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Books > Social sciences > Education > Educational resources & technology
This book argues for dynamic and relevant school experiences for primary and early secondary learners that embed digital media production. It proposes a vision of literacy that combines new technologies with multiple modes of meaning-making. Drawing on theories related to cultural studies, media literacy, anthropology, and creativity, the author explores learning strategies with digital media based on an empowering, values-driven framework. The book advances innovative teaching methods, critiquing educational 'reforms' that marginalise media and fail to engage with the complex tensions and textures of modern pedagogy. Positioning film and media-making as vital practices in schools that nurture the skills, dispositions and competencies of modern literacy, the model foregrounds connections between human agency, cognition, and creative practice. This innovative book will appeal to students and scholars of creativity, digital media production, primary education and literacy.
This book introduces multimodality and technology as key concepts for understanding learning in the 21st century. The author investigates how a nationwide socio-educational policy in Uruguay becomes recontextualised across time/space scales, impacting interaction and learning in an English as a Foreign Language classroom. The book introduces scalar analysis to better understand the situated and fractal nature of education policy as meaning-making, subsequently defining learning from a multimodal socio-semiotic approach. The analytical integration of different policy scales shows what policy means to various stakeholders, and what learning means for students and teachers. This depends both on how they position themselves and how they engage with the policy educational media. This innovative book will appeal to students and scholars of technology and learning, as well as multimodality.
Information acquisition and management has always had a profound impact on societal and organizational progression. This is due to higher education programs continuously expanding, students and academics being engaged in modern research, and the constant evaluating of current processes in education for optimization for the future. The Handbook of Research on Innovative Techniques, Trends, and Analysis for Optimized Research Methods is a comprehensive reference sources focused on the latest research methods currently facing educational technology and learners. While highlighting the innovative trends and methods, readers will learn valuable ways to conduct research and advance the understanding of ideas based on the results of their research. This publication is an important asset for teachers, researchers, practitioners, and graduate students looking to gain more knowledge on research trends and their applications.
Since its inception, eye-tracking technology has evolved into a critical device in psychological and sociological settings. By tracking eye movement, one can conduct lie detection, learn about neuropsychology, and measure reading response. Recently, these technologies have been implemented in Educational and School Psychology as a way to assess how students interact with content. Eye-Tracking Technology Applications in Educational Research enriches the current pool of educational research with cutting-edge applications of eye tracking in education. Seeking to advance this emergent, interdisciplinary field, this publication collects a diverse group of researchers exploring all aspects of this technology as an essential reference for educators, researchers, administrators, and advanced graduate students.
Over the past decade, integrated STEM education research has emerged as an international concern, creating around it an imperative for technological and disciplinary innovation and a global resurgence of interest in teaching and learning to code at the K-16 levels. At the same time, issues of democratization, equity, power and access, including recent decolonizing efforts in public education, are also beginning to be acknowledged as legitimate issues in STEM education. Taking a reflexive approach to the intersection of these concerns, this book presents a collection of papers making new theoretical advances addressing two broad themes: Transdisciplinary Approaches in STEM Education and Bodies, Hegemony and Decolonization in STEM Education. Within each theme, praxis is of central concern including analyses of teaching and learning that re-imagines disciplinary boundaries and domains, the relationship between Art and STEM, and the design of learning technologies, spaces and environments. In addition to graduate research seminars at the Masters and PhD levels in Learning Sciences, Science Education, Educational Technology and STEM education, this book could also serve as a textbook for graduate and pre-service teacher education courses.
Many books will be written about the latent effects COVID-19 and the response the pandemic will have on our community. Some of the impacts were immediate and obvious, like the forced move to distance learning, and the struggles, schools and families experienced. The most important factor is that school administrators must recognize that teachers and students need more than equipment and internet access. Fast Track to Online Learning describes, in detail, how schools and school districts must adopt a process for the development of advanced curriculum. Curriculum that focuses on critical thinking and leverages the technology to work in distance- and hybrid-learning models - what the author calls Tier 4 Curriculum (T4c).
In this book, the authors integrate STEM (i.e., science, technology, engineering, and mathematics) concepts and the cultivation of young minds in order to be open to innovation. This book uses STEM instruction as blurring the lines among basic subject areas. Often, it's more than integrating science, mathematics, engineering, and technology. Ideas, activities, and projects can be integrated with lessons from the language arts to the Arts as well. In this book, STEM is treated as more of a philosophy than a program or a set of activities.
