2019 Congress Program


Each year, the International Congress of Education and Learning attracts a diverse group of participants from around the world. Our program development team builds on this diversity to deliver a rich and distinctive experience, including plenary speakers, presentations, workshops, exhibitions and social events. The congress program groups presentations of similar themes to facilitate knowledge sharing and community building.

The program of the 2019 congress will be available for download 4 months before the start of the event. In the meantime, you can find below more information about the accepted proposals, the confirmed plenary speakers and the highlights of the Congress. The page is constantly updated, so we recommend that you visit it frequently.

Available soon
2018 Program

Highlighted Theme

Gamification in education: key element of motivation

Traditional teaching methodologies are no longer adequate, in and of themselves, to meet the needs of students in today’s technologically engaged, interactive, and connected society. It was with this need in mind that, in 2006, the European Parliament recommended that students develop eight key competencies over the course of their compulsory education to prepare them for success in their working life. One of these is Digital Competency (DC), which opens to them the doors of digital technology and gives them opportunities to be actively involved in the new, twenty-first century knowledge society. Likewise, in its “Rethinking Education” strategy (2012), the European Commission has urged educational institutions to be diligent about integrating DC. So, as those responsible for instruction, we must be capable of accompanying them in this stage of education. Through gamification and the development of computational thinking, we can cover the content of the educational curriculum.

The primary feature of gamification is the application of game-design elements in non-game contexts. In this way, instruction that might be tedious and not very motivating, under traditional didactic methods, becomes appealing and inspiring. Games are instructional by nature, so this is a way of learning by doing. On the one hand, games develop essential competencies, such as observation, decision-making, speed, empathy, and intuition; on the other hand, they provide a controlled learning environment in terms of not only content but also moral values, frustration tolerance, internalization of rules, and strategies for success.

Gamification is not to be confused with video games (Parente, 2016), for gamification consists of presenting students with games, usually on a digital platform, that are centered on specific content and that students view as a challenge (Ripoll, 2016). This is how students develop Computational Thinking (Wing, 2006), which the Royal Society (2012) defines as “the process of recognising aspects of computation in the world that surrounds us, and applying tools and techniques from Computer Science to understand and reason about both natural and artificial systems and processes.”

In this edition of the Congress, we are aiming to focus the educational community’s interest on this groundbreaking field of gamification-based teaching methodologies. There is a great opportunity here to share and try out strategies for improving students’ motivation and to incorporate these strategies into our daily teaching activities.

Plenary Speakers

Prof. Olaf Hallan Graven

Prof. Olaf Hallan Graven, PhD – University of South-Eastern Norway (Norway)

Associate Professor Dr. Olaf Hallan Graven has more than 20 years of experience as a lecturer and head of department. He is currently head of department for Department of Science and Industry Systems at University College of South-east Norway. He has a PhD in the Development of Games-based virtual learning environments. His background is in computing, software engineering, cyber security, computer games development and embedded systems. His research is mainly focused on the use of various systems to support learning within the field of STEM and how these systems can be adapted/developed further. His other research elements include development of Drone systems, Data science, and Autonomous systems, computer games and pocket/virtual/remote laboratories.

Prof. Silvia Ester Orrú

Prof. Sílvia Ester Orrú, PhD – Universidade de Brasília / Universidade Federal de Alfenas (Brazil)

Inclusion and Difference: the contributions of education from the intercultural perspective

Sílvia Ester Orrú, Brazilian, graduated in Pedagogy, postgraduate in Clinical and Institutional Psychopedagogy, master degree and doctorate in Education. Post-doctorate in Education from the Laboratory of Studies and Research in Teaching and Difference (LEPED) of the Faculty of Education of the Universidade Estadual de Campinas (Unicamp). She is a professor at the Faculty of Education of the Universidade de Brasília (UnB). She is currently an associate professor at the Universidade Federal de Alfenas (Unifal), Campus Poços de Caldas and the Postgraduate Program in Education, in which she directs research work. With experience in the area of Education with emphasis on training for the understanding of the areas: higher education, teacher training in undergraduate courses, inclusive education, education and autism, innovative and inclusive dialogic processes, and educational management. In his career in higher education, she worked in the area of teaching, research, and management in graduate and postgraduate courses. She is the author of books, chapters, and articles in national and international newspapers. She is the coordinator of the Laboratory of Studies and Research in Learning and Inclusion (LEPAI/UnB/CNPq).

Prof. Holly F. Pedersen

Prof. Holly F. Pedersen, Ed. D. – Minot State University (USA)

Leveling Up: Using Gamification to Differentiate Instruction for Diverse Learners

Holly F. Pedersen, Ed. D., is an Associate Professor at Minot State University in North Dakota, USA. She currently serves as Chairperson for the Department of Special Education. Pedersen earned undergraduate degrees in elementary education and deaf education, and a Master’s degree in special education. Pedersen holds a Doctorate of Education in educational leadership. Pedersen has over 25 years of experience working with children and youth with disabilities. She has expertise in early intervention with deaf/hard of hearing children and their families as well as in collaborative models of service provision for students with disabilities in rural areas. Dr. Pedersen’s research interests include early intervention in deaf education, interprofessional education practices, best practices in special education, rural education issues, and student engagement in higher education. She has presented work on these topics at various national and international professional conferences related to education and learning.

Prof. Salvador Vidal-Ramentol

Prof. Salvador Vidal-Ramentol, PhD – Universitat Internacional de Catalunya (Spain)

The gamification, motivation of the didactics of mathematics

PhD Salvador Vidal-Ramentol is the vice-Dean of the Education Faculty at Universitat Internacional de Catalunya (UIC) and professor of Mathematics Didactics. PhD in Educational Sciences (UB), in his doctoral thesis “The numbers day, the motivation of mathematics” he compiles different motivation techniques to apply in the classroom. Degree in Science Chemistry (UB). He has participated in different research projects both national and international, to improve the didactics of the sciences such as the Project TEDS-M 2008 Teacher Education Study in Mathematics of the IEA (International Association for the Evaluation of Educational Performance). Moreover, he has had exchange experiences: Erasmus + in Portugal and Finland. Member of the PhD School of UIC. Member of the research group Sustainability and Integral Education (SEI). His lines of research are based on sustainability, social university responsibility and mathematics didactics. He has published different papers and books, highlighting: Vidal-Raméntol, S (2013) El dia del número, motivación de la matemática. Editorial: Saarbrücken: Publicia.

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