12:03 Building a drone
Pupils from Øraker Lower Secondary School
Ole Kjær Thomasen, Programme Specialist, LEGO Foundation
12:35 Cases and practices
- 12:37 The Anywhere School, Alexandra Ahtiainen, Country Lead Finland and Norway, Google
- 12:48 Game based work and learning, Atish Gonsalves, Founder and CEO, Gamoteca
- 13:00 Learn nursing procedures on the go, Kristin Hjorthaug Urstad, Associated Professor at the University of Stavanger, DIGISIM simulation app
13:15 Design methodology
The ACoRD project, how to produce reusable learning objects (RLO) by using the ASPIRE-framework, Prof Chirk Jenn Ng, University of Malaya, Kuala Lumpur
13:35 Announcement of the winner of the work-out art competition!
Future spaces –The paradox of virtualization is physical
Tonje Værdal Frydenlund, Director of Acquisition and Business Development Nordics, Snøhætta
12:00 – 14:00 CET
During the two hours we will discuss theory, research and introduce you to some interesting cases. We will even have a competition with the use of work out apps!
Ole Thomasen has spent the last 15 years working on school development. First, as a teacher with a professional focus on creative subjects – including digital fabrication in so-called FabLabs – digital fabrication laboratories. Subsequently, as a municipal development consultant, with a particular emphasis on design thinking and digital manufacturing.
Ole has been part of the Danish Ministry of Children and Education’s expert writing group for a new subject Technology Comprehension, and he is a part of the ministry’s advisory on the national experimental subject Technology Comprehension.
Most recently, Ole has taken on the position as Programme Specialist at The LEGO Foundation, where he leads education projects around Learning through Play, technology, blended learning and creativity.
Alexandra has been working with ICT and education for a decade. First in Acer and then in DELL. For the past few years shes been working in Google, based in Helsinki.
As our audience may well know she held a very inspirational talk at the KnowHow Edtech in 2019, and she will continue her track record in 2020. Key-word: free Google content for education!
Ahtiainen will speak on 24 September between 12:00 and 14:00 CET. The topic is Tools and toys.
Atish Gonsalves is a social technologist, entrepreneur and the Founder & CEO of Gamoteca, a collaborative digital platform that enables organisations create their own mixed-reality learning games.
With a background in software engineering, AI and human-computer interaction, Atish’s experience includes leadership roles at technology and international non-profit organisations including the United Nations. Atish has consistently implemented successful edtech solutions that have helped democratize learning for thousands of learners in difficult contexts.
Atish is a global citizen, having lived in six countries and is a regular speaker at conferences and events on the role of technology-enhanced learning.
Gamotecas gaming design is shortlisted for the UK Learning Awards 2020.
24 September 12:00 – 14:00 CET.
Tonje Værdal Frydenlund, studied Landscape Architecture at the Norwegian University of Life Sciences and at California Polytechnic State University in San Luis Obispo, California, USA.
She joined SNØHETTA in 2001 and has been part of the Management since 2004. From 2013 -2019 she was Managing Director for Snøhetta Oslo, focusing on the Nordic and European market, and since 2019 she has focused on Business Development in the Nordic region.
For more than 30 years, Snøhetta has designed some of the world’s most notable public and cultural projects. Snøhetta kick-started its career in 1989 with the competition-winning entry for the new library of Alexandria, Egypt. Based in Oslo and New York, and with offices in Paris, Hong Kong, Innsbruck and Adelaide, Snøhetta is currently working on a wide range of international projects. Since its inception, the practice has maintained its original transdisciplinary approach, and integrates architectural, landscape, interior, product and graphic design across its projects. The collaborative nature between Snøhetta’s different disciplines is an essential driving force of the practice.
Snøhetta’s working method practices a simultaneous exploration of traditional handicraft and cutting-edge digital technology. At the heart of all Snøhetta’s work lies a commitment to social and environmental sustainability, shaping the built environment and design in the service of humanism. Snøhetta believes well-conceived design can help things run more efficiently, improve people’s well-being and make life more enjoyable. Every project is designed with strong, meaningful concepts in mind – concepts that can translate the ethos of its users and their context.