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Books > Social sciences > Education > Educational resources & technology

Technology and the Educational Workplace - Understanding Fiscal Impacts 1997 AEFA Yearbook (Hardcover): Kathleen C. Westbrook Technology and the Educational Workplace - Understanding Fiscal Impacts 1997 AEFA Yearbook (Hardcover)
Kathleen C. Westbrook
R1,716 Discovery Miles 17 160 Ships in 10 - 15 working days

This volume focuses on the power of technology to improve education and to create global educational environments. The contributors present exciting new programs for training administrators and teachers, and makes clear the possibilities that technology brings to the lives of researchers and policymakers.

Designing Instruction For Open Sharing (Hardcover, 1st ed. 2019): Shalin Hai-Jew Designing Instruction For Open Sharing (Hardcover, 1st ed. 2019)
Shalin Hai-Jew
R1,501 Discovery Miles 15 010 Ships in 18 - 22 working days

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.

Design Literacies - Learning and Innovation in the Digital Age (Hardcover): Mary P. Sheridan, Jennifer Rowsell Design Literacies - Learning and Innovation in the Digital Age (Hardcover)
Mary P. Sheridan, Jennifer Rowsell
R4,204 Discovery Miles 42 040 Ships in 10 - 15 working days

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

Researching IT in Education - Theory, Practice and Future Directions (Hardcover, New): Anne McDougall, John Murnane, Anthony... Researching IT in Education - Theory, Practice and Future Directions (Hardcover, New)
Anne McDougall, John Murnane, Anthony Jones, Nick Reynolds
R4,498 Discovery Miles 44 980 Ships in 10 - 15 working days

Serious criticisms of research on IT in education have been published recently in both the UK and the USA. Researching IT in Education aims to provoke thought and discussion among practising researchers by considering a range of approaches to undertaking quality research. Establishing priorities and directions for future research in the sub-discipline of IT in education, the book is structured around five foci:

  • theory
  • history
  • research directions
  • methodology
  • research topics.

This book argues for the enormous power of IT to enable fundamental research that both refines and develops theory and practice in education. High quality research that advances knowledge and educational practice in this area will generally require longer timelines and more complex data collection and analysis methods. The authors draw attention to the value of theoretical frameworks used in mainstream educational research and highlight the early theoretical work on the subject of IT in education.

Researching IT in Education is the only book in its area to focus on methodological and research design issues. The individual chapters are contributed by expert researchers and leaders in the field from ten countries, thus providing an unusually broad but coherent international set of perspectives for the issues examined in the book.

This book will benefit anyone interested in or undertaking research on IT in education, including academics, research students, teachers and policy-makers.

Grasp - The Science Transforming How We Learn (Paperback): Sanjay Sarma, Luke Yoquinto Grasp - The Science Transforming How We Learn (Paperback)
Sanjay Sarma, Luke Yoquinto 1
R190 Discovery Miles 1 900 Ships in 10 - 15 working days

'Sarma's book may be the most important work on education written this century' - Skeptic As the head of Open Learning at MIT, Sanjay Sarma has a daunting job description: to fling open the doors of the MIT experience for the benefit of the wider world. But if you're going to undertake such an ambitious project, you must first ask: How exactly does learning work? What conditions are most conducive? Are our traditional classroom methods - lecture, homework, test, repeat - actually effective? And if not, which techniques are? Grasp takes readers across multiple frontiers, from fundamental neuroscience to cognitive psychology and beyond, as it explores the future of learning. For instance: * Scientists are studying the role of forgetting, exposing it not as a simple failure of memory but a critical weapon in our learning arsenal * New developments in neuroimaging are helping us understand how reading works in the brain. It's become possible to identify children who might benefit from specialised dyslexia interventions - before they learn to read * Many schools have begun converting to flipped classrooms, in which you watch a lesson at home, then do your 'homework' in class Along the way, Sarma debunks long-held views such as the noxious idea of 'learning styles,' while equipping readers with a set of practical tools for absorbing and retaining information across a lifetime of learning. He presents a vision for learning that's more inclusive and democratic - revealing a world bursting with powerful learners, just waiting for the chance they deserve. Drawing from the author's experience as an educator and the work of researchers and educational innovators at MIT and beyond, Grasp offers scientific and practical insight, promising not just to inform and entertain readers but to open their minds.

