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Books > Social sciences > Education > Educational resources & technology

Design and Production of Multimedia and Simulation-based Learning Material (Hardcover, 1994 ed.): Ton De Jong, L. Sarti Design and Production of Multimedia and Simulation-based Learning Material (Hardcover, 1994 ed.)
Ton De Jong, L. Sarti
R3,185 Discovery Miles 31 850 Ships in 10 - 15 working days

This volume results from a meeting that was held in Barcelona, Spain, April 1993, under the auspices of the DELTA programme of the European Commission. DELTA (Developing European Learning through Technological Advance) is the commission's technology R&D programme that concentrates on "Telematic Systems for Flexible and Distance Learning." The overarching goal of this programme is to contribute through information technology to more efficient and effective design, production, and delivery of learning material. The DELTA programme started its main phase in 1992 with a total of 22 projects and a total budget of 92. 4 million ECU. In the meanwhile an extension of the programme has resulted in 8 extensions of existing projects and 8 new projects, bringing the number of projects to 30, with a corresponding total budget of 99. 9 million ECU. The programme has three main areas: telecommunication, delivery information systems, and design and production. In the projects, in total 201 organisations (industrial, commercial, and universities) from 12 European Union member states and 5 EFTA countries are represented. The DELTA programme pays much attention to the exchange of ideas and dissemination of information both between individual DELTA projects and between DELTA projects and other initiatives in the EU. Meetings in which DELTA projects are involved are held several times a year as so-called 'concertation meetings', meetings where also non-DELTA projects participate are called 'concerted actions'.

Artificial Intelligence in Daily Life (Hardcover, 1st ed. 2020): Raymond S.T. Lee Artificial Intelligence in Daily Life (Hardcover, 1st ed. 2020)
Raymond S.T. Lee
R1,316 R1,108 Discovery Miles 11 080 Save R208 (16%) Ships in 10 - 15 working days

Given the exponential growth of Artificial Intelligence (AI) over the past few decades, AI and its related applications have become part of daily life in ways that we could never have dreamt of only a century ago. Our routines have been changed beyond measure by robotics and AI, which are now used in a vast array of services. Though AI is still in its infancy, we have already benefited immensely. This book introduces readers to basic Artificial Intelligence concepts, and helps them understand the relationship between AI and daily life. In the interest of clarity, the content is divided into four major parts. Part I (AI Concepts) presents fundamental concepts of and information on AI; while Part II (AI Technology) introduces readers to the five core AI Technologies that provide the building blocks for various AI applications, namely: Machine Learning (ML), Data Mining (DM), Computer Vision (CV), Natural Languages Processing (NLP), and Ontology-based Search Engine (OSE). In turn, Part III (AI Applications) reviews major contemporary applications that are impacting our ways of life, working styles and environment, ranging from intelligent agents and robotics to smart campus and smart city projects. Lastly, Part IV (Beyond AI) addresses related topics that are vital to the future development of AI. It also discusses a number of critical issues, such as AI ethics and privacy, the development of a conscious mind, and autonomous robotics in our daily lives.

Mapping Holistic Learning - An Introductory Guide to Aesthetigrams (Paperback, New edition): Boyd White, Amelie Lemieux Mapping Holistic Learning - An Introductory Guide to Aesthetigrams (Paperback, New edition)
Boyd White, Amelie Lemieux
R1,128 Discovery Miles 11 280 Ships in 9 - 15 working days

Mapping Holistic Learning: An Introductory Guide to Aesthetigrams introduces the concept of aesthetigrams. These are participant-produced visual maps of aesthetic engagement. The map-making strategy was originally developed by one of the authors, Boyd White, to assist him in understanding what his university-level students were experiencing as they interacted with artworks. Such interactions are, after all, private, individualistic, and fleeting. How can a teacher foster student/teacher dialogue that might lead to enhanced engagement, much less do research, without a concrete record of such engagement? Aesthetigrams provide that record. Recently, the strategy has been adapted to other fields of study-the teaching of literature, and philosophy for children, as well as the writing of poetry. Boyd White and Amelie Lemieux are persuaded that the strategy could be expanded into other disciplines. For example, might it not be useful for a teacher to know what a student is feeling and thinking as she struggles with a mathematical concept? Mapping Holistic Learning is divided into three sections. Chapter 1 addresses the theoretical framework that underpins the authors' research. The second section, Chapters 2 to 5, provides examples of aesthetigram usage within the formal education environment, in art and literature classrooms. The third section, Chapters 6 and 7, introduces two recent experiments in informal settings-one in an adult poetry workshop, the other in a philosophy-for-children workshop. It is not necessary to follow the book in chronological order. Readers are invited to attend to the chapters that most closely address their individual interests.