We present conceptual foundations for artificial intelligence, expert systems, and knowledge engineering and management and discuss high quality in education. Following, we discuss the basics of our vision and prospective about higher education (HE): the battle for the future with digital transformation (DT). Next, we present our central Chapter 4 on DT: our dual model of knowledge and data, as befits a HE institution. Below, we present a succinct outline of our architectural model. The pillars of the architecture are funding, research, entrepreneurship and social projection (Chapter 8); recognizing from the start that knowledge has its ethos in the university; these pillars correspond to: Productive ecosystem of the DT DT that enhances knowledge and innovation in the universities for the habilitation of the digital capabilities A new economy that requires the U transformation as social projection. New DT human talent required by the new knowledge and intelligence industry. The student hyper-personalization by competences and skills is required. Ten Views of Our DT Model, given its complex process that takes place in long ways, a process required for the successful survival of an organization into the IV Industrial Revolution, with the final purpose of being very competitive, productive and of high quality (HQ). The DT views, namely: 1-The DT Ecosystem. 2-The structural vision or the pillars of the DT mentioned. 3-The DT strategic map, showing scenarios, actors and vision-mission. 4-The architectural components for DT: 8 architectures were developed and implemented, applying some intelligent constructs that we have developed and documented in the last 10 years at FESSANJOSE (U. San Jose), leading DT in postsecondary education (PSEd). 5-Digital 360 Degrees architecture of DT Academy and Administration LOCUS: this architecture is the digital portfolio that implies the organization of the subsystems to obtain better and/or new functionalities based on knowledge to obtain an intelligent behavior. The DT multilayer-architecture approach is a system of systems (SoS) one, which ensures compliance with government policies, norms and standards, in a highly complex social institution with digital assets; this approach describes the subsystems at a higher level, where a system is composed, and with the protocols by which the subsystems communicate. It provides a 360 Degrees business vision map and a planning framework for commercial and technological changes. 6-The computational-mathematical perspective of DT, identifying endogenous and exogenous variables and their interrelations. 7-The synthesis, the Matrix of End-Means (EMM) that summarizes in DT: Where the HE is. In addition, where can the HE go? 8-The MIR Matrix, which describes DT Objectives, impacts-indicators and results. 9-The dynamic model of the DT system, based on computational intelligence, representing the system information control of all the components to achieve the completion of the DT. The intelligent management information system (iMIS) for PSEd, shows the dynamics of DT, integrating several multilevel system hybrid architectures, as a space to respond to the solution of the HE problems, tending to the desired competitiveness, specifically pointing out the way that these modern technologies can be included for their adaptation and evolution in PSEd in post-modernity, making governability, and teaching and student productivity compatible with educational high quality, the purpose of DT. The interface Results of the iMIS includes: high quality metrics, digitization rate progress, indicators (an special appendix on KPI were included) and values of management, desertion, answers, and plans. The Input Interface includes data, information and knowledge acquisition, where the attributes, parameters.
Toward a Holistic Intelligence: Life on the Other Side of the Digital Barrier is a critical examination of how the Internet, our current digital age, and people's continuous use of digital devices is adversely affecting their thought processes, working memories, attention spans, and overall level of intelligence. In doing so, it explores how a larger intelligence based primarily on direct insight and creative absorption, qualities which are integrally part of people's emotive and sensorial lives, might allow for a clearer exploration of their world and themselves at a time in which our cognitive lives are being so thoroughly abrogated by the Internet and its resultant technologies.
Changing student demographics demand that colleges and universities meet the special needs of a new population, and libraries will play an increasingly important role in facing these challenges of the future. This professional reference is intended for academic librarians interested in establishing peer outreach programs for minority students. The volume includes an overview of the unique challenges facing academic institutions and libraries today in serving a diverse student population, suggestions on working effectively in the current academic environment, and practical guidelines for specific program design, implementation, and evaluation. Topics considered include performing a community analysis, the politics of program development, budgeting, personnel management, and program evaluation. Model program materials are included to assist librarians in establishing similar programs, and a bibliography provides a list of additional information sources.
This book is about makers and makerspaces in education. It furnishes and analyzes case studies from sixty teachers working in twenty different school districts in Ontario, Canada. Each author provides research and analyzes data about the process of establishing makerspaces and implementing maker pedagogies with students in grades K-8. The first chapter sets the stage for the book, describing the theoretical framework and methodology used and offering information on the schools in which the research occurred. Subsequent chapters focus on specific topics and individual case studies, including assessment, pedagogic techniques, equity, inclusivity, and methods of making. The book will prove valuable to both researchers and practitioners, any educator interested in this developing topic, including school leaders, school district leaders, educational researchers, and teacher educators. It will also be useful for initial teacher education programs.