Pedagogy and ICT Use in Schools around the World - Findings from the IEA SITES 2006 Study (Hardcover, 2008 ed.): Nancy Law,... Pedagogy and ICT Use in Schools around the World - Findings from the IEA SITES 2006 Study (Hardcover, 2008 ed.)
Nancy Law, Willem J. Pelgrum, Tjeerd Plomp
R4,188 Discovery Miles 41 880 Ships in 18 - 22 working days

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.

Learning with Digital Games - A Practical Guide to Engaging Students in Higher Education (Hardcover): Nicola Whitton Learning with Digital Games - A Practical Guide to Engaging Students in Higher Education (Hardcover)
Nicola Whitton
R5,203 Discovery Miles 52 030 Ships in 10 - 15 working days

Written for Higher Education teaching and learning professionals, Learning with Digital Games provides an accessible, straightforward introduction to the field of computer game-based learning. Up to date with current trends and the changing learning needs of today's students, this text offers friendly guidance, and is unique in its focus on post-school education and its pragmatic view of the use of computer games with adults.

Learning with Digital Games enables readers to quickly grasp practical and technological concepts, using examples that can easily be applied to their own teaching. The book assumes no prior technical knowledge but guides the reader step-by-step through the theoretical, practical and technical considerations of using digital games for learning. Activities throughout guide the reader through the process of designing a game for their own practice, and the book also offers:

A toolkit of guidelines, templates and checklists.

Concrete examples of different types of game-based learning using six case studies.

Examples of games that show active and experiential learning

Practical examples of educational game design and development.

This professional guide upholds the sound reputation of the Open and Flexible Learning series, is grounded in theory and closely links examples from practice. Higher Education academics, e-learning practitioners, developers and training professionals at all technical skill levels and experience will find this text is the perfect resource for explaining "how to" integrate computer games into their teaching practice.

A companion website is available and provides up-to-date technological information, additional resources and further examples.

Advancing Doctoral Leadership Education Through Technology (Hardcover): Laura Hyatt, Stuart Allen Advancing Doctoral Leadership Education Through Technology (Hardcover)
Laura Hyatt, Stuart Allen
R3,563 Discovery Miles 35 630 Ships in 10 - 15 working days

Technology plays a significant role in doctoral leadership studies providing a channel for teaching, learning, research, and administrative processes. Advancing Doctoral Leadership Education Through Technology addresses the growing need for universities to explore, revise, and develop the content and delivery of doctoral leadership education. A growing number of programs and the more recent inclusion of leadership courses within varied postgraduate disciplines illustrates the rising interest in doctoral leadership education. Advances in technology provide a vehicle to deliver content and information to a wide array of learners, therefore it is time to ask questions about the benefits, challenges and needed solutions to prepare for the future design and delivery of leadership education. This book offers valuable information for faculty and administrators responsible for developing and delivering doctoral studies through technology in order to provide access, convenience, enriched learning, and to create new pathways to achieve a doctorate. Professors working in a classroom-based, or primarily in virtual environments, or in a hybrid of both could also benefit from reading this book. Doctoral students engaged in completing their dissertations and research projects will also find a wealth of information related to higher education teaching, learning, and technology. Contributors include: S. Allen, E.E. Bennett, S.J. Blackmon, S. Brierton, C.J. Brown, J. Bruce, W. Cain, L. Dinauer, K. Einola, M. Gorman, D. Henriksen, L. Hyatt, E. Jean-Francois, S. Kahai, J. Martin, J. Moss Breen, S. Robinson, D. Volkert, B.E. Winston, P. Zettinig