Subconscious Learning via Games and Social Media (Hardcover, 2015 ed.): Olga Sourina, David Wortley, Seong-Dong Kim Subconscious Learning via Games and Social Media (Hardcover, 2015 ed.)
Olga Sourina, David Wortley, Seong-Dong Kim
R3,810 R3,521 Discovery Miles 35 210 Save R289 (8%) Ships in 12 - 17 working days

This book provides a detailed update on the applications of Serious Games in Healthcare and Education sector. In short, it provides an all rounded research and industry updates about the current and future advances in this area. These are the two sectors that are developing rapidly with direct applications of serious games. With advances in technologies and a new perspective on patient engagement and public expectations, the healthcare sector is increasingly turning to serious games to solve problems. Subconscious Learning via Games and Social Media will share expert opinions on the development and application of game technologies for health-related serious games. Our commercial and non-commercial expert comes from different aspects of the healthcare system from clinicians to therapist. The scope ranges from population health to specific medical domain applications. In the education sector, digital games have a great potential to improve learning of both adults and children. It is important to understand how to design games that could create long term behavioral change rather than short term alterations. In these chapters, we discuss how the serious games should be designed and deployed for both adults and children.

Advances in Software Engineering, Education, and e-Learning - Proceedings from FECS'20, FCS'20, SERP'20, and... Advances in Software Engineering, Education, and e-Learning - Proceedings from FECS'20, FCS'20, SERP'20, and EEE'20 (Hardcover, 1st ed. 2021)
Hamid R Arabnia, Leonidas Deligiannidis, Fernando G. Tinetti, Quoc-Nam Tran
R6,907 Discovery Miles 69 070 Ships in 10 - 15 working days

This book presents the proceedings of four conferences: The 16th International Conference on Frontiers in Education: Computer Science and Computer Engineering + STEM (FECS'20), The 16th International Conference on Foundations of Computer Science (FCS'20), The 18th International Conference on Software Engineering Research and Practice (SERP'20), and The 19th International Conference on e-Learning, e-Business, Enterprise Information Systems, & e-Government (EEE'20). The conferences took place in Las Vegas, NV, USA, July 27-30, 2020 as part of the larger 2020 World Congress in Computer Science, Computer Engineering, & Applied Computing (CSCE'20), which features 20 major tracks. Authors include academics, researchers, professionals, and students. This book contains an open access chapter entitled, "Advances in Software Engineering, Education, and e-Learning". Presents the proceedings of four conferences as part of the 2020 World Congress in Computer Science, Computer Engineering, & Applied Computing (CSCE'20); Includes the tracks Computer Engineering + STEM, Foundations of Computer Science, Software Engineering Research, and e-Learning, e-Business, Enterprise Information Systems, & e-Government; Features papers from FECS'20, FCS'20, SERP'20, EEE'20, including one open access chapter.

Game-Based Learning in Action - How an Expert Affinity Group Teaches With Games (Paperback, New edition): Matthew Farber Game-Based Learning in Action - How an Expert Affinity Group Teaches With Games (Paperback, New edition)
Matthew Farber
R1,416 Discovery Miles 14 160 Ships in 9 - 15 working days

How are expert educators using games in their classrooms to give students agency, while also teaching twenty-first century skills, like empathy, systems thinking, and design thinking? This question has motivated Matthew Farber's Game-Based Learning in Action: How an Expert Affinity Group Teaches With Games showcasing how one affinity group of K12 educators-known as "The Tribe"-teaches with games. They are transformational leaders outside the classroom, in communities of practice. They mentor and lead newcomers to game-based learning, as well as advise game developers, academics, and policymakers. Teachers in "The Tribe" do not teach in isolation-they share, support, and mentor each other in a community of practice. Farber shares his findings about the social practices of these educators. Game-Based Learning in Action details how the classrooms of expert game-based learning teachers function, from how they rollout games to how they assess learning outcomes. There are plenty of lessons to be learned from the best practices of expert educators. These teachers use games to provide a shared meaningful experience for students. Games are often the focal point of instruction. Featuring a foreword from James Paul Gee (Mary Lou Fulton Presidential Professor of Literacy Studies, and Regents' Professor), this book comments on promises and challenges of game-based learning in twenty-first century classrooms. If you are looking to innovate your classroom with playful and gameful learning practices, then Game-Based Learning in Action is for you!

