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INTERNATIONAL WORKSHOP ON TECHNOLOGY EMPOWERED LEARNING
Ibadan, Nigeria
14-16 February 2013

Introduction
Effective application of technology in the creative process of learning will enable establishment of high-impact learning solutions that specifically concentrate on teachers and learners.
The essence of this workshop is to discover the technologies behind effective learning tools and provide strategies to support learning technologies from design to implementation and practical point of view. At the end of the workshop, participants would have been equipped with tools for effectively designing, planning, implementing and delivering better quality e-learning materials with high-impact results. They are also expected to have learnt how to effectively use available learning resources to the greatest advantage, either as a student or as a teacher 

Objective:
This workshop is targeted at individuals and organisations who make use of technology tools for the purpose of teaching and learning. The workshop is an intensive training experience that will feature cutting-edge practical training on effective and  comprehensive techniques, methodologies and tools  to support learning technologies from design to implementation and practical point of view.
The number of  available spaces will be limited in order to enable participants go through their own specific e-learning issues and needs with the experienced Consultants and Trainers and have the best ever hands-on practical experience. At the end of the workshop, participants would have discovered groundbreaking teaching and learning methods needed by teachers and students who who are serious about engaging in 21st-century approach. all participants will acquire the knowledge leading to a qualification in Corporate E-Learning, thereby making their teaching and learning skills recognized professionally.

Highlights:
The workshop shall feature international motivators and seasoned Learning Technology experts, who will address the following important rudiments of new generation learning:
  • Interactive Web based learning using Moodle Virtual Learning Environment (VLE): This aspect of the workshop presents series of ideas about how to get the most out of Moodle, whether as a first time or an experienced user of Moodle . We will explore the ways in which Moodle platform is being used effectively for learning by teachers and students alike and showcase some hands-on practical experience examples of improved attainment and engagement of participants as a result of developing their own classroom and home use of e-learning solutions. Through this structured platform, participants are expected to be able to comprehensively use the Moodle VLE in their learning and teaching. On completing this course, participants should have learnt a range of new ideas and thoughts about how to make Moodle work effectively through:
                         * Ability to navigate the environment, find key features and access support.
                         * Experienced use of Moodle for knowledge acquisition from a student's perspective.           
                         * Picking up those vital information that will re-ignite teachers' desire to teach in a new and innovative way
                         * Considering how to use Moodle within participants' own context
                         * Building Moodle courses based on their own requirements.as a learner or a teacher

  • Enhancing teaching and learning using digital Game based Learning techniques: Game based education has always had the potential to motivate and engage a new generation of learners. This workshop will explore how to align the fun of gaming with teaching, learning, testing and assessment and offer participants the opportunity to learn in an environment they are not only comfortable with but would seek out given the choice. At the end of the workshop, participants would have learnt how to use existing cutting-edge game based applications for knowledge delivery and acquisition, and as well develop their own game based solutions to teaching and learning.

  • Social Media learning: Using Google Apps for Teaching and Learning: Google Apps for Education provides free set of customizable tools that enable teachers, administrators and students to create, collaborate, share and publish knowledge. This workshop will introduce students, teachers, administrators and education stakeholders to the innovative ways these tools can be used in education and the rational for why these tools should be used for updating our teaching experience. This workshop will inspire teachers and administrators to begin using the Google Apps for Education tools in their schools, and students to discover the amazing secrets of these tools for achieving excellence in their academics


Registration:
Students: N7,500:00                                       Non-students: N15,000                  Corporate registration (4 delegates): N50,000
Click here to register
  • The workshop is highly subsidised and spaces are very limited.
  • Early bird registration (on or before Friday 8th February 2013) attracts a discount of 10%
  • Registration entitles participants to attend all workshop events and covers workshop materials, lunch and tea break

Confirmed speakers/trainers

O. F. W. Onifade

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Dr. Williams Onifade is a Lecturer at Department of Computer Science University of Ibadan. He is a fellow of the MIT ETT of Massachusetts Institute of Technology. He participated in the premier design and use of Moodle for University wide courses of the University of Ibadan. His research interests are into Biometrics Applications & Algorithm Development, Data Communication & Intelligent Information Retrieval System Design with deep bias for Fuzzy Systems. 

Howell Istance

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Howell Istance is a Principal lecturer at the Center  for Computational Intelligence, De Montfort University, United Kingdom .  researches into eye gaze communication and accessible gaming. He has worked in the field of gaze-based communication for a number of years, and runs the Gaze Group within the Centre for Computational Intelligence. His main area of interest is the design of  eye gaze interaction techniques, particularly in the context of  games, and the evaluation of these. He is currently co-chair of ACM's ETRA, the leading international specialist conference in the field of eye tracking research and applications.


Yetunde Folajimi

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Dr. Yetunde Folajimi is the President/ Chief Executive of i-TEE and a Lecturer at Department of Computer Science University of Ibadan. A Computer Science Professional with specialization in Artificial Intelligence, her research is predominantly directed at Serious Games and E-Learning including Digital game based learning and Social Network. Her research focuses on application of computer game and e-learning technology for health and safety education, adult education, Child Education, youth empowerment and women empowerment.  A significant proportion of her work is devoted to interdisciplinary research into education technology and Health awareness e.g. using computer game based approach to create health awareness and educate youths and children.

Folake A. Longe

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Mrs. LONGE Folake Adunni is currently a lecturer at the Africa Regional Centre for Information Science, University of Ibadan, Ibadan, Nigeria. She is on a PhD in the same University in Information science with a focus on Knowledge Maps in the Public Sector. She has  over ten years of  teaching experience at both University and Polytechnic levels. She has certifications in course content development using moodule. She was a MacArthur Fellow to the Information Science Faculty at the University of Western Ontario, London Ontario in 2011. Her current efforts are focused on  mentoring a couple of graduate students working with her on knowledge maps and its application to behavioural issues in public sectors and developing models for assessing risks posed by information technology product usage.

Aulikki Hyrskykari 

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Dr Aulikki Hyrskykari is an Assistant Professor in computer science at the University of Tampere, Finland. She obtained her PhD in Interactive Technology in 2006 at the University of Tampere. Her research area is Human-Computer Interaction, especially the use of eye gaze as an additional input channel.  She teaches a web techniques course for students in computer science. She has made extensive use of virtual learning environments to deliver and assess an introductory course of computing for very large groups of students across the whole of her university. 


Simon Walker

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Dr. Simon walker, a Higher Education Academy National Teaching Fellow, is the Head of University of Greenwich  Educational Development Unit. He has led, and currently oversee, a number of nationally funded learning and change management projects such as building the OLDS MOOC and helping to establish the first UK wide Students as Change Agents network. He has also led on a number of national projects such as the JISC funded eLISA and eLIDA CAMEL and BECTA funded iBEL project, and contributed to the original CAMEL. He is also involved in the Digital Literacy in Higher Education project. Dr. Walker’s research lies mainly in the development and evaluation of learning design and has presented keynote presentations, papers and workshops and supervise/examine PHD students on this subject throughout the world. He co-leads the university’s first cross-university research centre, the eCentre, which hosts the Academic Practice and Technology (APT) conference. He established Compass; The Journal of Learning & Teaching, and is responsible for the annual university’s Learning Teaching and Assessment conference.

For application procedures and other inquiries, please call +2348056648530, email admin@i-tee.org or kindly fill the following form:

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