Computers, Schools and Students - The Effects of Technology (Hardcover, New Ed): Cedric Cullingford, Nusrat Haq Computers, Schools and Students - The Effects of Technology (Hardcover, New Ed)
Cedric Cullingford, Nusrat Haq
R4,344 Discovery Miles 43 440 Ships in 10 - 15 working days

How have schools been affected by the introduction of computer technology, and has it changed the school life and experience of students? This book uses research from both large and small secondary schools, including those specializing in technology and those with higher numbers of pupils with special needs, to look at the results of all the political initiatives and investment in ICT. The authors found that the ambitious expectations fell short of reality. Their research into the reasons for this shortfall can help teachers understand and develop ways to make the best use of computers in their schools. It is equally informative for educational researchers and policy-makers.

Learning in Information-Rich Environments - I-LEARN and the Construction of Knowledge from Information (Hardcover, 2nd ed.... Learning in Information-Rich Environments - I-LEARN and the Construction of Knowledge from Information (Hardcover, 2nd ed. 2019)
Delia Neuman, Mary Jean Tecce DeCarlo, Vera J. Lee, Stacey Greenwell, Allen Grant
R1,534 Discovery Miles 15 340 Ships in 18 - 22 working days

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.

Educational Development and Technology (Paperback): K.R. Thakur Educational Development and Technology (Paperback)
K.R. Thakur
R415 R381 Discovery Miles 3 810 Save R34 (8%) Ships in 10 - 15 working days
Digital Media, Culture and Education - Theorising Third Space Literacies (Hardcover, 1st ed. 2017): John Potter, Julian... Digital Media, Culture and Education - Theorising Third Space Literacies (Hardcover, 1st ed. 2017)
John Potter, Julian McDougall
R4,235 Discovery Miles 42 350 Ships in 10 - 15 working days

This book provides a critical commentary on key issues around learning in the digital age in both formal and informal educational settings. The book presents research and thinking about new dynamic literacies, porous expertise, digital making/coding/remixing, curation, storying in digital media, open learning, the networked educator and a number of related topics; it further addresses and develops the notion of a 'third space literacies' in contexts for learning. The book takes as its starting point the idea that an emphasis on technology and media, as part of material culture and lived experience, is much needed in the discussion of education, along with a criticality which is too often absent in the discourse around technology and learning. It constructs a narrative thread and a critical synthesis from a sociocultural account of the memes and stereotypical positions around learning, media and technology in the digital age, and will be of great interest to academics interested in the mechanics of learning and the effects of technology on the education experience. It closes with a conversation as a reflexive 'afterword' featuring discussion of the key issues with, amongst others, Neil Selwyn and Cathy Burnett.

Bioinformational Philosophy and Postdigital Knowledge Ecologies (Hardcover, 1st ed. 2022): Michael A. Peters, Petar Jandric,... Bioinformational Philosophy and Postdigital Knowledge Ecologies (Hardcover, 1st ed. 2022)
Michael A. Peters, Petar Jandric, Sarah Hayes
R3,682 Discovery Miles 36 820 Ships in 10 - 15 working days

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.

Exploring Minecraft - Ethnographies of Play and Creativity (Hardcover, 1st ed. 2020): Larissa Hjorth, Ingrid Richardson, Hugh... Exploring Minecraft - Ethnographies of Play and Creativity (Hardcover, 1st ed. 2020)
Larissa Hjorth, Ingrid Richardson, Hugh Davies, William Balmford
R2,653 Discovery Miles 26 530 Ships in 18 - 22 working days

This book directs critical attention to one of the most ubiquitous and yet under-analyzed games, Minecraft. Drawing on three years of ethnographic fieldwork into mobile games in Australian homes, the authors seek to take Minecraft seriously as a cultural practice. The book examines how Minecraft players engage in a form of gameplay that is uniquely intergenerational, creative, and playful, and which moves ambivalently throughout everyday life. At the intersection of digital media, quotidian literacy, and ethnography, the book situates interdisciplinary debates around mundane play through the lens of Minecraft. Ultimately, Exploring Minecraft seeks to coalesce the discussion between formal and informal learning, fostering new forms of digital media creativity and ethnographic innovation around the analysis of games in everyday life.

