Riitta Vänskä (Nokia)

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Ms. Riitta Vänskä received Master Degree in Computer Science from University of Turku in Finland. For the past 25 years she has explored strategies to harness technology for learning.
 
Ms. Vänskä joined Nokia in 1996 and has played a vital role launching the company's e- and m-learning initiatives. She was head of the Nokia New Learning Solution team from 1998 to 2001 and later specialized in developing concepts, collaboration tools, and technologies for mobile learning.
 
Ms. Vänskä has been responsible for Nokia partnerships with universities and other educational organization. She served as a project leader for the Nokia MoMaths project in Africa which uses mobile technologies to improve student access to mathematics education in formal and informal learning. The project involves the cooperation of government representatives, telecom providers, and educational content creators. www.momaths.org
 
Ms. Vänskä represented Nokia and NokiaSiemens Network in South Africa E-Skills Council in 2008-2009. The Council advised the South Africa government on strategies to adopt services and programs that can improve and monitor the level of ICT-skills of students and teachers.

 

Eric Klopfer (MIT)

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Eric Klopfer is Associate Professor and the Director of the MIT Scheller Teacher Education Program (http://education.mit.edu) and the Director of the The Education Arcade (http://educationarcade.org). His research focuses on the development and use of computer games and simulations for building understanding of science and complex systems. His work combines research and development of games and simulations, from initial conceptualization, through implementation, piloting, professional development and end-user research.  He is the creator of StarLogo TNG, a platform for helping kids create 3D simulations and games using a graphical programming language, as well as several mobile game platforms including location-based Augmented Reality games, and ubiquitous casual games. He is the author of "Augmented Learning," a book on handheld games and learning from MIT Press, and is co-author of the book, "Adventures in Modeling: Exploring Complex, Dynamic Systems with StarLogo." He is also president and co-founder of the non-profit Learning Games Network (www.learninggamesnetwork.org).
 

Using and Creating Mobile Games and Media for Learning

The reach of mobile technologies is rapidly extending across ages and around the world, making the dream of convenient, ubiquitous access to computational devices a reality.  This new reality has the potential to transform not only the way that we deploy educational technologies, but to change the way that we structure teaching and learning, allowing it to extend beyond the four walls of the classroom.  

At MIT in The Education Arcade and Scheller Teacher Education Program, we have been developing and researching mobile educational games for more than a decade.  Some of these games are designed to take advantage of the "anytime and anywhere" nature of mobile devices, such as the UbiqGames project.  UbiqGames are content focused games designed to be played frequently for short periods of time and connected to classroom learning.  The UbiqBio project developed and studied the use of these games in learning high school level biology.  Other games are designed to take advantage of the "here and now" nature of mobile devices.  These location-based "augmented reality" games explicitly connect students to real issues in their communities through both play and creation of these games. 

Recently the work of students creating their own media for mobile devices has been extended through App Inventor, now at our Center for Mobile Learning at MIT.  App Inventor is a graphical programming language that allows people with little programming experience to create their own Android apps. For some, app creation has become another medium of expression, like video, photos, or drawing. For others, it has been a way to invent solutions to problems that they face in their schools, classes or communities. 

 

 

Brendan Tangney (TCD)

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Brendan Tangney is a Fellow of Trinity College Dublin where he is an Associate Professor in the School of Computer Science & Statistics.  He is co-director of Trinity's Centre for Research in IT in Education (a joint initiative between the School of Education and  the School of Computer Science & Statistics). He has held visiting positions in the Universities of Sydney and Kyoto and worked in industry in Dublin and Tokyo.  He is a member of the executive of the International Association for Mobile Learning and the  editorial boards of "Computers & Education" and the "AACE Journal of Computers in Mathematics and Science Teaching". He is a recipient of Trinity's Provost's Teaching Award for excellence and innovation in teaching and learning.

His current research is focused upon models for team based technology mediated learning in school, and in informal settings, and on the use of mobile devices to support (team based) collaborative contextualised constructivist learning.  

 

 

 

Petri Järvilehto (Rovio)

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