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The Call for Proposals for the 2004 NMC Summer Conference, one
of higher educationšs most unique technology-focused events, was
completed Janurary 31, 2004, with a record number of over 120 proposals
received.
See the Conference Program for full
details on the program and the sessions that were accepted.
The 2004 NMC Summer Conference Program was organized around the
following four key tracks:
Track One: Tools and Techniques
This track focuses on learning how to best use technology
tools for teaching and learning. Included are hands-on and demo
sessions covering specific software products. Additional sessions
will provide opportunities for members to share nifty tricks and
techniques for using these tools in an academic environment. Tools
covered may include:
- Studio MX 2004
- Dreamweaver MX 2004
- Flash MX 2004
- Flash MX Pro
- Final Cut Pro
- Premiere
- Photoshop CS
- Acrobat 6.0
- Acid Pro
- Vegas Video
- iTools
- Helix
- Home-grown solutions
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Track Two: Best Practices, Challenges
and Issues
This track is an opportunity to explore the challenges
currently faced in using technology effectively for teaching and
learning. Topics included in this track are:
- Electronic portfolios
- Using Tablet PCs
- Digital assets management rights, metadata, security, etc.
- New Media as an academic discipline/interdisciplinary degree
program
- Internet 2
- Creating and sharing learning objects
- Using new media for creative expression
- Assuring accessibility
- Evaluating the impact of technology on learning
- Using streaming effectively for teaching and learning
- Innovative streaming applications
- Peer-to-peer technologies
- Open Knowledge Initiative and IMS
- Working with faculty
- Building learning communities
- Online learning and hybrid courses
- LMS best practices
- Integrating pedagogy and technology
- International developments in instructional technology
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Track Three: Emerging Technologies
This track is part of the NMC's Emerging Technology
Initiative, in which one or two technologies are part of a year-long
focus by the organization, with a comprehensive view covering policy,
technical, and pedagogical concerns. This year we continue the focus
begun last year on learning objects and learning object repositories,
but sessions about other emerging technologies (e.g. streaming,
3-D rendering, wireless, VR, etc.) are especially encouraged. Topics
may include:
- Gaming and engagement theory
- Designing immersive experiences
- Virtual sculpture
- Haptics and simualtion technologies
- Rapid prototyping (3-D printing) applications
- Collaborative spaces/environments
- Authoring and using learning objects
- Building and using learning object repositories
- Integrating learning objects with courseware and other applications
- Taking advantage of Tablet PCs
- Wireless technologies & mobile computing
- Multilingual translation tools
- LMS developments
- Peer-to-peer technologies
- Prototyping tools
- Adaptive technologies specialized for learning
- Electronic portfolios/personal learning portfolios
- Innovative applications of technology in the Arts
- Evaluating products in the marketplace and choosing appropriate
solutions
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Track Four: Technological Leadership
and Management Effectiveness
This track explores the management issues and techniques
involved in using technology for teaching, learning, and creative
expression:
- Budgeting: making the case for new media and instructional technology
- Attracting, training, and retaining excellent staff
- Center Management 101
- Grantwriting tips for NMCs
- Structuring and managing effective collaborations
- Project management
- Organizational structure: how to work with it -- and around
it
- Lab management
- Marketing the NMC on campus
- New roles for library and IT staff
- Planning and funding technology initiatives
- Managing student assistants
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Five Minutes of Famesm
The NMC's signature event is back in its original
format! Demo your project in five minutes 'cause when the gong sounds,
your Five
Minutes of Fame is up! Technology blasts by fast and furious
in this fun-filled and entertaining event. Short as it sounds, in
five minutes you'll have time to talk about your project's significance;
the choices you made in choosing the tools you used; challenges
you faced in bringing it to fruition; and how it has been used and
might be replicated and/or scaled -- but remember that clock is
ticking! Projects can include web-based courseware or learning objects;
techniques for creating, managing and distributing content; and
other creative applications of new media. As many as 10 projects
will be featured, so add yours to the mix!
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