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Challenges in the era of Digital Education

January 8th-9th 2024 Lisbon, Portugal

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Cinema Fernando Lopes

Universidade Lusófona - Lisbon Universitary Center

38.758008, -9.152387

Campo Grande,1749-024 Lisboa

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Evolving Challenges

Introduction

Digital technologies in education support the construction of knowledge by students through challenge, imagination and the discovery of knowledge. These technologies have emerged as an essential tool to achieve the objective of quality education for all.

 

The objective of the second edition of Playful by Design International Conference: CHALLENGES IN THE ERA OF DIGITAL EDUCATION is to bring together professionals and researchers, sharing their knowledge in integrating the potential of digital technologies into the curricular structure in different disciplinary areas.

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About Us

This international conference comes after the successful holding of the first event simply named Playful by Design, held in January 2023 at the ISLA-Gaia facilities in a partnership between Universidade Lusófona, ISLA, the University of Illinois Urbana-Champaign and Alumira Lda. This conference also featured presentations by speakers from other educational institutions such as the Aveiro University and several companies in this field.

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Now, we want to expand the discussion to understand how tecnhology is globally afecting education, educators and students

Program

January 8th 

9h30

Conference Opening

Introduction by João Alves de Sousa (Lusófona University and Lisa Bievenue (University of Illinois)

GLOW - INTERNATIONAL JOURNAL OF GAMES AND SOCIAL IMPACT, Vol. 2 Issue no. 1 launch

9h45

Technology in the classroom:

Digital education as a pathway for inclusion

Keynote by PhD Maria João Horta Deputy Director of the Directorate-General for Education of the Portuguese Ministry of Education

10h15

The pedagogical-technological transformation

Round table - The educational potential of new trends: artificial intelligence, machine learning, virtual reality, etc. How can we evolve teaching and learning the same as our societies are evolving?

11h15

Coffee Break

11h45

Learning with Computers how not to be a robot

Round table - The good, the bad and the ugly of technology and screen time. How Teachers, Students and Psychologists and the public in genetal react to technology in schools and diferent contexts, what are the benefits and what can we expect from our mental health.

12h45

Lunch Break

14h30

The value of gamification and the potential of serious games

Round table - Digital games and learning / Gamification in class and beyond schools. How can inclusive gamified experiences help us teach and learn, from technology based experiences to role playing analogue larps

15h30

Production of digital educational resources

Round table − Challenges and good practices in creating digital educational resources, some of the industry most important stakeholders and creators share their experiences.

16h30

Game Over

January 9th 

9h30 - 11h00

Doctoral Consortium - Cinema Fernando Lopes

Presentations of the work in progress projects of Lusófona University PhD students

11h30 - 13h00

The Power of Making - Broadening engagement with digital technologies

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Workshop by Lisa Bievenue, Iona Hopping, David A. Hopping

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Classroom G06

11h30 - 16h30

Writing Your Own Attention-Based Transformers in Python: 

Modelling General Sequences From Credit Scoring to Game Analysis

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Workshop by Rense Lange

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Classroom G07

14h00 - 16h30

Teaching about games and gamification to non-game developers.

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Workshop by Katryna Starks

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Classroom G06

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Organizers and Speakers

An international group of researchers, teachers and experts in technology, serious games, gamification, and education

Meet our conference chairs and speakers

Organizing institutions
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