News Literacy - Helping Students and Teachers Decode Fake News (Hardcover): Robert W. Janke, Bruce S. Cooper News Literacy - Helping Students and Teachers Decode Fake News (Hardcover)
Robert W. Janke, Bruce S. Cooper
R1,690 Discovery Miles 16 900 Ships in 10 - 15 working days

Our society faces international challenges from cyber attacks and dissemination of fake news with a goal to destabilize our society. Fake news can be used as a weapon with destructive effects as powerful as any military attack. Fake news can spread as fast as a wildfire carried on the winds of social media. Students and all citizens need to be prepared and informed of ways to quickly understand and distinguish real and fake news. Preventing the potential destructive effects of fake news is the purpose of this book. The focus is upon providing a resource for educators to develop "news literacy" skills of students in objectively evaluating the news.

Studious Drift - Movements and Protocols for a Postdigital Education (Paperback): Peter Hyland, Tyson E. Lewis Studious Drift - Movements and Protocols for a Postdigital Education (Paperback)
Peter Hyland, Tyson E. Lewis
R275 Discovery Miles 2 750 Ships in 10 - 15 working days

What kind of university is possible when digital tools are not taken for granted, but hacked for a more experimental future? The global pandemic has underscored contemporary reliance on digital environments. This is particularly true among schools and universities, which, in response, shifted much of their instruction online. Because the rise of e-learning logics, ed-tech industries, and enterprise learning-management systems all threaten to further commodify and instrumentalize higher education, these technologies and platforms have to be creatively and critically struggled over. Studious Drift intervenes in this struggle by reviving the relationship between studying and the generative space of the studio in service of advancing educational experimentation for a world where digital tools have become a permanent part of education. Drawing on Alfred Jarry's pataphysics, the "science of imaginary solutions," this book reveals how the studio is a space-time machine capable of traveling beyond the limits of conventional online learning to redefine education as interdisciplinary, experimental, public study.

Educating Learning Technology Designers - Guiding and Inspiring Creators of Innovative Educational Tools (Hardcover, New):... Educating Learning Technology Designers - Guiding and Inspiring Creators of Innovative Educational Tools (Hardcover, New)
Chris Digiano, Shelley Goldman, Michael Chorost
R5,205 Discovery Miles 52 050 Ships in 10 - 15 working days

What knowledge and skills do designers of learning technologies need? What is the best way to train them to create high-quality educational technologies? Distilling the wisdom of expert instructors and designers, this cutting-edge guide offers a clear, accessible balance of theory and practical examples. This cutting-edge guide: synthesizes learning, instructional design, and educational technology perspectives on learning-centered technology - highlighting how interdisciplinary work is driving the fields of the learning sciences and technology design and development offers helpful resources for both faculty and students - including descriptions of a variety of successful courses in learning technology design, examples of student work with commentary by instructors and students, and discussions of "lessons learned" in course development includes a "To the Student" chapter that speaks in plain language about what is exciting and challenging about creating technology for kids Directed to university instructors working with students on developing educational software projects and to managers leading learning technologies development teams, this book is a valuable resource for guiding and inspiring the next generation of designers of learning technologies.

Interdisciplinary Place-Based Learning in Urban Education - Exploring Virtual Worlds (Hardcover, 1st ed. 2018): Reneta D.... Interdisciplinary Place-Based Learning in Urban Education - Exploring Virtual Worlds (Hardcover, 1st ed. 2018)
Reneta D. Lansiquot, Sean P. Macdonald
R1,764 Discovery Miles 17 640 Ships in 10 - 15 working days

This book focuses on the interdisciplinary incorporation of place-based learning in faculty teaching strategies at the New York City College of Technology. Contributing authors highlight their creative use of the unique urban environment of Brooklyn, illustrating the integration of urban resources into student research projects and activities in the context of an interdisciplinary course. Beginning with a reflection on the interrelationship between learners and nature, built and virtual environments, contributors then examine the experience of students and faculty in interdisciplinary projects in architecture, the geosciences, economics, computer science, the humanities and medicine. The volume concludes with a synthesis of best practices from these projects, focused on virtual place-based learning. This scholarly book makes a valuable contribution to the literature, offering a model of creative employment of urban spaces to enhance experiential interdisciplinary learning and demonstrating the potential educator application in diverse urban institutions elsewhere.

