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Books > Social sciences > Education > Educational resources & technology
Leveraging Digital Tools to Assess Student Learning provides a practical approach to using technology to collect, interpret, and curate assessment data in K-12 in-person, online, hybrid, and dual learning environments. Digital media, emerging learning technologies, and handheld devices play larger roles than ever in students' 21st-century educational experiences. Digital tools, meanwhile, can also transform assessment practices for teachers, allowing more efficient means of identifying gaps and modifying instruction to maximize student learning. Situating assessment practices in today's networked, flexible, and virtual classrooms, this book reframes polling and quizzing, social media and memes, and multimedia platforms as digital learning tools for engaging, interactive, and meaningful formative, summative, open-ended, peer and self-paced assessments. The final chapter discusses technology's role in organizing, evaluating, and disseminating assessment data to students, their families, and administrators.
Although computer-based tests (CBT) have been administered for many
years, improvements in the speed and power of computers coupled
with reductions in their cost have made large-scale computer
delivery of tests increasingly feasible. CBT is now a common form
of test delivery for licensure, certification, and admissions
tests. Many large-scale, high-stakes testing programs have
introduced CBT either as an option or as the sole means of test
delivery. Although this movement to CBT has, to a great extent,
been successful, it has not been without problems. Advances in
psychometrics are required to ensure that those who rely on test
results can have at least the same confidence in CBTs as they have
in traditional forms of assessment.
Professor Gilly Salmon has achieved continuity and illumination of the seminal five stage model, together with new research-based developments, in her much-awaited third edition of E-Moderating - the most quoted and successful guide for e-learning practitioners. Never content to offer superficial revisions or simple "solutions" against the pace of technological advances, the expanding interest and requirements for online learning, and the changes they have wrought, E-Moderating, Third Edition offers a richness of applied topics that will directly impact learners and teachers of all kinds. The book is carefully crafted and supported with evidence, examples, and resources for practical guidelines, making it potentially transformational for all practitioners. E-Moderating, Third Edition includes:
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.
The chapters in this book are based on selected peer reviewed research papers presented at the 11th biennial Networked Learning Conference (NLC) 2018 held in Zagreb and were chosen as exemplars of cutting edge research on networked learning. The chapters are organized into three main sections: 1) Aspects of mobility for Networked Learning in a global world, 2) Use and misuse of algorithms and learning analytics, 3) Understanding and empowering learners. The three main sections are flanked by chapters which introduce and reflect on Networked Learning as epistemic practice. The concluding chapter draws out perspectives from the chapters and discusses emerging issues. The book focuses on the nature of learning and interactions as an important characteristic sought out by researchers and practitioners in this field.
Studying Virtual Math Teams centers on detailed empirical studies of how students in small online groups make sense of math issues and how they solve problems by making meaning together. These studies are woven together with materials that describe the online environment and pedagogical orientation, as well as reflections on the theoretical implications of the findings in the studies. The nature of group cognition and shared meaning making in collaborative learning is a foundational research issue in CSCL. More generally, the theme of sense making is a central topic in information science. While many authors allude to these topics, few have provided this kind of detailed analysis of the mechanisms of intersubjective meaning making. This book presents a coherent research agenda that has been pursued by the author and his research group. The book opens with descriptions of the project and its methodology, as well as situating this research in the past and present context of the CSCL research field. The core research team then presents five concrete analyses of group interactions in different phases of the Virtual Math Teams research project. These chapters are followed by several studies by international collaborators, discussing the group discourse, the software affordances and alternative representations of the interaction, all using data from the VMT project. The concluding chapters address implications for the theory of group cognition and for the methodology of the learning sciences. In addition to substantial introductory and concluding chapters, this important new book includes analyses based upon the author's previous research, thereby providing smooth continuity and an engaging flow that follows the progression of the research. The VMT project has dual goals: (a) to provide a source of experience and data for practical and theoretical explorations of group knowledge building and (b) to develop an effective online environment and educational service for collaborative learning of mathematics. Studying Virtual Math Teams reflects these twin orientations, reviewing the intertwined aims and development of a rigorous science of small-group cognition and a Web 2.0 educational math service. It documents the kinds of interactional methods that small groups use to explore math issues and provides a glimpse into the potential of online interaction to promote productive math discourse.