Teachers are now expected to use technology to enhance students' learning, but what does this mean in the classroom and how can you apply it effectively to subject teaching? This book, for pre-service and qualified teachers, offers you a guide for using technology in primary and secondary schools, including how to decide which technology resource to use, safeguarding and ethical considerations and computer coding in the classroom. Further guidance is provided on using technology across the learning areas of literacy, mathematics, STEM and the arts. Key features include: * Classroom scenarios which tackle common challenges faced by teachers and how to resolve them * Examples of best practice technology use in early childhood settings, primary and secondary classrooms * A future-proofed approach focusing on theory-informed best practice in an ever-changing world of devices and software Essential reading for pre-service teacher education students in both primary and secondary education courses on undergraduate and postgraduate routes into teaching and for qualified teachers looking to deepen their professional knowledge. Joanne Blannin is Senior Lecturer in Digital Transformations at Monash University.
An accessible, practical and up-to-date book on digital learning and teaching, relevant for all those involved in teaching and assessment in higher and further education (HE and FE), whatever your academic or vocational specialism. It is essential reading for HE or FE practitioners, or those undertaking level 3, 4 and 5 qualifications in Education and Training, Postgraduate Certificates in Education (PGCEs), Certificates in Education (CertEds) and Postgraduate Certificates in Academic Practice (PGCAPs), as well as those in learning technologist roles. The impact of the Covid-19 pandemic has highlighted the importance of understanding and developing your digital capabilities as a basic competence in order to embrace current digital technologies and pedagogies to improve student outcomes. This book provides you with the practical knowledge and skills required to source and apply technology enhanced learning, teaching and assessment (TELTA) and adapt traditional learning and teaching materials and approaches for an online environment. It is designed around each aspect of the teaching and training cycle - identifying needs, planning and designing, delivering and facilitating, assessing and evaluating - and also includes: * how to build a positive and effective relationship with digital technology; * guidance on topics such as selecting appropriate digital technologies and creating digital and online activities, resources and assessments; * an emphasis on digital well-being and accessibility issues, and digital leadership; * ways of keeping up to date and continuing professional development.
The 27th volume of the Educational Media and Technology Yearbook describes current developments and trends in the field of instructional technology. Prominent themes for this volume include e-learning, collaboration, the standards reform movement, and a critical look at the field in its historical context. The audience for the Yearbook consists of media and technology professionals in schools, higher education, and business contexts, including instructional technology faculty, school library media specialists, curriculum leaders, business training professionals, and instructional designers. The Educational Media and Technology Yearbook has become a standard reference in many libraries and professional collections. Examined in relation to its companion volumes of the past, it provides a valuable historical record of current ideas and developments in the field.
The Internet of Toys (IoToys) is a developing market within our Internet of Things (IoT) ecosystem. This book examines the rise of internet-connected toys and aims to anticipate the opportunities and risks of IoToys before their widespread diffusion. Contributors to this volume each provide a critical analysis of the design, production, regulation, representation and consumption of internet-connected toys. In order to address the theoretical, methodological and policy questions that arise from the study of these new playthings, and contextualise the diverse opportunities and challenges that IoToys pose to educators, families and children themselves, the chapters engage with notions of mediatization, datafication, robotification, connected and post-digital play. This timely engagement with a key transformation in children's play will appeal to all readers interested in understanding the social uses and consequences of IoToys, and primarily to researchers and students in children and media, early childhood studies, media and communications, sociology, education, social psychology, law and design.
Toward a Holistic Intelligence: Life on the Other Side of the Digital Barrier is a critical examination of how the Internet, our current digital age, and people's continuous use of digital devices is adversely affecting their thought processes, working memories, attention spans, and overall level of intelligence. In doing so, it explores how a larger intelligence based primarily on direct insight and creative absorption, qualities which are integrally part of people's emotive and sensorial lives, might allow for a clearer exploration of their world and themselves at a time in which our cognitive lives are being so thoroughly abrogated by the Internet and its resultant technologies.
How can you shift from a focus on content to the creation of active learning experiences? In this practical resource, author Jason Kennedy provides a blueprint to help you stop "teaching" and start designing learning, so you can improve students' critical thinking, decision making, problem solving, and collaboration with others, preparing them for their futures beyond school doors. The framework for learning design covers components of planning (learning targets), of instruction (the opening, learning task, skills, tools, and success criteria), and of the work session (choices, pathways, feedback, and assessment). Appropriate for teachers of any subject area, the book also offers wide variety of tools to help you implement the ideas in your own setting.
