Three panels have been accepted for ICCE 2017.
Panel 1: Meta-Synthesis and Trends Reports of Educational Technologies and Pedagogies: What is their Value Proposition?
Chair: Lung-Hsiang WONG, Nanyang Technological University (NTU), Singapore
Chee-Kit LOOI, Nanyang Technological University (NTU), Singapore
Mike SHARPLES, The Open University, UK
Yuan GAO, Smart Learning Institute, Beijing Normal University (BNU), China
Jon MASON, Charles Darwin University (CDU), Australia
Abstract: The need for nurturing the global citizens and innovators of the 21st century has prompted the education field to re-examine what it takes to deliver or facilitate quality teaching and learning. Thus, annual synthesis efforts have ensued, where experts were convened to analyse the trends and produce reports to help practitioners, policymakers, researchers and even learners to explore aspects of techno-pedagogical diversity that is typically harder to be accessed through regular means. Two of such initiatives are Horizon Project and Innovating Pedagogy. While both report series are rather well-exposed among their target audience over the years, they are not meant to be final products or echo chambers; instead, they should catalyse collective reflections and exchanges within the community in order to rise above and challenge the viewpoints put forward by the reports. This panel aims to provide a platform for eliciting opinions and critiques on the purposes, the synthesis methods, the value and the limitations of such or similar report series. Key personnel behind the two stated report series will provide insights on how the reports were developed; other panelists will offer their critical views on the reports from the perspective of general "users". Through the panel interactions, it is hoped that the participants will be able to establish a renewed understanding on how to make meaningful interpretation and use of the report series to impact the directions of research in and practice of technology-enhanced learning.
Panel 2: A Holistic Review of School Systems for Accommodating Changes Incurred in the Digital Era: Is It a Must?
Chair: Siu Cheung KONG, The Education University of Hong Kong, Hong Kong
Tak-Wai CHAN (National Central University, Taiwan)
Chee Kit LOOI (Nanyang Technological University, Singapore)
Gautam BISWAS (Vanderbilt University, USA)
Nian-Shing CHEN (National Sun Yat-sen University, Taiwan)
Abstract: There is a number of emerging educational needs planned to be integrated into school curriculum. Computational thinking education, an important trend in school education in the 21st century, is one of these educational needs advocated to be integrated into school curriculum. The integration of all these educational trends into school curriculum at a time may have two problems, although it seems to address the concerns of all relevant stakeholder groups. The first problem is a lack of sufficient curriculum time to incorporate all newly added curriculum elements. The second problem is a lack of coherence in implementing the initiatives as there are so many stakeholders involved in such integration and there are so many concerns about the curriculum. To respond to the accommodation of all changes incurred in the emergence of digitalization in every aspect of daily life, there is a need to make a holistic review of the existing school systems for well-planned changes related to the school buildings, school structure, school curriculum and pedagogy. This panel aims to discuss critical issues for the need of making a holistic review of the existing school systems to accommodate the need of such changes incurred in the digitization in every aspect of the daily life in the digital era and how to transform.
Panel 3: Multi-sensorial and Cross-disciplinary Innovative Design of Game-based Learning
Chair: Ju-Ling Shih, National University of Tainan, Taiwan
Maiga Chang, Athabasca University, Canada
Morris Jong, The Chinese University of Hong Kong, Hong Kong
Ming-Fong Jian, National Central University, Taiwan
Abstract: The intention of the panel, Multi-sensorial and Cross-disciplinary Innovative Design of Game-based Learning, is to showcase a wide array of game-based learning with their essential instructional concerns and ultimate learning goals of the design. In a way, "multi-sensorial" can be widely defined as using eyes (detections), hands (maker), olfactions, body movements (kinect/mobile), etc. that can include all kinds of virtual, real, blended, technology-enhanced interactive games/learning; and "cross-disciplinary" can be anything that come across to any subject in whichever education level. This panel has invited panelists with teaching and research experiences in Hong Kong, Singapore, Taiwan, and Canada. A lively and interactive talk among panelists and the audience would be brought about so the issues can be discussed in depth.