The 23rd Annual Equity Within the Classroom Conference, a state-wide conference that focuses on achieving parity in enrollment, retention, and graduation for underrepresented students of color and academically and economically disadvantaged students in higher education, will be held April 7-9, 2013, at Wayne State University.
All members of the University community -- faculty, staff, and students -- are welcomed and encouraged to submit proposals that highlight FSU's curricular, co-curricular, and other programs and initiatives that address the specific theme and overall focus of the conference. The Faculty Center for Teaching and Learning will provide travel support for at least 12 faculty to participate in the conference.
Call for Proposals: http://specialevents.wayne.edu/equityconference/proposals.php
Call for Proposals: http://www.surveymonkey.com/s/2013GLCTL. For information about the 2013 conference, please visit: http://teachingconference.cmich.edu/
Ferris State University, Grand Valley State University, and Grand Rapids Community College are pleased to announce the 5th Annual Scholarship of Teaching and Learning (SoTL)
Academy, a national conference that will be held in Grand Rapids, MI, May 19-21, 2013. The SoTL Academy seeks to bring together all members of the academy who engage in or wish to learn about the scholarship of teaching and learning. This conference will provide a forum for presenting new SoTL work, for sharing reflections on SoTL and its role within the academy, and networking with others engaged in this work.
The Faculty Center for Teaching and Learning will provide travel support for faculty who wish to participate in the conference; we especially encourage faculty to submit proposals for presentations, workshops, or roundtable sessions. FCTL will announce to the FSU community when the Call for Proposals is out.
Digital media are changing the way we think, learn, and interact – with important
implications for our lives. Interactive media environments – also known as videogames
– are at the forefront of this push toward a participatory culture. They let us relive
historical eras, manage our favorite sports teams, or even lead organizations in virtual
worlds consisting of hundreds of real people from around the world. We’re here to
give digital media a little bump.
Games+Learning+Society (GLS) is a group of videogame scholars and designers dedicated to doing more in these media environments. With our friends and partners in the Wisconsin Institute for Discovery and Learning Games Network, GLS delves into how videogames capture our imaginations, how their power can be used to transform learning, and what this engaging medium means for society. Combining faculty, students, and academic staff from the Digital Media program in Curriculum & Instruction with industry-tested game designers, we’ve discovered that well-designed, compelling games can improve learning outcomes and make education fun.
How do we know that? Our work has us going down three main paths. First, we study game-centered learning systems, from games that teach high school biology to afterschool programs that leverages commercial games toward improved academic literacy. Second, we design and develop videogames that build upon the latest research in learning science, neuroscience, and cognitive psychology, such as Virulent, which teaches virological concepts through intense, strategical play. Finally, we reach out to learners and academics through our PlaySquads and our yearly conference to ensure that what we’ve learned becomes public knowledge for greater good.
At GLS, we want nothing more than to change how people learn for the better – both in and out of schools. Across all our activities, our goal is not to just swap textbooks with videogames but to enable learners to become competent, creative problem solvers. We want people to engage the world in meaningful social practices and to grow into experts in domains they’re passionate about. Media environments like videogames can help people become brilliant, compassionate and driven. So take a look around the site and drop us a line if you feel. It’s time to talk about the future of learning.
The Games+Learning+Society group is a collection of academic researchers, game developers, and government and industry leaders who create and investigate interactive media, how it can be used to transform how people learn, and what this means for society. Our goal is to understand how games can be used to enable learners to develop into competent, creative problem solvers who engage in meaningful social practices – and come to identify themselves as experts within a domain.
For information about the 2013 conference, please visit: http://www.gameslearningsociety.org/conference/
Conference brochure can be found at: http://www.gameslearningsociety.org/wp-content/uploads/2012/11/GLS9_slide_full.jpg
For 33 years, Lilly Conferences on College and University Teaching and Learning have provided opportunities for the presentation of the Scholarship of Teaching and Learning. This interdisciplinary teaching conference targets faculty and administrators. Participants come from across the United States and abroad; participants represent many disciplines and represent various stages in academic careers ranging from post-doctoral positions, adjunct faculty, new faculty, mid-career faculty, seasoned faculty, and even emeritus faculty and administrators.
The conference is centered on the theme “Evidence-Based Teaching and Learning”. The conference offers a dynamic program across three and one-half days. We do not offer preconference workshops instead we offer a variety of sessions so that you can match your learning preference to the presentations offered. Participants may attend presentations formatted as 100-minute workshops, concurrent 60-minute sessions or 40-minute presentations, 20-minute discussions, traditional plenary addresses, and a poster session. Conference presentations are selected through a blind peer-review process.
Throughout the conference, participants are given the opportunity to exchange ideas, build a repertoire of take-home skills that can be put to use immediately, as well as network with colleagues.
2013 Plenary Speakers: