Join the Autumn Festival of the Teaching & Learning Lab on Friday, November 27, 2020
The annual Autumn Festival is all about the innovation of our education. This year’s theme is Education Everywhere and the festival takes place online. In various workshops, teachers, experts and users show how they can adapt the classroom and how new (digital) tools can make education more active. Other themes are: augmented and virtual reality, distance learning, virtual learning assistant, didactic research.
The TLL Autumn Festival is for everyone who considers themselves involved in the renewal and improvement of secondary and higher education.
Registration for the TLL Autumn Festival 2020 is now closed. Keynote speaker Ralph Meulenbroeks is happy to tell you more about the festival in the video below.
Programme TLL Autumn Festival 27 November 2020
Time | Activity |
12:45-13:00 | Online walk-in |
13:00-14:10 | Opening en keynote Ralph Meulenbroeks |
14:15-15:45 | Extended workshops |
14:15-14:55 | Workshop round 1 |
15:05-15:45 | Workshop round 2 |
15:45-16:00 | Closing |
16:00-16:30 | Networking in lobby |
Below only workshops in English are listed (the Dutch page of the Autumn Festival contains all workshops).
12:45-13:00: Walk-in
13:00-14:10 uur: Opening en keynote
[collapse title=’Motivating people in Covid times – Ralph Meulenbroeks (EN, W1)’]
Ralph Meulenbroeks (Utrecht University)
Motivation is a multi-faceted concept. In this lecture, we are going to explore you things that literally “move” you in relation to what you need to motivate others in these challenging times.
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14:15-14:55: Workshop round 1
[collapse title=’COIL – Collaborative Online International Learning (EN, W3)’]
Prof. dr. Ferdi Engels & Tamar Aprahamian (Utrecht University)
Collaborative Online International Learning (COIL) is known as an innovative, cost-effective instructional method that promotes intercultural learning through online collaboration between
faculty and students residing in different countries or locations within the context of a course. In this workshop we will explore possibilities and identify hurdles when implementing COIL in your own courses, and we will share experiences with a COIL project that is running as we speak.
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[collapse title=’Responsible XR (EN, W4)’]
Thomas Ginn (Leiden University)
XR (extended reality) is used in education and research more and more. Now technology is really taking of, the need for development of knowledge, tools and policies for implementation is rising. It’s time for academia to take in a leading role in the further development of XR.
Goal: Making participants aware of challenges and issues around the development of XR for education and research as well as gathering input and ideas for this discussion. Results of the discussion will be shared through the XR ERA website.
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[collapse title=’Learning to experiment in a virtual laboratory. Is that possible? (previously known as practica ten tijden van afstandsonderwijs (NL/EN, W5)’]
Bas Defize (Utrecht University)
Classical practicals are all too often cookbook-like exercises that do not make much of a lasting impression, because little input is required from the student himself. They are of course excellent for learning how to handle lab equipment. Can virtual laboratories and online tools such as Labster and Labbuddy, certainly in Corona time, support or even replace the classic laboratory education?
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15:05-15:45 uur: Workshop round 2
[collapse title=’Body Bits – Using AR in Informal Education to engage children with Proteomics (EN, W8)’]
Anne Heemskerk, Danial Hasan (Utrecht University)
This workshop will consist of a presentation and a demonstration of a product. The presentation will explore a) the current state of AR in informal educational settings, particularly focusing on biology applications, and b) the process and progress off our master’s thesis, a design-based research project which uses a stickerbook and collectible stickers, coupled with an AR-ready smartphone app, to familiarize and engage users with basic concepts about proteins in the human body. After presenting on these two topics, a demonstration will be given to show the audience how the product works, i.e., the interaction between the physical stickerbook and the smartphone app.
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[collapse title=’Learning through design: A practice-oriented session for secondary and higher education (NL/EN, W9′]
Ivar Troost, Simon Dirks, Tim Overkempe, Toine Pieters (Universiteit Utrecht)
We live in a complex world with equally complex challenges. Consider climate change or social polarisation. The reality is that we cannot “teach” pupils and students solutions for such wicked problems. And still, these problems are too important to be left untouched in the classroom.
After our experiences in the Living Pasts Bachelor’s course, in which students bring the history of Utrecht to live using innovative media formats, we suspect that design can play a key role in enabling this.
In this session we will share the understanding we’ve gained in conducting design-based education, after which we will quickly turn to a practice-oriented session in which we will go hands-on with (education-related) challenges.
Participants can pick between these challenges:
- “My school is detached from the local community”
- “Students are losing motivation in my subject during the corona lockdown”
[/collapse]
14:15-15:45 uur: Extended workshops
[collapse title=’i-Labyrint : VR game : gamification van informatievaardigheden (NL, W12)’]
Frederique Leopold & Christa van Tongeren (Hogeschool Utrecht)
In deze workshop ervaar je hoe het is om in een VR game te leren over informatievaardigheden. In deze adventure game kun je zelfstandig rondlopen in een virtuele wereld, onderweg vergaar je kennis waarmee je in mini games punten kunt halen om uiteindelijk een digitaal certificaat te verdienen.
Je leert in spelvorm, beweegt veel en bekijkt o.a. korte animaties. Voor onze studenten is de game gekoppeld aan de ELO, waarin alle theorie na te lezen is. Hierdoor is het voor meerdere leerstijlen aansprekend.
Sommige mensen kunnen niet goed tegen VR-beelden, daarom kan de game ook op de computer gespeeld worden. De applicatie is door ons speciaal voor de HU gemaakt en bedoeld voor 1e jaars studenten.
[/collapse]
[collapse title=’Augmented en Virtual Reality in the classroom (NL/EN, W13)’]
Stefan Rutenfrans, Luka de Vrij, Jesse Bakker, Joost Visser, Theije Klaassen. (De Werkplaats Kindergemeenschap Bilthoven)
What can teachers do with Augmented and Virtual Reality (AVR) in the classroom when they’re on a low budget? In this session I’ll explain what’s the added value of AVR. I will give examples of AVR that you can use in combination with cheap Cardboard VR glasses. These VR glasses make use of a cellphone.
Also, 4 students of mine will tell you about their project: making a VR app about the solar system. They will tell you about the process and show you some ‘sneak-peeks’ (because it’s not quite ready yet). If they manage to deliver a working VR-app, they will probably be the first students in the Netherlands to do so.
Finally, everybody can experience VR first-hand with the VR-glasses in the pre-package. It’s recommended to download the YouTube app beforehand and make sure that your phone is fully charged (VR applications use a lot of power).
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15:45-16:00 uur: Closing
16:00-16:30 uur: Networking in lobby
More information & registration
Date: Friday, 27 November 13:00-16:30 hrs
Location: Online, via Let’s Get Digital
For whom: Teachers, students, pupils and anyone interested in innovation in secondary and / or higher education
Registration: Closed
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