authors of successful ITAG15 papers can choose to submit to one of the following publications:

1. Journal of Assistive Technologies
The Journal of Assistive Technologies is published by Emerald. The journal is abstracted and indexed in: CINAHL, CPA’s AgeInfo, CPA’s New Literature on Old Age, EBSCO Abstracts in Social Gerontology, EBSCO Academic Search alumni/Complete/Elite/ Premier, Illustrata, Social Care Online, and Scopus.
If ITAG delegates choose to submit a paper to the Journal of Assistive Technologies (JAT), they should do so using ScholarOne Manuscripts at the Journal article submission site: Journal article submission site

Those submitting should pay particular attention to the Author Guidelines linked from this page, in order to ensure that papers meet the requirements regarding maximum length, referencing style and other issues. All papers submitted to JAT are double-blind peer-reviewed. Any further questions can be answered by the Editor: Chris Abbott – chris.abbott@kcl.ac.uk.

2. IEEE-XploreTM
A digital library which delivers full text access to the world’s highest quality technical literature in engineering and technology. The papers will be reviewed for technical merit and content and the accepted papers will appear in the proceedings, to be published by CPS. Publication templates are available for LaTeX and MS Word.

Authors will be informed of how to submit to the above publications in the acceptance notifications sent in July.
Previous special issues and publications have included:
• Journal of Assistive Technologies – Volume 3, issue 2, June 2009 (ITAG 2008 selected papers)
• Computers and Education – Volume 56, issue 1 (ITAG 2009 selected papers)
• International Journal of Games Based Learning – Volume 1, issue 4, 2011 (ITAG 2010 selected papers)
• Journal of Assistive Technologies – Volume 6 issue 3 (ITAG 2011 selected papers)
• International Journal of Game-Based Learning (ITAG12 selected papers)
• Journal of Assistive Technologies (ITAG13 selected papers)
• IEEE-XploreTM (ITAG14 selected papers)
• IEEE-XploreTM (ITAG15 selected papers)

Themes and topics

The conference encourages multidisciplinary papers and examples of themes and topics include (but don’t let this restrict you):

The conference encourages multidisciplinary papers. Examples of themes and topics include (but don’t let this restrict you):

Games and Education
• Serious Games for health scenarios
• Learning and instructional theory for games-based learning
• Serious games and community /cultural awareness
• Virtual environments for health
• Evaluation and future of games-based learning
• The psychology of serious games
• Hardware development for serious games
• Use of mobile games for learning

Assistive Technologies
• Human – Robot Interaction
• Quality of Life Technologies
• Mobile and Wearable Systems
• Applications to improve health and wellbeing of children and elderly
• Brain Computer Interfaces

Games and Psychology
• Psychology of games
• Motivations for playing (e.g., player typology)
• Video games’ psychosocial implications (e.g., gaming addiction, behavioural change, use of VR)
• Psychology of game design (e.g., immersion, realism, reward system)
• Player identity (e.g., clans and groups affiliation, avatar embodiment)

Submissions
Those wishing to present papers, or hold a workshop should prepare abstracts to a maximum of 500 words and for those hoping to exhibit or produce a poster, a 300-word abstract is required.
The deadline for submissions is Friday 6 May 2016 and abstracts should be submitted via the ITAG Easychair submission page.
Final copies of accepted papers will be required in advance of the Conference.

Key dates:
Abstract submission deadline                                         Friday 6 May 2016
Full paper submission deadline                                      Monday 1 June 2015
Acceptance notification                                                     Friday 3 July 2015
Camera-ready and author registration deadline     Monday 27 July 2015

We aim to keep the conference delegate rate to a minimum and also offer concessionary rates. Online booking will be available from May onwards.

ISG logo

ISG logo

The 3-year project “Intelligent Serious Games for Social and Cognitive Competence – 2015-1-TR01-KA201-022247” targets children & youth with disabilities, teaching them on creativity and social competencies, using serious desktop and mobile games. In order to better define our
work, we kindly invite you to contribute by completing your national questionnaire:

All outcomes of this project will be freely available in Slovenian, Turkish, Dutch, Bulgarian, English, and Hungarian at the end of the project (August 2018).

Are you a professional involved in (inclusive / special) education, family of a child with learning difficulties / disabilities, working for social services, medical centre/authority, health care organization, social care organization, or a policy maker? Then this project and the survey could be of interest to you.

The 3-year project “Intelligent Serious Games for Social and Cognitive Competences” targets children and youth with learning difficulties / disabilities, teaching them on creativity and social competencies, using serious desktop and mobile games. In order to better define our work, we rely on your experiences. We kindly invite you to complete following questionnaire if applicable to you:

– English: https://www.surveymonkey.com/r/ISG-EN

– Slovenian: https://www.surveymonkey.com/r/ISG-SL

– Hungarian: https://www.surveymonkey.com/r/ISG-HU

– Bulgarian: https://www.surveymonkey.com/r/ISG-BG

– Dutch: https://nl.surveymonkey.com/r/ISG-NL

All outcomes (training material, desktop and mobile games) of this project will be freely available in English, Slovenian, Turkish, Dutch, Bulgarian and Hungarian at the end of the project (August 2018).

Thank you in advance for your contribution,

ISG for Competence project team

This project (Intelligent Serious Games for Social and Cognitive Competence – 2015-1-TR01-KA201-022247) has been funded with support from the European Commission. This communication reflects the views only of the author, and the Commission cannot be held responsible for any use which may be made of the information contained therein.

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On 23 November 2015 the Council adopted the joint report of the Council and the Commission on the implementation of the strategic framework for European cooperation in education and training (ET 2020).

One of the priorities of the strategic framework is the inclusive digital education for students with disabilities.

The report says that there is a need to prioritise on: “Further exploring the potential of innovative and active pedagogies such as inter-disciplinary teaching and collaborative methods, to enhance the development of relevant and high-level skills and competences, while fostering inclusive education, including for disadvantaged learners and learners with disabilities”.

To access the full document click on: http://data.consilium.europa.eu/doc/document/ST-14440-2015-REV-1/en/pdf

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The Global Initiative for Inclusive Information and Communication Technologies (G3ict), in collaboration with AT&T, has published Internet of Things: New Promises for Persons with Disabilities. The white paper explores the impact of smart connected objects and devices on people with disabilities, and the potential of connected technology to improve independence and quality of life from home automation to applications in health care, transportation, education, and employment.

Link to white paper: http://g3ict.org/resource_center/publications_and_reports/p/productCategory_books/subCat_2/id_335