Perspectives on Wearable Enhanced Learning: Call for Chapters

I am happy to announce the Call for Chapter for the Springer Edited Volume on Wearable Enhanced Learning:

Perspectives on Wearable Enhanced Learning: Current Trends, Research and Practice

An edited volume by

Ilona Buchem

Ralf Klamma

Fridolin Wild

to be published by Springer, New York

Springer website: http://www.springer.com

Dedicated website: http://ea-tel.eu/special-interest-groups/well

EasyChair submission: https://easychair.org/conferences/?conf=wellspringer2018

 

Introduction

Wearable technologies – such as smart glasses, smart watches, smart objects, or smart garments – are potential game-changers, breaking ground, and offering new opportunities for learning. These devices are body-worn, equipped with sensors, and integrate ergonomically into everyday activities. With wearable technologies forging new human-computer relations, it is essential to look beyond the current perspective of how technologies may be used to enhance learning.

Scope

This edited volume “Perspectives on Wearable Enhanced Learning” aims to take a multidisciplinary view on wearable enhanced learning and provide a comprehensive overview of current trends, research, and practice in diverse learning contexts including school and work-based learning, higher education, professional development, vocational training, health and healthy aging programs, smart and open learning, and work. This volume will feature current state of the art in wearable enhanced learning and explore how wearable technologies begin to mark the transition from the desktop through the mobile to the age of wearable, ubiquitous technology-enhanced learning.

Contents

The edited volume is divided into seven parts:

Part I The Evolution and Ecology of Wearable Enhanced Learning

This part includes chapters describing an evolution of technology-enhanced learning from the desktop to wearable era, the different phases in the evolution of technologies for learning, introducing in the technological and conceptual shifts from e-learning through m-learning to ubiquitous learning. This part introduces the reader to the topic and provides both a historical perspective and a conceptual framework for a socio-cultural ecology of learning with wearables.

Part II The Topography of Wearable Enhanced Learning

This part includes chapters giving an overview of current trends and uses of wearable enhanced learning including examples of projects, use cases, case studies. This part provides an overview of real-life examples and aims at illustrating the breadth of uses of wearable technologies for learning in different application contexts such as education, work, health and open learning.

Part III Technological Frameworks, Development and Implementation

This part includes chapters providing insight into different technological aspects of wearable enhanced learning focusing both on the hardware and the software. This part also gives an overview of different development and implementation methodologies applied in wearable enhanced learning.

Part IV Pedagogical Frameworks and Didactic Considerations

This part includes chapters providing insight into different pedagogical frameworks and didactic/instructional design approaches applied in wearable enhanced learning. This part also discusses pedagogical affordances of wearables as technologies for learning and the consequences for a didactically sound design and integration of wearables in learning settings/environments.

Part V Design of User Experience

This part includes chapters providing insight into different aspects of user experience design including approaches for enhancing user engagement such as gamification and information visualisation as well as human-computer interaction and interface design. This part also discusses how current insights from research and development in wearable computing, which represents the forefront of HCI innovation, may be applied to designing user experience in learning settings.

Part VI Research and Data

This part includes chapters providing overview of current empirical research results in wearable enhanced learning touching upon the different dimensions of learning including cognitive, social and embodied dimensions. This part also discusses how data can be gathered and exploited in wearable enhanced learning which includes such topics as wearable learning analytics, turning data into information and data-driven approaches to enhancing learning in wearable enhanced learning.

Part VII Synopsis and Prognosis

The final part includes a chapter providing a synopsis and a prognosis for the future development in the field of wearable enhanced learning.

Call for Chapters

Prospective authors (co-authors are welcome) are invited to submit a chapter proposal (via EasyChair: https://easychair.org/conferences/?conf=wellspringer2018) in form of an abstract (max. 300 words) with the title, names of authors, five keywords and the part of the book for the contribution not later than 30 September 2017. The proposals for chapters should be a previously unpublished work.

Upon acceptance of the chapter proposal and notification of authors by 20 October 2017, the final chapter should be completed not later than 01 February 2018.

Contributions will be double blind reviewed and returned with comments by 31 March 2018. Finalised chapters are due no later than 30 April 2018. The final contributions should not exceed 20 manuscript pages. Guidelines for preparing your chapter will be sent to you upon acceptance of your proposal.

