Call for Proposals
Submitting Your Proposal
Before you submit a proposal, please review the session types and tracks to determine the best fit. All presenters should keep the following in mind:
This conference has been designated BYOD for presenters and attendees. Therefore, consider integrating into your proposal ways you can have attendees utilize a device during your session.
Rockcliffe University Consortium does not promote one operating system or platform over another, so all presenters are encouraged to try to submit with a cross-platform mentality.
Sessions may target K-12, higher education, or professional and continuing education but the primary intent is to offer something that can potentially be applied across any level of education that uses technology to mediate learning.
Workshop (60 minutes)
These sessions are highly interactive and hands on a device, intended to engage the participants in an activity that illustrates any of the conference tracks in action. These may include the use of a particular mobile app or computer application, or strategies that utilize technology for education, collaboration, service or advocacy.
Submitting a workshop proposal should include observable outcomes of the workshop, a description of the tech being used, and a description of the resources participants will take home with them in handouts or downloadable online.
Lecture Presentation (30 minutes)
These sessions are opportunities to present summaries of research, literature reviews, or projects in any of the tracks for the conference. These are traditional lecture sessions, though engaging the audience with demos or brief discussion is encouraged. Participants are all encouraged to bring their own devices.
Submitting a lecture presentation proposal should include learning outcomes, list of references or bibliography, and a description of the how participants may access resources.
Virtual Poster / Networking
These sessions are formal opportunities to network and engage in conversations with participants around an exhibited poster. Posters may highlight projects, programs, or ongoing research that relates to any of the conference tracks.
A poster needs to be displayed in a 16x9 size that is legible on a mobile device or tablet. No paper posters will be displayed.
Each accepted poster will have access to a table at the conference for a 90-minute networking session.
Prepare a 90-second elevator speech.
Submitting a virtual poster proposal should include a summary of the project being illustrated and general goals and projected outcomes.
Virtual and Augmented Reality for Learning
With virtual and augmented reality becoming more prolific and easier to access, more and more connections to education have been incorporated at various levels, including games or game-like environments. Your submission to this track should include ways in which virtual or augmented reality applications are being used to leverage education and learning.
Digital Instructional Methods
Teaching methodologies and designing learning online requires a different framework and concept of engagement than more traditional face to face learning and instruction. Submissions to this track should include innovative ways to reconceptualize learning, given new technologies, which may include web-based, virtual or augmented.
Digital and virtual environments have changed the way knowledge is created and demonstrated by learners. Instructors who pioneer web-based and virtual applications for designing instruction also face the new challenges of assessing the learning that occurs in these environments. Submissions to this track should include innovative ways in which assessment has been used or designed when learning occurs in digital environments.
Digital Game-Based Learning and Gamification
Educators, trainers, and businesses have turned to game-based learning and gamification strategies to motivate learners with content and engage clients with their products. Game-based learning uses games like MineCraft or World of Warcraft for education purposes, while gamification is using game design elements to plan and deliver instruction. Both hold tremendous possibilities for immersion, hands on application, and motivation to learn. Submissions to this track should include the use of games or gamified learning environments to immerse the learner or motivate them to engage in content that isn’t typically interesting.