Computer Games And Instruction (Hardcover, New): Sigmund Tobias, J. D. Fletcher Computer Games And Instruction (Hardcover, New)
Sigmund Tobias, J. D. Fletcher
R3,514 Discovery Miles 35 140 Ships in 10 - 15 working days

There is intense interest in computer games. A total of 65 percent of all American households play computer games, and sales of such games increased 22.9 percent last year. The average amount of game playing time was found to be 13.2 hours per week. The popularity and market success of games is evident from both the increased earnings from games, over $7 Billion in 2005, and from the fact that over 200 academic institutions worldwide now offer game related programs of study. In view of the intense interest in computer games educators and trainers, in business, industry, the government, and the military would like to use computer games to improve the delivery of instruction. Computer Games and Instruction is intended for these educators and trainers. It reviews the research evidence supporting use of computer games, for instruction, and also reviews the history of games in general, in education, and by the military. In addition chapters examine gender differences in game use, and the implications of games for use by lower socio-economic students, for students' reading, and for contemporary theories of instruction. Finally, well known scholars of games will respond to the evidence reviewed.

Teaching, Learning, and Leading With Computer Simulations (Hardcover): Yufeng Qian Teaching, Learning, and Leading With Computer Simulations (Hardcover)
Yufeng Qian
R6,088 Discovery Miles 60 880 Ships in 10 - 15 working days

Computer simulation, a powerful technological tool and research-proven pedagogical technique, holds great potential to enhance and transform teaching and learning in education and is therefore a viable tool to engage students in deep learning and higher-order thinking. With the advancement of simulation technology (e.g., virtual reality, artificial intelligence, machine learning) and the expanded disciplines where computer simulation is being used (e.g., data science, cyber security), computer simulation is playing an increasingly significant role in leading the digital transformation in K-12 schools and higher education institutions, as well as training and professional development in corporations, government, and the military. Teaching, Learning, and Leading With Computer Simulations is an important compilation of research that examines the recent advancement of simulation technology and explores innovative ways to utilize advanced simulation programs for the enhancement of teaching and learning outcomes. Highlighting a range of topics such as pedagogy, immersive learning, and social sciences, this book is essential for educators, higher education institutions, deans, curriculum designers, school administrators, principals, IT specialists, academicians, researchers, policymakers, and students.

Invent to Learn - Making, Tinkering, and Engineering in the Classroom (Paperback, 2nd Expanded and Revised Second ed.): Sylvia... Invent to Learn - Making, Tinkering, and Engineering in the Classroom (Paperback, 2nd Expanded and Revised Second ed.)
Sylvia Libow Martinez, Gary S Stager
R1,077 Discovery Miles 10 770 Ships in 12 - 17 working days
Educational Research: Networks and Technologies (Hardcover, 2007 ed.): Paul Smeyers, Marc Depaepe Educational Research: Networks and Technologies (Hardcover, 2007 ed.)
Paul Smeyers, Marc Depaepe
R3,158 Discovery Miles 31 580 Ships in 10 - 15 working days

There have always been networks in the context of educational research as well as particular technologies. Yet recent developments in ICT have put their mark on contemporary education and on educational research and more in general on knowledge and understanding. Does the ?network society? and its supporting technologies constitute a thoroughly radical innovation in social practice? Does information technology poison the minds of the younger generation? Do educational institutions have to be transformed in order to effectively serve the needs of the twenty-first century? And what are the implications of these changes for educational research and for researchers themselves? In this book distinguished philosophers and historians of education focus on the way ?networks? and ?technologies? characterize education and educational research nowadays. Attention is paid for instance to online networks as ?spaces? and ?places? that are changing research practices and relations, to the involvement of the researcher in the moral debate, but also to particular educational technologies such as the use of experts? advice concerning Internet use, the American True Love Waits movement and the practice of punishment in schools. This groundbreaking book records the intellectual struggles of a diverse and distinguished group of scholars as they come to grips with the changes in knowledge production, and modes of research communication, engendered by contemporary information and communications technology. The book performs a major service in placing the phenomenon of networks - their potentialities and also their dangers - squarely on our intellectual agenda. D.C. Phillips, Professor Emeritusof Education and Philosophy, Stanford University In this book, a rich array of international scholars in the philosophy and history of education address a pressing concern in contemporary educational research and educational practice: the impact of information technology and networks. The authors are strikingly successful, both in explicating the effects of these changes on both domains and in subverting these effects by pointing out the ironies and continuities lodged beneath technology's veneer of utility and novelty. David F. Labaree, Professor of Education, Stanford University This publication is realized by the Research Community (FWO-Vlaanderen / Research Foundation Flanders, Belgium) Philosophy and History of the Discipline of Education: Evaluation and Evolution of the Criteria for Educational Research. Also realized by the Research Community is Educational Research: Why What Works Doesn't Work, which appeared in 2006.