Proposed Timeline

The following represents a timeline for completing this volume:

  • 20 June 2017: Call for Chapters open
  • 30 September 2017: Abstracts due (title, authors, abstract, keywords & book part)
  • 20 October 2017: Notification and additional information for authors and templates
  • 01 February 2018: Chapters due (according to the template)
  • 31 March 2018: Chapters returned with reviewers’ comments
  • 30 April 2018: Final chapters due (ready for publication)
  • 31 May 2018: Book manuscript delivered to Springer

Inquires and Submissions

Please forward your inquiries to:

The Editors: Ilona Buchem, Ralf Klamma and Fridolin Wild

E-mail: sig-well@dbis.rwth-aachen.de

Web: http://ea-tel.eu/special-interest-groups/well

Twitter: @mediendidaktik @klamma @fwild

Please submit your proposal to:

EasyChair: https://easychair.org/conferences/?conf=wellspringer2018

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Special Track on Wearable-technology Enhanced Learning (WELL)

To start the new year I am happy to announce our Call for Paper of the Special Interest Group on Wearable Enhanced Learning (WELL) at the European Association of Technology Enhanced Learning: http://ea-tel.eu/special-interest-groups/well/

Here it is:

Special Track on Wearable-technology Enhanced Learning (WELL)
at the Immersive Learning Research Network Conference iLRN 2017
June 26-29, 2017, Coimbra, Portugal
https://immersivelrn.org/ilrn2017/

1 Topic of the Special Track

Wearable technologies – such as smart watches, smart glasses, smart objects, smart earbuds, or smart garments – are just starting to transform immersive user experience into formal education and learning at the workplace. These devices are body-worn, equipped with sensors and conveniently integrate into leisure and work-related activities including physical movements of their users.

Wearable-technology Enhanced Learning (WELL) is beginning to emerge as a new discipline in technology enhanced learning in combination with other relevant trends like the transformation of classrooms, new mobility concepts, and cyber-physical systems. Wearable devices play an integral role in the digital transformation of industrial and logistics processes in the Industry 4.0 and thus demand new learning and training concepts like experience capturing, re-enactment and smart human-computer interaction.

This proposal of a special track is the offspring of the SIG WELL (http://ea-tel.eu/special-interest-groups/well/) in the context of the European Association for Technology Enhanced Learning (EATEL). It is a follow up proposal for the inaugural session we had at the iLRN 2015 in Prague. In the meantime, the SIG was successful in organising a number of similar events at major research conferences and business oriented fairs like the EC-TEL, the I-KNOW and the Online Educa Berlin OEB. Moreover, the SIG has involved in securing substantial research funds through the H2020 project WEKIT (www.wekit.eu). The SIG would like to use the opportunity to present itself as a platform for scientific and industrial knowledge exchange. EATEL and major EU research projects and networks in the field support it. Moreover, we’ll seek to attach an IEEE standard association community meeting of the working group on Augmented Reality Learning Experience Models (IEEE ARLEM).

2 List of Topics

  • Industry 4.0 and wearable enhanced learning
  • Learning Analytics for Wearable technologies
  • Wearable technologies for health and fitness
  • Wearable technologies and affective computing
  • TEL applications of smart glasses, watches, armbands
  • Learning context and activity recognition for wearable enhanced learning
  • Body-area learning networks with wearable technologies
  • Data collection from wearables
  • Feedback from wearables
  • Learning designs with wearable technologies
  • Augmented Reality Learning
  • Ad hoc learning with wearables
  • Micro learning with wearables
  • Security and privacy for wearable technology enhanced learning
  • Collaborative wearable technology enhanced learning

3 Dates

  • Paper submission: February 1, 2017 (How to submit? Check: Author’s Info)
  • Notification of authors: March 15, 2017
  • Full paper submission: April 15, 2017
  • Date of the conference: June 26-29, 2017

Contributing papers have to undergo a peer review process and will be included
in the conference proceedings, depending on the overall quality and special tracks chairs’ decision, either as a long paper (10 – 12 pages) or as a short paper (6 -8 pages). Excellent papers will be deemed full papers (14 pages) and included in the Springer proceedings. Authors of selected papers will also be invited to extend their contribution and to be published in a special issue of the JCR-indexed Journal of Universal Computer Science.

4 Track chairs

Ilona Buchem, Beuth University of Applied Sciences Berlin, Germany
Ralf Klamma, RWTH Aachen University, Germany,
István Koren, RWTH Aachen University, Germany
Fridolin Wild, Oxford Brookes University, UK
Alla Vovk, Oxford Brookes University, UK

