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Books > Social sciences > Education > Educational resources & technology
First published in 2013. Routledge is an imprint of Taylor & Francis, an informa company.
Today, new media is both augmenting and extending the traditional classroom with a variety of technology-based tools available to both students and faculty, and has created "new" virtual classrooms for anywhere, anytime availability to education. Despite the enormous potential for technology to support the educational enterprise in this emerging "creative" economy, technologies are still not yet fully integrated in the classroom and their association with educational outcomes is as-yet unclear. This book profiles scholarly work from around the world to examine closely the effectiveness of the newest media in education at bridging the gaps among and between teachers, students and subject matter at all levels, from K-12 through adult education. These pieces are theory-based investigations with implications for future research, theory and application. Contributors examine how the fields of education and new media have evolved and are continuing to evolve pedagogically and practically, from predominantly instructivist, with a passive, one-way teaching format; to constructivist, including teacher- and learner-controlled, sensorially immersive and socially interactive exchanges. This book will be of interest to students and faculty in the areas of new media in education, including distance learning, online learning and "virtual" learning.
In recent years there has been significant investment by policy makers in the potential of technological tools to transform learning and teaching across a range of professional practitioner groups; education, nursing and social care. There remain, however, outstanding issues concerning the ways educators and professional practitioners harness the potential of technologies to innovate and develop pedagogical practice. With so much attention focusing on technologies themselves, the complexity of what it takes for practitioners to innovate and develop their own pedagogical practice can easily be overlooked. This book promotes a teacher-centred model of professional development and practice; a model that promotes teachers as active agents as they draw upon a range of factors within a narrative ecology framework to inform their development of pedagogical tools. The combination of narrative methodologies with ecological theories offers a much more nuanced view of teachers' professional learning, and Turvey provides an innovative methodological approach to narrative research, supported by an empirical evidence base which crosses educational and socio-cultural contexts. Chapters cover: -Teachers as pedagogical toolmakers -A teacher-centred narrative ecology -Storying teachers' experiences: what can we learn? The narrative ecologies that emerge in this book suggest an incremental process of pedagogical change and development, driven by teachers at the heart of the process. This book will be key reading for postgraduate students and academics focusing on narrative methodologies and aspects of professional learning within contemporary contexts.
This volume presents research findings on the use of technology to support learning and reasoning in collaborative contexts. Featuring a variety of theoretical perspectives, ranging from sociocultural to social psychological to information processing views, Collaborative Learning, Reasoning, and Technology includes an international group of authors well known for their contributions to research on technology learning environments. Two themes are central: the use of technology as a scaffold for learning, and the use of technology to promote argumentation and reasoning. Collaboration among peers is a key element in both of these strands. These foci highlight, respectively, a key element in the design of technology-based learning environments and a key outcome that can result from online instruction/learning. As a whole, the volume addresses some of the core issues in using technology to support collaborative learning, reasoning, and argumentation.
Despite growing interest in digital game-based learning and teaching, such as alternate reality games and virtual worlds, until now most teachers have lacked the resources and technical knowledge to create games that meet their needs. The only realistic option for many has been to use existing games which too often are out of step with curriculum goals, require high-end technology, and are difficult to integrate. This book offers a comprehensive solution, presenting five principles of games that can be embedded into traditional or online learning and teaching to enhance engagement and interactivity. Contributors highlight strategies and solutions for digital game design, showing how educationally sound games can be designed using readily accessible, low-end technologies. The authors are established researchers and designers in the field of educational games. Case studies explore specific academic perspectives, and featured insights from professional game designers provide an explicit link between theory and practice. Practical in nature, the book has a sound theoretical base that draws from a range of international literature and research.
Enterprise Resource Planning (ERP), Supply Chain Management (SCM), Customer Relationship Management (CRM), Business Intelligence (BI) and Big Data analytics (BDA) are business related tasks and processes, which are supported by standardized software solutions. The book explains that this requires business-oriented thinking and acting from IT specialists and data scientists. It is a good idea to let students experience this directly from the business perspective, for example as executives of a virtual company in a role-playing game. The second edition of the book has been completely revised, restructured and supplemented with actual topics such as blockchains in supply chains and the correlation between Big Data analytics, artificial intelligence and machine learning. The structure of the book is based on the gradual implementation and integration of the respective information systems from the business and management perspectives. Part I contains chapters with detailed descriptions of the topics supplemented by online tests and exercises. Part II introduces role play and the online gaming and simulation environment. Supplementary teaching material, presentations, templates, and video clips are available online in the gaming area. The gaming and business simulation Kdibisglobal.com, newly created for this book, now includes a beer division, a bottled water division, a soft drink division and a manufacturing division for barcode cash register scanner with their specific business processes and supply chains.