Play, Creativity and Digital Cultures (Hardcover): Rebekah Willett, Muriel Robinson, Jackie Marsh Play, Creativity and Digital Cultures (Hardcover)
Rebekah Willett, Muriel Robinson, Jackie Marsh
R4,360 Discovery Miles 43 600 Ships in 10 - 15 working days

Recent work on children's digital cultures has identified a range of literacies emerging through children's engagement with new media technologies. This edited collection focuses on children's digital cultures, specifically examining the role of play and creativity in learning with these new technologies.

The chapters in this book were contributed by an international range of respected researchers, who seek to extend our understandings of children's interactions with new media, both within and outside of school. They address and provide evidence for continuing debates around the following questions: What notions of creativity are useful in our fields? How does an understanding of play inform analysis of children's engagement with digital cultures? How might school practice take account of out-of-school learning in relation to digital cultures? How can we understand children's engagements with digital technologies in commercialized spaces?

Offering current research, theoretical debate and empirical studies, this intriguing text will challenge the thinking of scholars and teachers alike as it explores the evolving nature of play within the media landscape of the twenty-first century.

The Deuce and a Half iPad - An Educator's Guide for Bringing Discovery, Engagement, Understanding, and Creativity into... The Deuce and a Half iPad - An Educator's Guide for Bringing Discovery, Engagement, Understanding, and Creativity into Education (Hardcover)
Carrie Thornthwaite
R2,229 Discovery Miles 22 290 Ships in 10 - 15 working days

iPads are powerful tools for engaging students, encouraging creativity, stimulating critical thinking, and making significant strides in learning. This book is part of a two-book set that allows educators to realize the full potential of the iPad. Over 200 highly rated apps are covered with specific ideas for classroom activities and teaching strategies. Descriptions include ideas for using iPads in classrooms where each student owns an iPad, as well as where there is just a small number of iPads or even just a single device. The first chapter of this book specifically discusses how to promote discovery learning, engagement, understanding, and creativity in ways that enhance the learning experience of all students. Each subsequent chapter is dedicated to apps that have value to the following subject areas: mathematics, science, art, music, health and PE, ELL, and ESL. In consideration of education budgets, all the apps are free or low cost. The information in this book is appropriate for K12 teachers, university professors, media specialists, K12 administrators, parents, and students.

Videogames and Education (Paperback): Harry J. Brown Videogames and Education (Paperback)
Harry J. Brown
R1,403 Discovery Miles 14 030 Ships in 10 - 15 working days

Video games challenge our notions of identity, creativity, and moral value, and provide a powerful new avenue for teaching and learning. This book is a rich and provocative guide to the role of interactive media in cultural learning. It searches for specific ways to interpret video games in the context of human experience and in the field of humanities research. The author shows how video games have become a powerful form of political, ethical, and religious discourse, and how they have already influenced the way we teach, learn, and create. He discusses the major trends in game design, the public controversies surrounding video games, and the predominant critical positions in game criticism. The book speaks to all educators, scholars, and thinking persons who seek a fuller understanding of this significant and video games cultural phenomenon.