Moving Students of Color from Consumers to Producers of Technology (Hardcover): Yolanda Rankin, Jakita Thomas Moving Students of Color from Consumers to Producers of Technology (Hardcover)
Yolanda Rankin, Jakita Thomas
R5,165 Discovery Miles 51 650 Ships in 10 - 15 working days

In recent years, diversity in learning environments has become a pivotal topic of conversation for educators. By enhancing underrepresented students' computational thinking skills, it creates more room for future career opportunities. Moving Students of Color from Consumers to Producers of Technology is a comprehensive reference source that provides innovative perspectives on the need for diversity in computer science and engineering disciplines and examines best practices to build upon students' knowledge bases. Featuring coverage on an expansive number of topics and perspectives, such as, computational algorithmic thinking, STEM diversity, and distributed mentorship, this publication is ideally designed for academicians, researchers, and students interested in efforts to broaden participation in computer science careers fields for underrepresented students.

Technological Applications (Hardcover): T.E. Scruggs, M.A. Mastropieri Technological Applications (Hardcover)
T.E. Scruggs, M.A. Mastropieri
R4,180 Discovery Miles 41 800 Ships in 12 - 17 working days

Recent years have witnessed an explosion of technological advances, which has transformed virtually every aspect of human existence. Prominent among these advances are assistive technologies, which have been employed to improve the quality of life for individuals with disabilities. In this volume, recent advances in technological applications for individuals with learning and behavioural disabilities are described and discussed, in a collection that includes reviews of research, and original research reports. Technologies in this area have provided a multiplicity of uses, from advances in tools for basic research to text and content-enhancements to promote learning and behaviour change in educational environments. Discussed in this volume are technologies for improving our understanding of eye movements in learning from text, as well as technological applications in reading and literacy development. These technologies are employed to promote learning within classrooms, and also to connect learners with mentors outside the classroom. Beyond text, the use of virtual reality has been employed to promote understanding of complex concepts in physics. In many cases, these technologies have been employed effectively with students with emotional or behavioural disorders. Also discussed are issues in technological applications, including considerations of the most effective and appropriate uses of technology, where research is or should be heading, and teachers' understandings of the uses of technology with students with learning and behavioral disabilities. Also included in this volume are discussions of issues in learning disabilities, including discussions of significant issues in discrepancy models, and strategic coherence of individuals with learning difficulties. Overall, the ten chapters in this volume aim to provide some of the most current thinking and applications in learning and behavioural disabilities.

Technology Enhanced Learning (Hardcover): Jovan Dahl Technology Enhanced Learning (Hardcover)
Jovan Dahl
R3,619 R3,267 Discovery Miles 32 670 Save R352 (10%) Ships in 10 - 15 working days
Cross National Policies and Practices on Computers in Education (Hardcover, 1996 ed.): Tjeerd Plomp, R. E Anderson, Georgia... Cross National Policies and Practices on Computers in Education (Hardcover, 1996 ed.)
Tjeerd Plomp, R. E Anderson, Georgia Kontogiannopoulou-Polydorides
R4,779 Discovery Miles 47 790 Ships in 12 - 17 working days

This book presents some of the results from the second stage of lEA's study of Computers in Education (CompEd). lEA, the International Association for the Evaluation of Educational Achievement, conducts international comparative studies focussing on educational achievement, practices, and policies in various countries and education systems around the world. It has a Secretariat located in Amsterdam, the Netherlands. lEA studies have reported on a wide range of topics, each contributing to a deeper understanding of educational processes. The CompEd study is a project that sheds light on the way computers have been introduced in education and on how they are being used across the world today. The study proceeded in two stages with data collected for stage 1 in 1989 and for stage 2 in 1992. Results from both stages have been published in a variety of publications. This book reports about a special part of the study. Student achievement and school processes come into being in the context of the structure and the policies of national (or regional) education systems. The variety found in the CompEd results led us to ask how much might be explained by differences in these national or regional contexts. That is the reason the CompEd study took the initiative to invite the countries participating in the study, as well as some other countries that have had interesting developments in the domain of educational computers, to write a chapter describing their policies and practices regarding computers in education.

