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Orzu Kamolova

Elementy, w których Orzu Kamolova attends

poniedziałek 12 czerwiec, 2023

Strefa czasowa: (GMT-05:00) Eastern Time (US & Canada)
8:00 PRZED POŁUDNIEM
8:00 PRZED POŁUDNIEM EDT - 9:00 PRZED POŁUDNIEM EDT | 1 godz.
10:45 PRZED POŁUDNIEM
10:45 PRZED POŁUDNIEM EDT - 12:00 PO POŁUDNIU EDT | 1 godz. 15 min.

Designing Online Interactive Simulations for LearningCamila Lee, Preeti Raman and Justin ReichThis mini-workshop introduces the SALTISE community to Teacher Moments, an interactive digital clinical simulation platform that immerses educators in depictions of classroom life through video, audio, text, images, and animations. Participants are guided by AI agents to improvisationally respond to difficult moments in teaching through recorded audio and text. With ...

10:45 PRZED POŁUDNIEM EDT - 12:00 PO POŁUDNIU EDT | 1 godz. 15 min.

OPIEVA's Chatbot: for a portrait of interactivity in assessmentMarie-Claude Petit, Julie Rose, Séverine Locret, Diane Leduc and Chantal TremblayThe Interuniversity Observatory of Innovative Practices in Learning Assessment (OPIÉVA [Observatoire interuniversitaire sur les pratiques innovantes d’évaluation des apprentissages]) is organizing a symposium to present the design, development, testing and implementation of its first automated conversation tool or cha...

12:00 PO POŁUDNIU
12:00 PO POŁUDNIU EDT - 1:30 PO POŁUDNIU EDT | 1 godz. 30 min.
1:45 PO POŁUDNIU
1:45 PO POŁUDNIU EDT - 3:00 PO POŁUDNIU EDT | 1 godz. 15 min.

Link to join the live stream: https://concordia-ca.zoom.us/j/86300688484 “Educators collaborating to innovate: The roles digital technologies can play”As blended learning is now ...

wtorek 13 czerwiec, 2023

Strefa czasowa: (GMT-05:00) Eastern Time (US & Canada)
8:00 PRZED POŁUDNIEM
8:00 PRZED POŁUDNIEM EDT - 9:00 PRZED POŁUDNIEM EDT | 1 godz.
9:00 PRZED POŁUDNIEM
9:00 PRZED POŁUDNIEM EDT - 10:15 PRZED POŁUDNIEM EDT | 1 godz. 15 min.

A hands-on educational kit showcasing ethical and responsible use of AI to solve a societal issueMeghrig Terzian, Mauricio Buschinelli, Ann-Louise Davidson, Kristen Irvine and Tarik BikhandafneThis activity is a practical demonstration for teachers in STEM of how ethical and responsible AI can be used in the classroom to tackle a societal issue. Participants will use a Raspberry PI and sensors to read data and make AI decisions. The activity is one of three p...

10:45 PRZED POŁUDNIEM
10:45 PRZED POŁUDNIEM EDT - 12:00 PO POŁUDNIU EDT | 1 godz. 15 min.

Link to join the live stream: https://concordia-ca.zoom.us/j/86349273320 “Overcoming Challenges in Active Learning Environments”Despite active learning being recognized as a superior method of instruction in the classroom, most c...

1:30 PO POŁUDNIU
1:30 PO POŁUDNIU EDT - 2:45 PO POŁUDNIU EDT | 1 godz. 15 min.

3 PresentationsProfiter pleinement du potentiel des téléphones intelligents dans sa pratique pédagonumériqueRyan W. Moon and Kim BurtonInfluential Trends: Information for Faculty Concerning Technologies for Students with Disabilities Catherine Fichten, Alice Havel, Christine Vo and Guissou Iravani-ManeshAccessible from the Outset: Embedding Universal Design for Learning Pr...

1:30 PO POŁUDNIU EDT - 2:45 PO POŁUDNIU EDT | 1 godz. 15 min.

Visual Classrooms: Leveraging Web-based Technology to Enhance Collaborative LearningLeslie Schneider, Alice Cherestes and Krista JohansenVisual Classrooms is a research-validated active learning platform to help students learn new skills, content, and concepts and practice applying them with a community of peers. The platform’s shared interactive collaboration space makes it easy for students to record and discuss their thinking on sticky-note-like posts usin...

3:15 PO POŁUDNIU
3:15 PO POŁUDNIU EDT - 4:30 PO POŁUDNIU EDT | 1 godz. 15 min.

Facilitating Engagement, Empathy and Critical thinking through the use of videogames in a College ClassroomJohnathan Mina and Pascale WarmoesThis project, which received the 2021 PREP research grant, investigates the use of entertainment-based videogames as an educational tool in CEGEP courses. Our research measures whether the videogames we choose had a measurable impact on our student’s critical thinking skills and empathy levels in both a Humanities and th...

3:15 PO POŁUDNIU EDT - 4:30 PO POŁUDNIU EDT | 1 godz. 15 min.

3 PresentationsLearning From Tool-Building: The Activity Theory Case For Agile Development of Education TechnologyJeremie ChoquetteCurious, Concerned, Confused? The need for AI Literacy for Educators Lesley Wilton, Rutwa Engineer, Stephen Ip, Clare Brett and Athena TassisAnimate to Teach and Gamify to Practice: Utilizing Authoring Tools to Create Unique E-Learning Experien...