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Focus section on
"Innovative Designs with Social, Mobile and Wearable Technologies for
Creative Teaching and Learning"
to be published at the
Interaction Design and Architecture(s) Journal (IxD&A)
(ISSN 1826-9745, eISSN 2283-2998)
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Guest Editors:
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• Ilona Buchem, Beuth University of Applied Sciences Berlin, Germany
• Isa Jahnke, Umeå University, Sweden
• Yishay Mor, P.A.U. Education, Spain
• Dimitris Apostolou, University of Piraeus, Greece
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Important dates:
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• Abstract submission: 31 January 2015
• Deadline: 28 February 2015
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Other important dates:
• Notification to the authors: 30 March 2015
• Camera ready paper: 20 April 2015
• Publication of the focus section: May 2015
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Theme and Aims of the Focus Section
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The focus section is devoted to the innovative uses of social, mobile
and wearable technologies for teaching and learning. Specifically, this
special issue will explore designs for teaching and designs for learning
aiming at enhancing creative teaching and learning with social, mobile
and wearable technologies. Creative teaching and learning in this
context means teaching and learning how to be creative as well as
teaching and learning through creative practice. In other words, we are
interested both in the advancement of teaching practice that promote
learners’ creativity, and design practices that promote teachers’
creativity. The aim of this focus section is to review and critique
examples of current innovative designs, discuss emerging principles and
theoretical frameworks which are reflected in these examples, and
identify opportunities for future innovations for creative teaching and
learning with social, mobile and wearable technologies.
The emphasis on creative teaching and learning results from the
observation that fostering creativity is still a underexposed aspect
when it comes to designing technology-enhanced learning - TEL. While a
great number of TEL designs focus on enhancing efficiency, mastery,
reflection or even social interaction, there are yet few examples of TEL
designs explicitly addressing creative teaching and learning. This
special issue aims at encouraging researchers, designers and educators
to reflect on how their designs may already enhance creativity as well
as to give creativity a more prominent role when designing, implementing
and evaluating technology-enhanced learning in the future. Specifically
in context of this special issue, the focus is in exploring the
possibilities of social, mobile and wearable technologies for fostering
creative teaching and learning.
The understanding of creativity underlying this special issue is based
on the socio-cultural concept of creativity, which shifts the attention
from unique, great creators and revolutionary creations to ordinary
creators and creativity of everyday life. This concept of creativity
includes such notions as “connective, social activity”, “collaborative
creativity”, ”making something new, something valuable or useful for a
particular group”, “making something novel in a given context”, or as
“connecting with others, sharing and putting together ideas and
artifacts to create something novel from the creator’s perspective in a
particular context”. These approaches emphasize the importance of
creativity for the engagement with social and physical environment,
active and meaningful participation. We acknowledge the affinity of this
conceptualisation of creativity to notions of design and learning design
and welcome submissions that explore this connection.
Social, Mobile and wearable technologies (and particularly the link
between them) offer new opportunities for innovative technology-enhanced
teaching and learning practice, including connective, social and
collaborative forms of creativity in specific contexts. However, there
may be a gap between technological and pedagogical innovation. As
innovative uses of emerging technologies, including social, mobile and
wearable technologies, results from creative process, taking place in
communities, embedded in networks of social relations, we believe that
there is a need to discuss how pedagogical innovation can be achieved by
designs for teaching and designs for learning supported by social,
mobile and wearable technologies. Innovation may be considered in terms
of the transformation of the existing (educational) practice. The aim of
this focus section is to discuss if and how innovation, not per se but
in view of specific needs of diverse learner groups, may be supported
the application of social, mobile and wearable technologies for creative
teaching and learning.
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Topics of Interests
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We invite different types of contributions including empirical research,
conceptual models, theory building, innovative methodologies and
applications, design narratives, patterns and scenarios and position
papers. Topics to be discussed include (but are not limited to) the
following:
• Theoretical frameworks and approaches to enhancing creative teaching
and learning with social, mobile and wearable technologies
• Instructional designs for teaching and learning with social, mobile
and wearable technologies
• Methodologies for designing and evaluating creative teaching and
learning with social, mobile and wearable technologies
• Innovative applications of social, mobile and wearable technologies in
practice for fostering creative teaching and learning
• Innovative social, mobile and wearable user interfaces for creativity
including concepts and products
• Design narratives, patterns, principles and scenarios of creative
teaching and learning with social, mobile and wearable technologies
• Future visions for creative teaching and learning with social, mobile
and wearable technologies including frameworks and methodologies.
All submitted abstracts and papers should include a framework that is
helpful to reflect both designs for teaching and designs for learning.
Specifically, submission for the special issue should include insights into:
• Theoretical perspective on the creativity concept and definition of
creativity, including the understanding of creative teaching and learning;
• Theoretical perspective on the innovation concept and definition of
innovation, including different dimensions of innovation in
technology-enhanced learning;
• Theoretical underpinnings of learning, including definition and
context of your contribution (e.g. higher education, schools, workplace
learning, informal learning);
• The discussion about the role of the social, mobile and wearable
technologies in supporting creative teaching and learning as well its
links to innovation in TEL.
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Submission procedure
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The manuscripts should be submitted either in .doc or in .rtf format.
All papers will be blindly peer-reviewed by at least two reviewers.
Authors are invited to submit a 8-14 pages paper
(including authors' information, abstract, all tables, figures,
references, etc.).
The paper should be written according to the IxD&A authors' guidelines
->http://www.mifav.uniroma2.it/inevent/events/idea2010/index.php
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Authors' guidelines
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Link to the paper submission page:
http://www.mifav.uniroma2.it/idea2010/login.php (when submitting the
paper please choose Domain Subjects under: "IxD&A special issue:
'Peer-to-Peer Exchange and the Sharing Economy')
More information on the submission procedure and on the characteristics
of the paper format can be found on the website of the IxD&A Journal
where information on the copyright policy and responsibility of authors,
publication ethics and malpractice are published.
For scientific advices and for any query please contact the guest-editors:
• buchem[at]beuth-hochschule.de
marking the subject as: IxD&A focus section on: 'Innovative Designs with
Social, Mobile and Wearable Technologies for Creative Teaching and
Learning'.
/==========================================================//
//This focus section is included in the special issue on://
//“Peer-to-Peer Exchange and the Sharing Economy: Analysis, Designs, and
Implications”//
//co-guest edited by://
//• John M. Carroll, Pennsylvania State University, USA//
//• Victoria Bellotti, Palo Alto Research Center, USA//
//==========================================================/
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