STEM Teachers and Teaching in the Digital Era - Professional Expectations and Advancement in the 21st Century Schools... STEM Teachers and Teaching in the Digital Era - Professional Expectations and Advancement in the 21st Century Schools (Hardcover, 1st ed. 2020)
Yifat Ben-David Kolikant, Dragana Martinovic, Marina Milner-Bolotin
R4,333 Discovery Miles 43 330 Ships in 12 - 17 working days

This book brings together researchers from Israel and Canada to discuss the challenges today's teachers and teacher-educators face in their practice. There is a growing expectation that the 21st century STEM teachers re-examine their teaching philosophies and adjust their practices to reflect the increasing role of digital technologies. This expectation presents a significant challenge to teachers, who are often asked to implement novel technology-rich pedagogies they did not have a chance to experience as students or become comfortable with. To exacerbate this challenge, the 21st century teachers function not only in a frequently-changing educational reality manifested by continuous reforms, but are also bombarded by often contradictory and competing demands from the legislators, administrators, parents, and students. How do we break the vicious circle of reforms and support STEM teachers in making a real change in student learning? This book is unique for at least three reasons. First, it showcases research situated in Israel and Canada that examines the challenges today's teachers and teacher-educators face in their practice. While the governments of both countries emphasize STEM education, their approaches are different and thus provide for interesting comparisons. Second, in addition to including research-based chapters, prominent scholars discuss the contributions in each of the book sections, problematizing the issues from a global perspective. Third, technology has a potential to empower teachers in this era of change, and this book provides the unique insights from each country, while allowing for comparisons, discussing solutions, and asking new questions. This book will be of interest to all involved in STEM teacher education programs or graduate programs in education, as well as to educational administrators interested in implementing technology in their schools.

Preparing to Lead in a Digital Environment - What All Educators Need to Know (Paperback): Lin Carver, Holly S. Atkins Preparing to Lead in a Digital Environment - What All Educators Need to Know (Paperback)
Lin Carver, Holly S. Atkins
R780 Discovery Miles 7 800 Ships in 12 - 17 working days

This book provides the theory behind integration of technology, provides a rationale for that integration, and explores resources and methods for supporting others in their growth in technology integration. Educational leaders will be a particular focus of the book as the need to be prepared to help their faculty integrate technology into their institutions. They are knowledgeable about administrative responsibilities, but not always as knowledgeable about theories and best practices of technology integration. Each chapter begins with a scenario or example from K-12 or higher education to illustrate the ideas presented in the chapter, then the chapter delves into the theoretical background, followed by a technology example, and concluding with activities readers could engage in to deepen their understanding of the concepts presented.

Analyzing Interactions in CSCL - Methods, Approaches and Issues (Hardcover, Edition.): Sadhana Puntambekar, Gijsbert Erkens,... Analyzing Interactions in CSCL - Methods, Approaches and Issues (Hardcover, Edition.)
Sadhana Puntambekar, Gijsbert Erkens, Cindy Hmelo-Silver
R5,124 R4,769 Discovery Miles 47 690 Save R355 (7%) Ships in 12 - 17 working days

Analyzing Interactions in CSCL: Methodology, Approaches, and Issues deepens the understanding of ways to document and analyze interactions in CSCL and informs the design of the next generation of CSCL tools. It provides researchers with several alternative methodologies, theoretical underpinnings of the methods used, data indicating how the method worked, guidance for using the methods, implications for understanding collaborative processes and their effect on learning outcomes and implications for design.
CSCL research tends to span across several disciplines such as education, psychology, computer science and artificial intelligence. As a result, the methods for data collection and analysis are interdisciplinary, from fields such as sociology, anthropology, psychology, computer science, and artificial intelligence. This book brings perspectives together, and provides researchers with an array of methodologies to document and analyze collaborative interactions.