This book focuses on the uses of big data in the context of higher education. The book describes a wide range of administrative and operational data gathering processes aimed at assessing institutional performance and progress in order to predict future performance, and identifies potential issues related to academic programming, research, teaching and learning . Big data refers to data which is fundamentally too big and complex and moves too fast for the processing capacity of conventional database systems. The value of big data is the ability to identify useful data and turn it into useable information by identifying patterns and deviations from patterns .
Teaching with the Screen explores the forms that pedagogy takes as teachers and students engage with the screens of popular culture. By necessity, these forms of instruction challenge traditional notions of what constitutes education. Spotlighting the visual, spatial, and relational aspects of media-based pedagogy using a broad range of critical methodologies-textual analysis, interviews, and participant observation-and placing it at the intersection of education, anthropology, and cultural studies, this book traces a path across historically specific instances of media that function as pedagogy: Hollywood films that feature teachers as protagonists, a public television course on French language and culture, a daily television "news" program created by high school students, and a virtual reality training simulation funded by the US Army. These case studies focus on teachers as pedagogical agents (teacher plus screen) who unite the two figures that have polarized earlier debates regarding the use of media and technology in educational settings: the beloved teacher and the teaching machine.
Digital resources-from games to blogs to social networking-are strong forces in education today, but how can those tools be effectively utilized by educators and course designers in higher education? Filled with practical advice, the e-Learning and Social Networking Handbook, Second Edition provides a comprehensive overview of online learning tools and offers strategies for using these resources in course design, highlighting some of the most relevant and challenging topics in e-learning today, including: * using social networking for educational purposes * designing for a distributed environment * strengths and weaknesses of delivering content in various formats (text, audio, and video) * potential constraints on course design * implementation, evaluation, induction, and training Illustrated by short, descriptive case studies, the e-Learning and Social Networking Handbook, Second Edition also directs the reader to useful resources that will enhance their course design. This helpful guide will be invaluable to all those involved in the design and delivery of online learning in higher education.
The growth of interest in virtual worlds and other online spaces for children and young people raises important issues for literacy educators and researchers. This book is a timely and much-needed collection of current research in the area. It provides a synthesis of knowledge and understanding and will be a key resource for scholars, students and teachers, particularly those interested in digital literacies. The work presents a coherent vision of current knowledge, and some of the most engaging, empirical research being undertaken on virtual worlds and online spaces in and beyond educational institutions. It contains international studies from the UK, North America and Australasia. This is an important time for those researching virtual worlds, videogaming and Web 2.0 technologies, since there is growing professional interest in their significance in the education and development of children and young people. Whether these technologies are solely associated with informal learning or whether they should be incorporated into classroom contexts is hotly debated. This book provides a principled evaluation and appreciation of the learning, teaching and instruction that can occur in digital environments, showing children, young people and those who work with them as active agents with possibilities to navigate new paths.
This book examines how video game mechanics and narratives can teach players skills associated with increased psychological well-being. It integrates research from psychology, education, ludology, media studies, and communication science to demonstrate how game play can teach skills that have long been associated with increased happiness and prolonged life satisfaction, including flexible thinking, openness to experience, self-care, a growth mindset, solution-focused thinking, mindfulness, persistence, self-discovery and resilience. The chapters in this volume are written by leading voices in the field of game studies, including researchers from academia, the video gaming industry, and mental health practitioners paving the way in the field of "geek therapy." This book will advance our understanding of the potential of video games to increase our psychological well-being by helping to mitigate depression, anxiety, and stress and foster persistence, self-care, and resilience.
First published in 2012. Routledge is an imprint of Taylor & Francis, an informa company.
The use of online learning environments is now widespread, and there is a wealth of literature providing practical advice on how to teach online, develop courses and ensure effective pedagogical practice. What has been frequently overlooked is the insight offered by cyberspace theory, which considers broader social, cultural and theoretical contexts within which new technologies and learning models are situated. This book provides a fresh perspective on current thinking in e-learning. It challenges orthodox assumptions about the role of technology in the teaching and learning of the future, and explores more varied and wider-reaching conceptual frameworks for learning in cyberspace. Featuring the contributions of respected and experienced experts with a wide range of perspectives, Education in Cyberspace will be valued by anyone closely involved in the theory of e-learning and education.
