Australian Computers in Education Conference 2 - 5 October 2012. Wesley College, South Perth.

Digital Media in 21st Century Learning Environments - Classroom Based Ideas

on Fri 5 Oct 13:15 in room Auditorium

Digital media is an increasingly powerful teaching and learning tool in classrooms in Australia and across the world. This session will explore the power of digital learning media, with a close look at leveraging digital content for student engagement and content connections.

Attendees will leave with specific classroom based activities and ideas that they can take back to their teaching practice. Plus, they will have access to a free teacher community where they can share lesson plans, take advantage of free webinars, and stay connected.

Research related to the use of digital content and educational games, including case studies will be shared and highlighted. Specifically, this session will explore multi-lingual tools available from BrainPOP at www.brainpop.com.

BrainPOP offers digital content in British and American English, Chinese, and other languages.

It also offers digital tools for English Language Learners and early learners. BrainPOP boasts hundreds of topics across the curriculum, with FREE educational games, quizzes and learning activities. It also integrates with other components of a 21st century classroom learning environment such as interactive white boards and student response devices.

Those teachers involved with Google Edu Marketplace will be particularly interested in BrainPOP's integration with Google.

In addition, this session will explore the role of digital content in mobile and bring your own device initiatives.

BrainPOP offers mobile apps available in multiple formats to support the next generation of formal and informal learning.

Join us to discuss how to increase student engagement through mobile devices. Finally, games for learning is a hot topic that has been noted as a near trend on the horizon in multiple recent editions of the Horizon K12 report, as well as other leading sources in the field.

This session will explore how that predicted trend is already becoming a reality in many classrooms. We’ll explore games and their intersection with digital content.

Teachers in this session will leave with classroom based ideas that they can immediately and easily integrate into their classrooms.

Promethean - Spark Inspiration
Adobe
Winthrop Australia
Education Services Australia
Education Infrastructure Services Australia
Teamboard Australia
av media systems
Little Sun
3 Monkeys Audiovisual
Brain POP
Force Technology
LEGO Education
MIMIO
Moncrieff
Nuance
PC Locs
PLANE
Scholastic
Softlink
Stott + Hoare
ZIPTALES.COM
Spectronics
Britannica Digital Learning
WACOM
CompuEd
EPSON
Blackboard
Pukunui
C-it
Education Technology Solutions
Atomic Learning

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