The 2nd International Workshop on Learning Technology for Education in Cloud (Hardcover, 2014 ed.): Lorna Uden, Yu-Hui Tao,... The 2nd International Workshop on Learning Technology for Education in Cloud (Hardcover, 2014 ed.)
Lorna Uden, Yu-Hui Tao, Hsin-Chang Yang, I-Hsien Ting
R4,996 Discovery Miles 49 960 Ships in 12 - 17 working days

Proceedings from the 2013 LTEC conference in Kaohsiung, Taiwan. The papers examine diverse aspects of Learning Technology for Education in Cloud environments, including social, technical and infrastructure implications. Also addressed is the question of how cloud computing can be used to design applications to support real time on demand learning using technologies. The workshop proceedings provide opportunities for delegates to discuss the latest research in TEL (Technology Enhanced Learning) and its impacts for learners and institutions, using cloud technologies.

Digital Transformation of Learning Organizations (Hardcover, 1st ed. 2021): Dirk Ifenthaler, Sandra Hofhues, Marc Egloffstein,... Digital Transformation of Learning Organizations (Hardcover, 1st ed. 2021)
Dirk Ifenthaler, Sandra Hofhues, Marc Egloffstein, Christian Helbig
R1,701 Discovery Miles 17 010 Ships in 12 - 17 working days

This open access volume provides insight into how organizations change through the adoption of digital technologies. Opportunities and challenges for individuals as well as the organization are addressed. It features four major themes: 1. Current research exploring the theoretical underpinnings of digital transformation of organizations. 2. Insights into available digital technologies as well as organizational requirements for technology adoption. 3. Issues and challenges for designing and implementing digital transformation in learning organizations. 4. Case studies, empirical research findings, and examples from organizations which successfully adopted digital workplace learning.

Teaching and Learning Online - Science for Elementary Grade Levels (Hardcover): Franklin S Allaire, Jennifer E. Killham Teaching and Learning Online - Science for Elementary Grade Levels (Hardcover)
Franklin S Allaire, Jennifer E. Killham
R3,290 Discovery Miles 32 900 Ships in 10 - 15 working days

Science is unique among the disciplines since it is inherently hands-on. However, the hands-on nature of science instruction also makes it uniquely challenging when teaching in virtual environments. How do we, as science teachers, deliver high-quality experiences in an online environment that leads to age/grade-level appropriate science content knowledge and literacy, but also collaborative experiences in the inquiry process and the nature of science? The expansion of online environments for education poses logistical and pedagogical challenges for early childhood and elementary science teachers and early learners. Despite digital media becoming more available and ubiquitous and increases in online spaces for teaching and learning (Killham et al., 2014; Wong et al., 2018), PreK-12 teachers consistently report feeling underprepared or overwhelmed by online learning environments (Molnar et al., 2021; Seaman et al., 2018). This is coupled with persistent challenges related to elementary teachers' lack of confidence and low science teaching self-efficacy (Brigido, Borrachero, Bermejo, & Mellado, 2013; Gunning & Mensah, 2011). Teaching and Learning Online: Science for Elementary Grade Levels comprises three distinct sections: Frameworks, Teacher's Journeys, and Lesson Plans. Each section explores the current trends and the unique challenges facing elementary teachers and students when teaching and learning science in online environments. All three sections include alignment with Next Generation Science Standards, tips and advice from the authors, online resources, and discussion questions to foster individual reflection as well as small group/classwide discussion. Teacher's Journeys and Lesson Plan sections use the 5E model (Bybee et al., 2006; Duran & Duran, 2004). Ideal for undergraduate teacher candidates, graduate students, teacher educators, classroom teachers, parents, and administrators, this book addresses why and how teachers use online environments to teach science content and work with elementary students through a research-based foundation.

The Connecticon - Learning for the Connected Generation (Hardcover, illustrated Edition): Frank Rennie, Robin Mason The Connecticon - Learning for the Connected Generation (Hardcover, illustrated Edition)
Frank Rennie, Robin Mason
R2,894 Discovery Miles 28 940 Ships in 10 - 15 working days

This book makes the case that the changes brought about by the connectivity of the Internet have so transformed the nature of post secondary learning that we need to view it differently. Both the content and the processes of learning have been profoundly altered because of the accessibility of information and the multi-way interactivity provided by the Internet. We call this new phenomenon 'the Connecticon' - which encompasses the paradigm created by the infrastructure, the content, the multiple connection devices of the Web, as well as by the hyper-interactivity of the connected generation for whom attention is the new ourrency. It is the aim of this book to identify and document the Connecticon - its nature, its impact and its implications. We will do this in the broad domain of learning, though a similar study could be carried out in commercial, social or political fields.