Teaching English Language Learners through Technology (Hardcover, annotated edition): Tony Erben, Ruth Ban, Martha Castaneda Teaching English Language Learners through Technology (Hardcover, annotated edition)
Tony Erben, Ruth Ban, Martha Castaneda
R5,204 Discovery Miles 52 040 Ships in 10 - 15 working days

In Teaching English Language Learners through Technology, the authors explore the use of computers/technology as a pedagogical tool to aid in the appropriate instruction of ELLs across all content areas. The special focus of this book is on the informed use of various technologies and software programs that can specifically aid ELLs. Strategies are also provided for varying levels of access--whether teachers teach in a one computer classroom, have access to multiple computers, or have the ability to go into a computer lab at their school. A fully annotated list of web and print resources completes the volume, making this a valuable reference to help teachers harness the power of computer-assisted technologies in meeting the challenges of including all learners in effective instruction.

Improving Classroom Learning with ICT (Hardcover): Rosamund Sutherland, Susan Robertson, Peter John Improving Classroom Learning with ICT (Hardcover)
Rosamund Sutherland, Susan Robertson, Peter John
R4,219 Discovery Miles 42 190 Ships in 10 - 15 working days

Improving Classroom Learning with ICT examines the ways in which ICT can be used in the classroom to enhance teaching and learning in different settings and across different subjects. Weaving together evidence of teachers' and learners' experiences of ICT, the authors: explain why the process of integrating ICT is not straightforward; discuss whether hardware and infrastructure alone are sufficient to ensure full integration and exploitation of ICT investment; emphasise the pivotal role that teachers play in supporting learning with ICT across the curriculum; argue that teachers need a greater understanding of how to put ICT to use in teaching and learning; highlight that out-of-school use of ICT has an impact on in-school learning; consider what kinds of professional development are most effective in supporting teachers to use technologies creatively and productively. Case studies are used to illustrate key issues and to elaborate a range of theoretical ideas that can be used in the classroom. This book will be of interest to all those concerned with maximising the benefits of ICT in the classroom.

Harnessing Technology for Every Child Matters and Personalised Learning (Paperback, New): John Galloway Harnessing Technology for Every Child Matters and Personalised Learning (Paperback, New)
John Galloway
R669 R295 Discovery Miles 2 950 Save R374 (56%) Ships in 10 - 15 working days

This book takes into account three core policies: 'Every Child Matters', 'Personalised Learning', and 'Harnessing Technology', combined they are at the heart of changes to children and young peoples' experiences of school. Harnessing Technology considers these policies and their interlinked relationship. It outlines the ways in which technology allows us to assess, track and monitor pupil progress and use this information to better support both their learning and their broader needs, making it an essential resource for training and practicing teachers, school leaders, and all those involved in educational transformation. To achieve the five outcomes of the 'Every Child Matters' agenda requires an approach that is pupil centred, with developments in new technologies making it possible to not only understand each individual more precisely, but also for them to learn in more flexible and personalised ways. Through innovations such as web based information sharing, learning platforms and e-portfolios, schools will be able to offer content appropriate to pupil's personal goals, breaching conventional orthodoxies of time and place. How far these policies will transform schools and services for children and young people remains to be seen. Consideration is given within the book to the barriers to their success, the issues that impinge upon them, and questions asked about their capacity to bring about long-term, systemic, change.

Best Ideas for Teaching with Technology - A Practical Guide for Teachers, by Teachers (Hardcover): Justin Reich, Tom Daccord Best Ideas for Teaching with Technology - A Practical Guide for Teachers, by Teachers (Hardcover)
Justin Reich, Tom Daccord
R4,206 Discovery Miles 42 060 Ships in 10 - 15 working days

This practical, how-to guide makes it easy for teachers to incorporate the latest technology in their classes. Employing an informal workshop approach, the book avoids technical jargon and pays special attention to the needs of teachers who are expanding the use of computers in their classrooms. The authors focus on what teachers do and how they can do it better, and provide a wide variety of proven tools, tips, and methods for enhancing these activities with technology."Best Ideas for Teaching with Technology" provides extensively illustrated tutorials for a wide variety of software, online tools, and teaching techniques. It covers everything from lesson plans, to time management, how to show animation, blogging, podcasts, laptop strategies, and much, much more. In addition, periodic updates to the text will be available on the authors' website.

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