Presently, people are facing a condition called VUCA (Volatility, Uncertainty, Complexity, and Ambiguity) where this condition is described as a turbulent, uncertain, complicated, unclear condition. The world of work and industry is changing quickly, driven by the development of technology, information and communication. Advances in computer technology, artificial, intelligence, robotics which is also called as the industrial revolution 4.0 eras, are of significant influence on environment and people. A time where humans must learn quickly, and an era where the future is unpredictable, where choices for various conditions are increasing and mindsets are changing. The big challenge for educational institutions, especially Islamic educational institutions today, is how to prepare young people on various aspects of cognitive, mental, and spiritual preparedness to face the changing environment. Development in the real world is far more complex than what is learned in the classroom, so it is necessary to educate and transform curriculum that is directed in accordance with the demands of present times. The 6th International Conference on emerging trends in technology for education in facing VUCA (Volatility, Uncertainty, Complexity, and Ambiguity) is designed not only to share research, but also to offer recommendations to governments, educational institutions and other stakeholders to improve the quality of education through technology-based educational programs. The conference was held by Faculty of Education UIN Syarif Hidayatullah Jakarta. Scholars, researchers, policy makers, teachers, and students from various countries participated and worked together to discuss how to improve the quality of education in the Muslim community. Guided by UIN Jakarta, the 6th ICEMS of 2020 provided opportunities for various educational stakeholders especially in Muslim Communities around the world to share their creative and innovative works, opinions, and experiences in open academic forums.
There have been many attempts to define the generation of students who emerged with the Web and new digital technologies in the early 1990s. The term "digital native" refers to the generation born after 1980, which has grown up in a world where digital technologies and the internet are a normal part of everyday life. Young people belonging to this generation are therefore supposed to be "native" to the digital lifestyle, always connected to the internet and comfortable with a range of cutting-edge technologies. Deconstructing Digital Natives offers the most balanced, research-based view of this group to date. Existing studies of digital natives lack application to specific disciplines or conditions, ignoring the differences of educational fields and gender. How, and how much, are learners changing in the digital age? How can a more pluralistic understanding of these learners be developed? Contributors to this volume produce an international overview of developments in digital literacy among today's young learners, offering innovative ways to steer a productive path between traditional narratives that offer only complete acceptance or total dismissal of digital natives.
Stanford mathematician and NPR Math Guy Keith Devlin explains why, fun aside, video games are the ideal medium to teach middle-school math. Devlin spent five years as the lead mathematical advisor on a project to develop an MMO game that would teach mathematics to children aged 9 to 12 and be sufficiently compelling that they would actually want to play it. He worked with some very distinguished mathematics educators and videogame designers, and during that time the team learned how to design videogames that do more than try to entice children to practice their basic math skills. Aimed primarily at teachers and education researchers, and game developers who want to produce videogames for mathematics education, Mathematics Education and Video Games describes exactly what is involved in designing and producing successful math educational videogames that foster the innovative mathematical thinking skills necessary for success in a global economy.
As technological innovation continues to affect language pedagogy, there is an increasing demand for information, exemplars, analysis and guidance. This edited volume focuses on international perspectives in Computer-Assisted Language Learning (CALL) in all of its forms, including Technology Enhanced Language Learning, Network-Based Language Learning, Information and Communication Technologies for Language Learning.
In this book, we review many examples of multimedia item types for testing. We also outline how games can be used to test physics concepts -- discuss designing chemistry item types with interactive graphics; study how culture-specific linguistics can help inner-city kids and new immigrants learn better; suggest approaches for automatically adjusting difficulty level in interactive graphics-based questions; and propose strategies for giving partial marks for incorrect answers. We also study how to test different cognitive skills, such as music, using multimedia interfaces and also evaluate the effectiveness of our model. Methods for estimating difficulty levels of mathematical item types using Item Response Theory (IRT) will be discussed. Examples of item shells for human computer interaction and cell phones will be shown.