Critique in Design and Technology Education (Hardcover, 1st ed. 2017): P. John Williams, Kay Stables Critique in Design and Technology Education (Hardcover, 1st ed. 2017)
P. John Williams, Kay Stables
R5,476 Discovery Miles 54 760 Ships in 12 - 17 working days

This book addresses notions of critique in Design and Technology Education, facilitating a conceptual and practical understanding of critique, and enabling both a personal and pedagogical application to practice. Critique can be a frame of mind, and may be related to a technology, product, process or material. In a holistic sense, critique is an element of a person's technological literacy, a fundamentally critical disposition brought to bear on all things technological. This book provides a reasoned conceptual framework within which to develop critique, and examples of applying the framework to Design and Technology Education. The book builds on The Future of Technology Education published by Springer as the first in the series Contemporary Issues in Technology Education. In the 21st century, an 'age of knowledge', students are called upon to access, analyse and evaluate constantly changing information to support personal and workplace decision making and on-going innovation. A critical Design and Technology Education has an important role to play, providing students with opportunities to integrate economic, environmental, social and technological worlds as they develop and refine their technological literacy. Through the design and development of technology, they collaborate, evaluate and critically apply information, developing cognitive and manipulative skills appropriate to the 21st century. Critique goes beyond review or analysis, addressing positive and negative technological development. This book discusses and applies this deeper perspective, identifying a clear role for critique in the context of Design and Technology Education.

Teaching Digital Kindness - Helping Students Become More Aware and Accountable in their Online Lives (Hardcover): Andrew... Teaching Digital Kindness - Helping Students Become More Aware and Accountable in their Online Lives (Hardcover)
Andrew Marcinek
R4,230 Discovery Miles 42 300 Ships in 12 - 17 working days

Digital tools have a clear educational purpose, but how do we help students with the darker corners of the web? This book provides timely, much-needed advice for educators on how to teach students to handle the anger and divisiveness that pervades social media and that is impossible to ignore when using tech for other purposes. Author Andrew Marcinek provides strategies we can use to help students with issues such as navigating relationships; understanding digital ethics and norms; returning to a balance with screen time; reclaiming conversation; holding yourself accountable; creating a new digital mindset; and more. Throughout, there are practical features such as Pause and Reflects, Teachable Moments, and classroom activities and lesson plans, so you can easily implement the ideas across content areas and grade levels.

Intelligent Tutoring Systems in E-Learning Environments - Design, Implementation and Evaluation (Hardcover, New): Slavomir... Intelligent Tutoring Systems in E-Learning Environments - Design, Implementation and Evaluation (Hardcover, New)
Slavomir Stankov, Vlado Glavinic, Marko Rosic
R5,224 Discovery Miles 52 240 Ships in 12 - 17 working days

Intelligent Tutoring Systems in E-Learning Environments: Design, Implementation, and Evaluation presents the e-learning community with innovative research concerning the background of intelligent tutoring systems in the new educational era. This scholarly reference provides researchers and e-system developers with a survey of the latest trends and practical experiences in student modeling.

Immersive Education - Designing for Learning (Hardcover, 1st ed. 2022): Paula MacDowell, Jennifer Lock Immersive Education - Designing for Learning (Hardcover, 1st ed. 2022)
Paula MacDowell, Jennifer Lock
R4,316 Discovery Miles 43 160 Ships in 12 - 17 working days

This book focuses on designing and being a designer of immersive education. It introduces readers to the human experiences within immersive learning environments and contributes research evidence on the effectiveness of immersive technologies in K-12 and post-secondary contexts. Through the chapters, illustrative contextual examples and vignettes demonstrate immersive learning in real-world educational practice. Readers will be equipped to design engaging and culturally relevant immersive experiences for learning in a post-COVID world. Immersive Education: Designing for Learning brings researchers, designers, and educators together to offer pedagogical strategies and design guidelines. The originality lies in integrating theoretical and practical knowledge to design meaningful immersive experiences, with attention to sustainability, community, and creativity. Valuable insights are provided to support students and teachers as immersive learning designers and storytellers.

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