
Challenges in the era of Digital Education
January 8th-9th 2024 Lisbon, Portugal
Cinema Fernando Lopes
Universidade Lusófona - Lisbon Universitary Center
38.758008, -9.152387
Campo Grande,1749-024 Lisboa

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.

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.
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
Workshop by Lisa Bievenue, Iona Hopping, David A. Hopping
Classroom G06
11h30 - 16h30
Writing Your Own Attention-Based Transformers in Python:
Modelling General Sequences From Credit Scoring to Game Analysis
Workshop by Rense Lange
Classroom G07
14h00 - 16h30
Teaching about games and gamification to non-game developers.
Workshop by Katryna Starks
Classroom G06
Organizers and Speakers
An international group of researchers, teachers and experts in technology, serious games, gamification, and education
Meet our conference chairs and speakers