Whereas traditional classroom instruction requires pilots to be pulled 'off the line', a training facility to be maintained and instructors to be compensated, e-learning is extremely cost-effective and therefore an attractive alternative. However, e-learning only saves money if the training is effective. Eager to reap financial benefits, e-learning courses have a history of varying dramatically in quality. The poorest courses are those that directly convert classroom-based presentations to an online format, not recognizing that computer-based instruction is an entirely different medium. Addressing this issue directly, e-Learning in Aviation explores the characteristics of computer-based course design and multimedia that are associated with improved learning. It then provides guidance regarding how to use research-based instructional design principles to plan, design, develop, and implement an e-Learning course within an aviation organization and continually evaluate whether or not the course is accomplishing instructional goals. A blended learning strategy, which incorporates both face-to-face and computer-based instruction, is suggested as the most appropriate choice for the majority of aviation companies. The goal of this approach is to utilize e-Learning as a tool to reduce time at the training centre and thereby increase pilot productivity and potentially improve the quality of training. Although the examples within this book focus on pilot training, the suggestions and guidelines are applicable to all employee groups within the industry.
Online and Social Networking Communities is a professional guide written for educational practitioners and trainers who wish to use online communication tools effectively in their teaching. Focusing on the student experience of learning in online communities, it addresses 'web 2.0' and other 'social software' tools and considers the role these technologies play in supporting student learning and building learning communities. The guide offers: real-world case studies and quality research a must-have list of useful resources guidance on building and supporting online learning communities information on how collaborative learning assessment differs from assessment of individual learning coverage of wikis, forums, blogging and micro-blogging, instant messaging, YouTube, Facebook, Second Life, Twitter, Flicker, desktop audio, videoconferencing, and social networking sites. Online and Social Networking Communities helps educators and trainers develop a critical approach by exploring online teaching from both the student and educator's perspective.This practical guide provides the tools to become a confident and thoughtful online educator, able to create successful and enjoyable learning experiences for your students.
Online and Social Networking Communities is a professional guide written for educational practitioners and trainers who wish to use online communication tools effectively in their teaching. Focusing on the student experience of learning in online communities, it addresses web 2.0 and other social software tools and considers the role these technologies play in supporting student learning and building learning communities. The guide offers:
Online and Social Networking Communities helps educators and trainers develop a critical approach by exploring online learning from both the student s and educator s perspective. This practical guide provides the tools to help develop confident and thoughtful online educators, able to create successful and enjoyable learning experiences for their students."
The Decentring of the Traditional University provides a unique perspective on the implications of media change for learning and literacy that allows us to peer into the future of (self) education. Each chapter draws on socio-cultural and activity theory to investigate how resourceful students are breaking away from traditional modes of instruction and educating themselves through engagement with a globally interconnected web-based participatory culture. The argument is developed with reference to the findings of an ethnographic study that focused on university students? informal uses of social and participatory media. Each chapter draws attention to the shifting locus of agency for regulating and managing learning and describes an emergent genre of learning activity. For example, Francis explores how students are cultivating and nurturing globally distributed funds of living knowledge that transcend institutional boundaries and describes students learning through serious play in virtually figured worlds that support radically personalised lifelong learning agendas. These stories also highlight the challenges and choices learners confront as they struggle to negotiate the faultlines of media convergence and master the new media literacies required to exploit the full potential of Web 2.0 as a learning resource. Overall, this compelling argument proposes that we are witnessing a period of historic systemic change in the culture of university learning as an emergent web-based participatory culture starts to disrupt and displace a top-down culture industry model of education that has evolved around the medium of the book. As a result, Francis argues that we need to re-conceive higher education as an identity-project in which students work on their projective identities (or imagined future selves) through engagement with both formal and informal learning activities.
This textbook considers and addresses the design of online learning objects, electronic textbooks, short courses, long courses, MOOC courses, and other types of contents for open sharing. It also considers the design of online mediated communities to enhance such learning. The "openness" may be open-access, and/or it may even be open-source. The learning may range from self-directed and automated to AI robot-led to instructor-led. The main concept of this work is that design learning for open sharing, requires different considerations than when designing for closed and proprietary contexts. Open sharing of learning contents requires a different sense of laws (intellectual property, learner privacy, pedagogical strategies, technologies, media, and others). It requires different considerations of learner diversity and inclusion. It requires geographical, cultural, and linguistic considerations that are not as present in more localized designs. The open sharing aspect also has effects on learner performance tracking (assessments) and learner feedback. This textbook targets students, both undergraduate and graduate in computer science, education and other related fields. Also, professionals in this field managing online systems would find this book helpful.