This book looks at the value of integrating the arts and sciences in the school curriculum. It argues that this will help students further their understanding of analytical concepts through the use of creativity. The authors illustrate how schools can work towards presenting common practices, concepts, and content. Coverage features case studies and lessons learned from classrooms across the United States. The notion of STEAM (Science, Technology, Engineering, Arts, and Mathematics) is an emerging discipline unique in its desire to provide a well-rounded approach to education. The chapters of this volume examine STEAM in a variety of settings, from kindergarten to higher education. Readers will learn about the practical considerations involved when introducing the arts and creativity into traditionally left brain processes. This includes best practices for creating and sustaining successful STEAM initiatives in any school, college, or university. For instance, one chapter discusses novel approaches to teach writing with the scientific method in order to help students better present their ideas. The authors also detail how the arts can engage more diverse learners, including students who are not traditionally interested in STEM subjects. They provide three concrete examples of classroom-tested inquiries: designing a prosthetic arm for a child, making a paleontology investigation, and taking a closer look at the arts within roller coaster engineering. This book is an invaluable resource for teachers and teacher trainers, university faculty, researchers, and school administrators. It will also be of interest to science, mathematics, engineering, computer science, information technology, arts and design and technology teachers.
This book explores the efficacy of game-based learning to develop university students' skills and competencies. While writing on game-based learning has previously emphasised the use of games developed specifically for educational purposes, this book fills an important gap in the literature by focusing on commercial games such as World of Warcraft and Minecraft. Underpinned by robust empirical evidence, the author demonstrates that the current negative perception of video games is ill-informed, and in fact these games can be important tools to develop graduate skills related to employability. Speaking to very current concerns about the employability of higher education graduates and the skills that university is intended to develop, this book also explores the attitudes to game-based learning as expressed by instructors, students and game developers.
This book describes and outlines the theoretical foundations of system simulation in teaching, and as a practical contribution to teaching-and-learning models. It presents various methodologies used in teaching, the goal being to solve real-life problems by creating simulation models and probability distributions that allow correlations to be drawn between a real model and a simulated model. Moreover, the book demonstrates the role of simulation in decision-making processes connected to teaching and learning.
This volume provides foreign language educators and classroom researchers with an introduction to online intercultural exchange, the activity of engaging foreign language learners in collaborative project work with partners from other cultures through the use of online communication tools such as email, discussion boards and videoconferencing. The authors use their extensive experience in both the practice and research of online exchange to present a clear overview of the pedagogical theory behind online exchange and its contribution to different aspects of foreign language learning, including communicative competence, intercultural awareness and learner autonomy. The chapters look at different ways of organising such projects, such as the Tandem and Cultura models, and also provide clear discussions on practical aspects of the area including task design, the choice of communication tools and the role of the teacher.
In recent years, digital badging systems have become a credible means through which learners can establish portfolios and articulate knowledge and skills for both academic and professional settings. Digital Badges in Education provides the first comprehensive overview of this emerging tool. A digital badge is an online-based visual representation that uses detailed metadata to signify learners' specific achievements and credentials in a variety of subjects across K-12 classrooms, higher education, and workplace learning. Focusing on learning design, assessment, and concrete cases in various contexts, this book explores the necessary components of badging systems, their functions and value, and the possible problems they face. These twenty-five chapters illustrate a range of successful applications of digital badges to address a broad spectrum of learning challenges and to help readers formulate solutions during the development of their digital badges learning projects.
Augmented Education in the Global Age: Artificial Intelligence and the Future of Learning and Work is an edited collection that explores the impact of Artificial Intelligence on learning and work, and how this emerging technology will transform and disrupt our current institutions. Chapters in this book discuss the history of technological revolutions and consider the anxieties and social challenges of lost occupations as well as the new economic and labor opportunities in the evolution of industries. Chapter authors unpack the nature of augmented education, from revamping curriculum and personalizing education, to redesigning learning spaces and redefining teaching in a computational era. Ultimately the book discusses policy and planning for an augmented future, arguing that education systems are undergoing a metamorphosis and will need to adapt in order to support competitive labor systems amid global competition and the race against automating technologies. Bringing together expert perspectives from around the world, this is the exciting, informative collection of research and analysis surrounding the future of work and learning amid rapid, accelerating technological change. |
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