The 8th Annual Emerging Technologies for Online Learning International Symposium (#et4online) provides myriad opportunities for you to share your knowledge and expertise in online teaching and learning. Our program includes pre-conference workshops, electronic posters, information sessions, and featured sessions along with extraordinary plenary speakers.
Share and learn about the innovative and emerging practices to enhance your research, student support, teaching, and learning at your institution. The call for proposals is open as of TODAY – October 1, 2014 until December 1, 2014.
|Organization, Leadership and Challenges for Innovation||Proposals submitted to this track should relate directly to the role of institutional leadership for the strategic implementation of innovative online learning to reach institutional goals. Suggestions for this track include:
A. Leadership & Values: Innovation in management & timetables, monitoring quality, new trends & services, social entrepreneurship, social inclusion & equity
B. Agile Approaches to Change: For institutional-level online learning benefits, models, effective practices, and challenges from policy or governance
C. Solutions to Challenges: Digital fluency of faculty, rewards for teaching, competition from new models of education, scaling teaching innovations & expanding access, and relevant education models
|Learning Environments and Frameworks||Proposals submitted to this track should focus on effective and/or innovative course/program models and design(s), with an emphasis on research-based best practices, effectiveness, efficiencies, and scalability. Suggestions for this track include:
A. Infrastructure for learning environments: Information and communication technology (ICT) infrastructure, physical space, learning space, and platforms for education online
B. Development of learning space: Integration of online, hybrid, and collaborative learning, training and development required, or evolution to online learning
C. Research models: methods and evaluation of curriculum outcomes, design or development for learning environments and frameworks
|Open and Collaborative Education||Proposals submitted to this track should promote the production and use of open pedagogies and collaborative models for teaching and learning. This might include strategies and suggested practices for the following areas:
A: Content & Curricula: Development of Open Education Resources (OER) including open online courses both private and massive, cross and trans-disciplinary curricula, competency-based curricula, and student-developed content
B. Connectedness: Networking with real-world experts or professionals in the field, social networks, online learning communities and communities of practice, and learning events
C. Cooperation & group engagement: Growing ubiquity and use of social media, transmedia, socially constructed learning, gamification and badges for learning
|Evidence-based Learning and Assessment||Proposals submitted to this track should relate to learning analytics, institutional data, big data as related to, program outcomes, educational effectiveness, and enhancing the student learning experience. This track may include evaluation of student, staff or faculty course/program assessment. A focus on research is strongly encouraged and should include research design, methodology, results and applications to policy, practice and/or theory.
Suggestions for this track include:
A. Assessment: implementation of assessment plan, evaluation formats, formative/summative assessment, informal/non-formal learning for curriculum review
B. Research: Data collection and analysis methodologies, conceptual models, interventions and innovative approaches
C. Evaluation: Designing for learning analytics, and applications of big data
|Effective Teaching and Learning Pedagogy||Proposals submitted to this track should address the many facets online teaching and learning with an emphasis on pedagogical practice. Proposals should provide innovative approaches and methods for digital pedagogy and curriculum development. Suggestions for this track include:
A. Learning Practices: Producing authentic learning artifacts, exploration, creativity, and play. Peer-to-peer, self-regulated connected, interest-based, self-directed, and game-based learning
B. Teaching Practices: fostering social presence, balancing structure with student autonomy, designing multimodal learning experiences, and repurposing digital tools for learning
C. Supporting Faculty: instructional design approaches, faculty development programs and models, curriculum development resources, expediting the diffusion of innovative practices, and incentives for pedagogical innovation
|Technology Test Kitchen||Proposals for this track are unique from other program tracks at #et4online this year. The expectation for “test kitchen” is to create a space at the conference for hands-on, focused and practical applications of emerging learning technologies. The Test Kitchen station will feature expert “chefs” who will guide attendees, showcasing applications and tools for innovative, digital education. If your proposal is accepted, you will demo at least three (3) tools (15-20 minute demonstrations). Your proposal can include links to websites, videos (less than 2 minutes), or examples and a description of what you hope to accomplish in these mini-lessons.
The Technology Test Kitchen space will be similar to a learning lab, where conference participants will take advantage of the “bring your own device” (BYOD) format. If your proposal is selected, you will share a “Technology Test Kitchen Recipe” and demonstration. The recipe is a targeted “how to” guide for participants to learn and explore technology applications and ideas for learning. Suggested areas and applications may include:
A. Learning Technology Demonstration: General suggestions include audio, video, social media, collaboration, communication, presentation, 3D printing, and mobile apps.
B. Instructional Design Strategy & Implementation: Suggestions for this include the application of flipped learning, learning analytics, games and gamification, quantified self, augmented reality, and visualizations.
|Laura Pasquini, OLC Program Chair||Jane Moore, MERLOT Program Chair|