This book presents a wide-ranging and critical exploration of a topic that lies at the heart of contemporary education. The use of digital technology is now a key feature of schools and schooling around the world. Yet despite its prominence, technology use continues to be an area of education that rarely receives sustained critical attention and thought, especially from those people who are most involved and affected by it. Technology tends to be something that many teachers, learners, parents, policy-makers and even academics approach as a routine rather than reflective matter. Tackling the wider picture, addressing the social, cultural, economic, political and commercial aspects of schools and schooling in the digital age, this book offers to make sense of what happens, and what does not happen, when the digital and the educational come together in the guise of schools technology. In particular, the book examines contemporary schooling in terms of social justice, equality and participatory democracy. Seeking to re-politicise an increasingly depoliticised area of educational debate and analysis, setting out to challenge the many contradictions that characterise the field of education technology today, the author concludes by suggesting what forms schools and schooling in the digital age could, and should, take. This is the perfect volume for anyone interested in the application and use of technology in education, as well as the education policy and politics that surround it; many will also find its innovative proposals for technology use an inspiration for their own teaching and learning.
Written for educators seeking to engage students in collaboration and communication about authentic scenarios, The power of role-based e-learning offers helpful, accessible advice on the practice and research needed to design online role play. Drawing on the experiences of world-leading practitioners and citing an array of worldwide examples, it is a readable, non-technical, and comprehensive guide to the design, implementation, and evaluation of this exciting teaching approach. Issues discussed include: * designing effective online role plays * defining games, simulations and role plays * moderating engaging and authentic role-based e-learning activities * assessment and evaluation. The power of role-based e-learning offers a careful analysis of the strengths and learning opportunities of online role play, and is realistic about possible difficulties. Providing guidance for both newcomers and experienced professionals who are developing their online teaching repertoire, it is an invaluable resource for teachers, trainers, academics, and educational support staff involved in e-learning.
This book presents a wide-ranging and critical exploration of a topic that lies at the heart of contemporary education. The use of digital technology is now a key feature of schools and schooling around the world. Yet despite its prominence, technology use continues to be an area of education that rarely receives sustained critical attention and thought, especially from those people who are most involved and affected by it. Technology tends to be something that many teachers, learners, parents, policy-makers and even academics approach as a routine rather than reflective matter. Tackling the wider picture, addressing the social, cultural, economic, political and commercial aspects of schools and schooling in the digital age, this book offers to make sense of what happens, and what does not happen, when the digital and the educational come together in the guise of schools technology. In particular, the book examines contemporary schooling in terms of social justice, equality and participatory democracy. Seeking to re-politicise an increasingly depoliticised area of educational debate and analysis, setting out to challenge the many contradictions that characterise the field of education technology today, the author concludes by suggesting what forms schools and schooling in the digital age could, and should, take. This is the perfect volume for anyone interested in the application and use of technology in education, as well as the education policy and politics that surround it; many will also find its innovative proposals for technology use an inspiration for their own teaching and learning.
Considering the permeation of various mobile and internet technologies into daily life, their extension into the context of learning and work is unsurprising. With a global push in universities to blend and deepen their learning and delivery methods, effective application of mobile and internet technologies is essential for the promotion of student success. Technology-Enhanced Formative Assessment Practices in Higher Education is a comprehensive scholarly book that aims to explore the current impact of mobile technologies and the use of video capture via mobile devices on the learning and assessment of students in higher education, particularly where practical performance examples of their work are required as evidence of attaining competence. Featuring a wide range of topics such as course development, teacher evaluation, and higher education, this book is ideal for deans, educators, academicians, educational administrators, curriculum developers, researchers, students, and higher education professionals.
Rethinking Learning for a Digital Age addresses the complex and diverse experiences of learners in a world embedded with digital technologies. The text combines first-hand accounts from learners with extensive research and analysis, including a developmental model for effective e-learning, and a wide range of strategies that digitally-connected learners are using to fit learning into their lives. A companion to Rethinking Pedagogy for a Digital Age (2007), this book focuses on how learners experiences of learning are changing and raises important challenges to the educational status quo. Rethinking Learning for a Digital Age
Today 's learners are active participants in their learning experiences and are shaping their own educational environments. Professors, learning practitioners, researchers, and policy-makers will find Rethinking Learning for a Digital Age invaluable for understanding the learning experience, and shaping their own responses.
