Industry Track - Thursday, 18 September

Innovations in technology enhanced learning (TEL) have made their way from research to products and services of industry. This session gives you examples of innovations that are now provided to the market. It explains how customers are using the products and how usage context contributes to successful learning. Industry representatives will not only share their success stories but also discuss with TEL researchers what questions are still open and how research could contribute to answer them. This includes how to make TEL the right solution for more target groups of learners, increase learning effectiveness and joy of use. The session is also a good place to learn about TEL industry, build contacts and discuss ideas for joint research projects.

Morning Session - Learning at the workplace

Time: 10:30-12:30 (120 min)

Chair: Nils Faltin

Structure: 3 presentations, 30 min each (including discussion), 1 round table discussion with presenters, 30 min

The morning sessions focuses on solutions for learning in the workplace and for the workplace. It can be solutions for training workplace knowledge and skills or supporting workers during work. This is not limited to the provision of knowledge, but also includes the generation of new knowledge. For example by supporting individuals and teams to reflect on their own practice, draw conclusions and improve their way of working.


  • Ellinor Wallin "IMAILE – the first PCP project within technology enhanced learning ( TEL)  and the field of Education"
  • Peter A. Bruck "Crowd sourcing of implicit knowledge: Accessing the knowledge assets of organisations
  • Nils Faltin "Reflective Learning for a Time Management Online Course"

Afternoon Session - Serious games, gamification and natural interaction in learning

Time: 13:30-15:30 (120 min)

Chair: Jon Arambarri

Structure: 3 presentations, 30 minutes each (including discussion), 1 round table discussion with presenters, 30 min

The afternoon session focuses on solutions to make learning more exciting and joyful by embedding it in a game context (serious games and gamification). It explores how people can get involved in a more lively way in their learning process based on human machine interaction and new user interfaces (for example, how gesture recognition can provide a natural interaction with virtual worlds learning environments and more traditional learning environments).


  • Jon Arambarri "Technology enhanced learning (TEL);  on step into enterprises training needs"
  • Wayne Holmes "Rehabilitating Chocolate-Covered Broccoli"
  • additional presenters not known by name
EC-TEL 2014

Supporting Organisations

Technische Universität GrazKnow Center GrazTechnische Universität DarmstadtCurtin UniversityTallinn UniversityUniversidad Carlos III de MadridUniversity of MaltaInstitut Mines-TélécomCentre for Learning Sciences and Technologiesimc information multimedia communication AGVirtualwareSpringer - Lecture Notes in Computer Science
European Association On Technology Enhanced Learning


Online Educa 2014