This collection examines the promise and limitations for computer-assisted language learning of emerging speech technologies: speech recognition, text-to-speech synthesis, and acoustic visualization. Using pioneering research from contributors based in the US and Europe, this volume illustrates the uses of each technology for learning languages, the problems entailed in their use, and the solutions evolving in both technology and instructional design. To illuminate where these technologies stand on the path from research toward practice, the book chapters are organized to reflect five stages in the maturation of learning technologies: basic research, analysis of learners' needs, adaptation of technologies to meet needs, development of prototypes to incorporate adapted technologies, and evaluation of prototypes. The volume demonstrates the progress in employing each class of speech technology while pointing up the effort that remains for effective, reliable application to language learning.
Drawing on a wealth of theoretical and empirical work, Education in a Digital World tackles a number of pressing questions, such as, how are 'global' trends in educational technology refracted through national policies and processes? How exactly are educational technologies linked to issues of global economics and the fortunes of national and international economies? To what extent are digital technologies implicated in the commercialisation, marketization and commodification of education? These questions, and others, are addressed throughout eight wide-ranging chapters, which consider topics such as the national policy strategies of countries across North and South America, Europe and East Asia, the educational technology portfolios of international organizations such as the United Nations and Microsoft, as well as the role of education and technology in international development and the on-going efforts to provide 'one laptop per child' across low-income regions and countries. Through these examples Selwyn develops a detailed analysis of education, technology and globalisation, drawing together arguments and debates from various academic perspectives. Written in a detailed but accessible manner, this is an essential book for anyone wishing to gain a better understanding of the role of education and technology in contemporary globalised society.
This book offers insight into designerly ways of knowing from the perspectives of experts and professionals engaging in diverse forms of design in workplaces and other public domains. It also aids in the understanding of design practices from designers' viewpoints via case studies. By pursuing a reflective inquiry in their design epistemology (designerly ways of knowing), design praxiology (practices of design), or design phenomenology (forms of designs), self-studies of design practices, and presenting studies of designs, the authors of this book demonstrate how they influence the people and the object of inquiry or design. The case studies presented in this book also illustrate how designers develop their expertise, and provides inspiration for the incorporation of design-thinking and practice in education.
This invaluable new text on ICT offers support, guidance and inspiration to anyone training to teach or currently teaching in primary schools, as well as those studying Education Studies at undergraduate or postgraduate level. The book encourages teachers - and pupils - to realise the potential of the full range of ICT resources. It provides primary teachers with the knowledge, skills and confidence to plan, teach and assess their own ICT lessons, as well as to use ICT creatively across the whole curriculum. This is not a 'how to' guide or collection of lesson plans, but instead balances research-based theory with everyday experiences, challenging you to understand teaching methods and how they translates into a range of suitable teaching strategies for the whole class, small group or individual using ICT.
The book focuses on effective technology use and diffusion. Theoretical principles such as SAMR and TPACK are discussed and connected to real-world scenarios, emphasizing leadership in implementing classroom and school-wide technology implementation to support student learning. Theories and practices for providing professional development for technology implementation are addressed. Activities to be completed in small groups or individually, as well as examples of technology tools, are provided to further underscore the application of key concepts.
Digital technologies have transformed cultural perceptions of learning and what it means to be literate, expanding the importance of experience alongside interpretation and reflection. Learning the Virtual Life offers ways to consider the local and global effects of digital media on educational environments, as well as the cultural transformations of how we now define learning and literacy. While some have welcomed the educational challenges of digital culture and emphasized its possibilities for individual emancipation and social transformation in the new information age, others accuse digital culture of absorbing its recipients in an all-pervasive virtual world. Unlike most accounts of the educational and cultural consequences of digital culture, Learning the Virtual Life presents a neutral, advanced introduction to the key issues involved with the integration of digital culture and education. This edited collection presents international perspectives on a wide range of issues, and each chapter combines upper-level theory with "real-world" practice, making this essential reading for all those interested in digital media and education.