Design Literacies: Learning and Innovation in the Digital Age explores new ways of meaning making by examining the practices, stories, and products of new and digital media producers with the goal of understanding the logic of marketplace production. Based on interviews with thirty new media and digital technology producers, including designers of video games, community activists and marketers of digital technologies, Design Literacies looks at the shared patterns and common themes and offers a window into contemporary out-of-school practices, a language to describe these practices and a pedagogy that better meets students needs in this new media and digital age. With a foreword by Gunther Kress and an afterword by James Gee, Design Literacies: Learning and Innovation in the Digital Age will be of interest to postgraduate and graduate students of applied linguistics and education. APPLIED LINGUISTICS/ EDUCATION
How is information and communication technology (ICT) changing teaching and learning practices in secondary schools worldwide in the 21st century? This is the central question addressed by researchers involved in the series of surveys comprising the Second Information Technology in EducationStudy (SITES ). The question is a multifaceted one, with each facet raising additionalq uestions relating to both theory and practice. These include the following: * What traditional and new pedagogiesare evident in the 21st century? * What is the role of ICT in the teaching and learning process? * What ICT infrastructure is available in schools? * How can teachers and their administrators be prepared for effective practice? * How have these conditions and considerations changed since the first SITES survey in 1998? * What are the trends within and between national education systems? * What do the differences and similarities between these systems suggest? * How shouldchange be promoted in education in order to support teachers in their work? * Is there evidence that key strategic factors commonly found in ICT related educational policies do influence teachers' pedagogical use of ICT? Because these questions are interconnected, the SITES 2006 researchers recognized that if we are to make sense of changes in pedagogical practicesas a result of IC T use, then we need to view those practices in terms of the interacting layers in the 22 education systems surveyed.
The amount and range of information available to today's students-and indeed to all learners-is unprecedented. If the characteristics of "the information age" demand new conceptions of commerce, national security, and publishing-among other things-it is logical to assume that they carry implications for education as well. Little has been written, however, about how the specific affordances of these technologies-and the kinds of information they allow students to access and create-relate to the central purpose of education: learning. What does "learning" mean in an information-rich environment? What are its characteristics? What kinds of tasks should it involve? What concepts, strategies, attitudes, and skills do educators and students need to master if they are to learn effectively and efficiently in such an environment? How can researchers, theorists, and practitioners foster the well-founded and widespread development of such key elements of the learning process? This second edition continues these discussions and suggests some tentative answers. Drawing primarily from research and theory in three distinct but related fields-learning theory, instructional systems design, and information studies-it presents a way to think about learning that responds directly to the actualities of a world brimming with information. The second edition also includes insights from digital and critical literacies and provides a combination of an updated research-and-theory base and a collection of instructional scenarios for helping teachers and librarians implement each step of the I-LEARN model. The book could be used in courses in teacher preparation, academic-librarian preparation, and school-librarian preparation.
The book presents a cross-disciplinary overview of critical issues at the intersections of biology, information, and society. Based on theories of bioinformationalism, viral modernity, the postdigital condition, and others, this book explores two inter-related questions: Which new knowledge ecologies are emerging? Which philosophies and research approaches do they require? The book argues that the 20th century focus on machinery needs to be replaced, at least partially, by a focus on a better understanding of living systems and their interactions with technology at all scales - from viruses, through to human beings, to the Earth's ecosystem. This change of direction cannot be made by a simple relocation of focus and/or funding from one discipline to another. In our age of the Anthropocene, (human and planetary) biology cannot be thought of without (digital) technology and society. Today's curious bioinformational mix of blurred and messy relationships between physics and biology, old and new media, humanism and posthumanism, knowledge capitalism and bio-informational capitalism defines the postdigital condition and creates new knowledge ecologies. The book presents scholarly research defining new knowledge ecologies built upon emerging forms of scientific communication, big data deluge, and opacity of algorithmic operations. Many of these developments can be approached using the concept of viral modernity, which applies to viral technologies, codes and ecosystems in information, publishing, education, and emerging knowledge (journal) systems. It is within these overlapping theories and contexts, that this book explores new bioinformational philosophies and postdigital knowledge ecologies. |
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