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| | PRINT | | Call for Papers |
Berlin, November 2005 – "eLearning Africa", an annual event on ICT for Development, Education, and Training, to be held in Addis Ababa, Ethiopia, will be launched in May 2006. The event aspires to become an eLearning capacity-building instance for the entire African continent and a forum for all stakeholders engaged in the planning and implementation of technology-supported learning and training. The call for proposals and the submission of abstracts for papers closes on 30 November, 2005.
ICWE GmbH, the organisers, welcome all proposals, suggestions, and ideas for the conference agenda. These should be related to the main conference themes for eLearning Africa 2006. You are invited to submit proposals for any of the following:
Each type of submission has a specific submission format as indicated on the website linked to below; please choose the one you would like to use and fill in the form accordingly. Deadline for receipt of all proposals is November 30, 2005. ICWE will contact you by February 3, 2006 to let you know if your proposal has been accepted, in case of which you will be offered a significantly reduced conference registration fee.
The content selection process will be peer reviewed and is overseen by the Conference Organizing Committee and guided by the feedback received from the conference advisory, research and development committees, and associated organisations. Previous experience shows that many more proposals and ideas are submitted than can be included, and as a general rule approximately one third are accepted.
Selection is made on the basis of how relevant the proposal is appraised to be to the themes of the conference, the experience and knowledge of those making the proposal, the practicalities of including the proposal within the conference format, and the extent to which the proposal is judged innovative while offering practical value to conference participants.
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| | | | | | | | | | Premium Content |  | Second Life as an eLearning Platform | | 3D simulations and serious games are attaining ever-increasing significance for the learning world. A special case of its own is the virtual world Second Life. The CHECK.point eLearning Whitepaper "Second Life as an eLearning Platform" seeks to contribute to the discussion about Second Life’s suitability as a technological platform for education and training. The study answers questions like "For which application scenarios is Second Life suitable?" and "Which topics can be implemented successfully in Second Life?"
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