5 Tentative Program Committee (t.b.c.)

Mario Aehnelt, Fraunhofer IGD Rostock, Germany
Davinia Hernández-Leo, Universitat Pompeu Fabra, Spain
Carlos Delgado Kloos, UC3M, Spain
Elisabetta Parodi, Lattanzio Learning Spa, Italy
Carlo Vizzi, Altec, Italy
Mar Perez Sangustin, Pontificia Universidad Católica de Chile, Chile
Isa Jahnke, University of Missouri-Columbia, USA
Jos Flores, MIT, USA
Michael Fominykh, Europlan, UK
Puneet Sharma, Norwegian University of Science and Technology, Norway
Yishay Mor, Levinsky College of Education, Israel
Tobias Ley, Tallinn University, Estonia
Peter Scott, Sydney University of Technology, Australia
Victor Alvarez, Murdoch University, Australia
Agnes Kukulska-Hulme, The Open University, UK
Carl Smith, Ravensbourne University, UK
Victoria Pammer-Schindler, Graz University of Technology &Know-Center Graz, Austria
Christoph Igel, CeLTech, Germany
Peter Mörtel, Virtual Vehicle, Austria
Brenda Bannan, George Mason University, USA
Christine Perey, Perey Consulting, Switzerland
Kaj Helin, VTT, Finland
Jana Pejoska, Aalto, Finland
Jaakko Karjalainen, VTT, Finland
Joris Klerxx, KU Leuven, Belgium
Marcus Specht, Open University, Netherlands
Roland Klemke, Open University, Netherlands
Will Guest, Oxford Brookes University, UK

User Engagement Design in Wearable Enhanced Learning

This week I was pleased to present our work on User Engagement (UE) design in the fMOOC project at the iLRN2015 – Immersive Learning Research Network Conference in Prague.

The conceptual design of the fMOOC is based on the concept of extended Personal Learning Environments (eX-PLE) in sense of permeable physical and virtual spaces, which are constructed dynamically through the practice of “mobility” across spaces, contexts, concepts and time. The fMOOC design integrates the Massive Open Online Learning Approach with wearable technologies to enable seamless learning as part of daily life. In our paper:

Buchem, Ilona, Merceron, Agathe, Kreutel, Jörn, Haesner, Marten, Steinert, Anika (2015). Designing for User Engagement in Wearable-Technology Enhanced Learning for Healthy Ageing. iLRN Conference 2015, Workshop Proceedings of the 11th International Conference on Intelligent Environments, Link to Proceedings (eBook as PDF download): http://ebooks.iospress.nl/volume/workshop-proceedings-of-the-11th-international-conference-on-intelligent-environments 

we propose a multi-layer user engagement model which drives the design of user engagement at five levels, i.e. conceptual design, requirements design, instructional design, architecture design and interface design. We consider User Engagement (UE) as the quality of the User Experience (UX) which is characterised by the positive aspects of the interaction, such as being captivated, focused attention, sense of control, willingness to repeat the learning experience. 

You can view the slides on SlideShare:

slideshare-UE

User Engagement in Wearable Enhanced Learning

Wearables and Embodied Learning

Wearable technologies bring new, exciting opportunities for the design of digital learning and communication. Just recently, I had the opportunity to present the fMOOC project (founded by the German Federal Ministry of Research and Education), in which we integrate wearable fitness trackers as an element of a digital learning environment for senior learners. My presentation focused on the experiential learning and embodied learning as theoretical frameworks for learning in this context.

Especially the embodied learning perspective offers an interesting approach to designing digital learning. The starting point for embodied learning is that learning including cognitive processes have roots in sensorimotor processing and result from the body’s interactions with the physical environment (Wilson, 2002).

Since I am exploring the potential of embodied learning and embodied cognition as a theoretical framework for designing Wearable Enhanced Learning (WELL) – see also our Special Interest Group – EA-TEL SIG WELL – I am very keen on connecting with researchers doing research in related fields. If you are interested in doing research / project together, I would be very glad to hear from you – best to get in touch is Twitter: @mediendidaktik – Looking forward to connecting and sharing!

Here is my SlideShare presentation from the DDD2015 Conference in Umeå, Sweden:

Wearable Enhanced Embodied Learning from Ilona Buchem

Thanks again @Isa Jahnke for organising this great event!

Further reading:

Wilson, M. (2002). Six views of embodied cognition. Psychonomic Bulletin and Review, 9, pp. 625–636.

Design Challenge – Wearable Enhanced Learning (WELL)

Design Challenge – Wearable Enhanced Learning (WELL)

The Special Interest Group on Wearable Enhanced Learning (SIG WELL) at the European Association of Technology Enhanced Learning (EA-TEL), founded by Ilona Buchem (Beuth University Berlin), Fridolin Wild (Open University UK) and Ralf Klamma (RHTW Aachen) has announced the Call for Contributions for the Design Challenge titled “Envisioning Wearable Enhanced Learning” which will be held as a half-day workshop at the European Conference on Technology Enhanced Learning #ECTEL2015 – on the 18th September 2015 in Toledo, Spain.

The Design Challenge “Envisioning Wearable Enhanced Learning” aims at arriving at new and innovative designs enhancing learning through wearable technologies. Participants of this design challenge are encouraged to rethink the future of learning once wearable user interfaces are widely and easily available for any learner.

You can submit your abstract & design sample by 12th June 2015!