This book focuses on the process of creating and educating innovation leaders through specialized programs, which are offered by leading academic schools. Accordingly, the book is divided into two parts. While the first part provides the theoretical foundations of why and how innovation leaders should be created, the second part presents evidence that these foundations can already be found in the programs of ten top-level universities. Part one consists of six chapters following a rigorous plan of content development, addressing topics ranging from (1) innovation, to (2) the settings where innovation occurs, (3) innovation leadership, (4) the need to change education, (5) a taxonomy of advanced educational experiences, and (6) cases of positive vs negative innovation leadership in the context of complex problems. Here the authors show that a new kind of innovation leadership is urgently needed, how it can be created, and how it is put into action. The second part is a collection of invited chapters that describe in detail ten leading academic programs: their objectives, curricular organization, enrollment procedures, and impact on students. Selected programs include four North American institutions (Stanford's d.school, Harvard's Multidisciplinary Engineering Faculty, Philadelphia University, OCAD's Master of Design on Strategic Foresight & Innovation), five European institutions (Alta Scuola Politecnica of Milano and Torino, the EIT Master Program, Paris' d.school, Brighton's Interdisciplinary Design Program, Aalto University) and the Mission D program at Tongji University in China. The book is dedicated to all those who recognize the need to provide stimuli regarding innovation and innovation leadership, primarily but not exclusively in academia. These include, but are not limited to, professors, deans and provosts of academic institutions, managers at private organizations and government policy-makers - in short, anyone who is engaged in promoting innovation within their own organization, and who feels the need to expand the intellectual and practical toolbox they use in this demanding and exciting endeavor.
First published in 2012. Routledge is an imprint of Taylor & Francis, an informa company.
The media has a huge impact on how we view society and the world, and new technologies continue to transform the way in which we work and learn. It is therefore essential that young people can engage critically in their consumption of media and the internet and are able to make informed decisions about the technologies they use. This book explores the broad contexts and ideas that technology facilitates in our culture and considers what this means for teachers in practice. It aims to help you develop your understanding about, and pedagogy with, technology and includes:
Technology has a crucial role to play in processes of teaching and learning. This book is essential reading for trainee and practising teachers that wish to use a range of technological tools to form a dynamic and creative learning environment.
Public Internet discussion forums offer opportunities for intercultural interaction in many languages on a vast range of topics, but are often overlooked by language educators in favour of purpose-built exchanges between learners. The book investigates this untapped pedagogical potential.
Education Networks is a critical analysis of the emerging intersection among the global power elite, information and communication technology, and schools. Joel Spring documents and examines the economic and political interests and forces -including elite networks, the for-profit education industry, data managers, and professional educators - that are pushing the use of ICT for online instruction, test preparation and tutoring, data management, instructional software packages, and more , and looks closely at the impact this is having on schools, students, and learning. Making a distinction between "mind" (as socially constructed) and "brain" (as a physiological entity), Spring draws on recent findings from comparative psychology on the possible effects of ICT on the social construction of the minds of students and school managers, and from neuroscience regarding its effect on students' brains. Throughout, the influence of elite networks and powerful interest groups is linked to what is happening to children in classrooms. In conclusion Spring offers bold suggestions to change the course of the looming technological triumph of ICT in the "brave new world" of schooling.
This book takes a serious historical and international look at the digital pencil movement to equip every student with a computing device with wireless connection. Using an ecological perspective as an overarching framework, and drawing on their own studies and available literature that illuminate the issues related to one-to-one computing, the authors present well-reasoned discussions about a set of complex and critical issue facing policy makers, educators, students, parents, and the general public. The Digital Pencil addresses four key questions: Is the digital pencil a good idea? The authors analyze the costs and benefits of one-to-one computing programs through consideration of multiple indicators and examine the evaluation reports of various projects within their analytical framework to present a comprehensive summary of outcomes of one-to-one computing projects. What happens when each child has a networked computer? The authors analyze existing data with the goal of gaining insights and making suggestions and recommendations for policy makers, teachers, and parents. What should schools purchase or lease is there an ideal device? These authors examine the relative advantages and disadvantages of different devices and implementation schemes. How do we know if one-to-one computing is making a difference? The authors review the evaluation plans of the various projects and propose a framework for comprehensive evaluation and research on one-to-one computing. This book is intended for researchers, school administrators, educational technology professionals, and policy makers in the U.S. and around the world, and as a supplemental text for advanced courses in education, technology, and technological innovation. |
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