To enter this EC-TEL 2015 Design Challenge, submit a 500 abstract (approx. 2 pages) as PDF via EasyChair and design samples of own work (e.g. mock-ups, videos, prototypes) via our YouTube channel, by creating design requirements using the Requirements Bazaar or by simply pasting a link to your design sample in the abstract. Design samples help the reviewers to understand the solution, the design approach and visual presentation skills of participants. Design samples may be submitted as either PDFs or links to a web site. Submissions may include work from past, current and future projects or may just represent creative ideas independent of any project scheme or research program.

For more information about this Design Challenge please visit the SIG WELL website:

http://ea-tel.eu/special-interest-groups/well/sig-well-design-challenge-envisioning-wearable-enhance-learning-at-ec-tel-2015/

Here is the short summary of the theme:

Wearable technologies – such as smart watches, smart fitness trackers, smart glasses, smart glasses, smart objects, smart earbuds, or smart garments – are beginning to transform personal communications and offer new opportunities for learning and interaction. Since wearable technologies are likely to shape the future relationship between humans and computers, it is essential to look beyond the current perspective of how wearable technologies may enhance learning in the future.According to the recent forecasts (e.g. Cisco, Gardner, Deloitte) for 2018, portable technologies, including mobile and wearable devices, will form the basis of personal communications with the global wearable device data traffic increasing by over 60%. Wearable user interfaces are just starting to transform user experience, improving integration of technologies into everyday life, education, and work.

Wearable Enhanced Learning (WELL) is emerging to be a transformational step in the transition from the desktop age through the mobile age to the age of wearable, ubiquitous computing.

This session called “Envisioning Wearable Enhanced Learning” is a design challenge which aim at arriving at new and innovative designs enhancing learning through wearable technologies. Participants of this design challenge are encouraged to rethink the future of learning once wearable user interfaces are widely and easily available for any learner. Since most of wearable technologies available on the market today lack mechanism for providing meaningful learning experiences,  the grand challenge is to invent designs focusing on meaningful user engagement.

CfP: Wearable-technology Enhanced Learning

I am glad to announce the following Call for Papers:

Special Track on Wearable-technology Enhanced Learning (WELL)
at the Immersive Learning Research Network Conference iLRN 2015
July 13-14, 2015, Prague, Czech Republic
http://immersivelrn.org/ilrn2015prague

 ilrn_prague_banner

Topic of the Special Track

Wearable technologies – such as smart watches, smart glasses, smart objects, smart earbuds, or smart garments – are just starting to transform immersive user experience into formal education and learning at the workplace. These devices are body-worn, equipped with sensors and conveniently integrate into leisure and work-related activities including physical movements of their users.

Wearable-technology Enhanced Learning (WELL) is beginning to emerge as a new discipline in technology enhanced learning in combination with other relevant trends like the transformation of classrooms, new mobility concepts, cyber-physical systems and the transformation of industries like logistics and industrial production.

This special track is the off-spring of the new SIG WELL in the context of the European Association for Technology Enhanced Learning (EATEL). The SIG would like to use the opportunity to present itself as a new platform for scientific and industrial knowledge exchange. It is supported by EATEL and major EU research projects in the field like Learning Layers and Tellme.

List of Topics

  • Industry 4.0 and wearable enhanced learning
  • Learning Analytics for Wearable technologies
  • Wearable technologies for health and fitness
  • Wearable technologies and affective computing
  • TEL applications of smart glasses, watches, armbands
  • Learning context and activity recognition for wearable enhanced learning
  • Body-area learning networks with wearable technologies
  • Data collection from wearables
  • Feedback from wearables
  • Learning designs with wearable technologies
  • Augmented Reality Learning
  • Ad hoc learning with wearables
  • Micro learning with wearables
  • Security and privacy for wearable technology enhanced learning
  • Collaborative wearable technology enhanced learning

Dates

  • Full paper submission: March 1, 2015
  • Notification of authors: April 15, 2015
  • Full paper submission: May 15, 2015
  • Date of the conference: July 13-14, 2015

All accepted full papers will be published with IOS Press as part of the workshop proceedings of the Intelligent Environments conference (IE’15). All other accepted contributions will be published as online proceedings linked to an ISSN number. Authors of selected papers will also be invited to extend their contribution and to be published in a special issue of the Transactions of Future Intelligent Education Environments journal (TOFIEE).

Track chairs

Ilona Buchem, Beuth University of Applied Sciences Berlin, Germany

Ralf Klamma, RWTH Aachen University, Germany,

Fridolin Wild, Open University, UK

Special Interest Group

The EA-TEL Special Interest Group on Wearable-Technology Enhanced Learning

Please visit us on: http://ea-tel.eu/special-interest-groups/well/