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Books > Social sciences > Education > Educational resources & technology
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:
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
This book argues that embeddedness and community participation bring unique propositions for social entrepreneurship to foster social inclusion. It uncovers the role of local knowledge and grassroots level innovations to create necessary environment for the positive social change to roll. Social enterprises have proven to reduce drudgery of poor and excluded by offering creative and innovative solutions for long standing social problems. The grassroots level creative problem solving mechanisms they initiate travel through a variety of local dynamics and cultural contexts. However, social innovations quite often do not achieve their intended results, especially when they fail to understand the local contexts and embed themselves in such dynamism. In this background, the book attempts to understand and analyse the 'connect' between the social innovations and local dynamism. It argues that the community-driven innovation management which is based on local knowledge inspires the social entrepreneurial process and builds capacities and infrastructure to foster social inclusion. Each chapter in this book offers development scholars rich narration about how social problems have been approached, addressed, and altered through rich insights from communities and the social entrepreneurial teams.
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.
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.
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.
Moving debates about ICT and higher education beyond a simple focus on e-learning, this book takes into consideration the provision of post-secondary education as a whole. Discussing what is meant by e-business, why e-business approaches are relevant to universities and colleges, and the key issues this raises for post-secondary education, this book: examines emerging technologies and provides examples of what an e-institution for education might look like; explores what can be learnt from e-business in re-defining the relationships between enterprises and their users, and in developing processes to improve services and competitive advantage; and considers how to improve administrative efficiency, implement faster access and response to information, enhance skills and knowledge development, and improve the student experience. It examines technological innovation and integration, leadership styles, risk assessment and cost-benefit type analyses, re-designing existing organisational frameworks, techniques for overcoming barriers to change and successfully implementing change, and the types of technologies required for an e-integrated educational provision.In a highly competitive educational marketplace, institutions need to react to, and embrace, new technologies to provide rich and competitive learning environments for the students of tomorrow. The discussion and guidance in this book is essential reading for all leaders, managers and heads of e-learning in higher and further education.
Improving Student Retention in Higher Education provides a
practical, curriculum-based response to the current situation in
higher education, where participating students emanate from a range
of backgrounds; international and lower socioeconomic backgrounds,
mature aged students, students with disabilities as well as those
for whom higher education is the first family experience.
Underpinned by research indicating that students are more likely to continue with higher education if they are engaged in their studies and have developed networks and relationships with their fellow students, this book presents best practice examples of innovative and inclusive curriculum, from a range of countries.
Moving debates about ICT and higher education beyond a simple
focus on e-learning, this book takes into consideration the
provision of post-secondary education as a whole.
In a highly competitive educational marketplace, institutions need to react to and embrace new technologies to provide rich and competitive learning environments for the students of tomorrow. The discussion and guidance in this book is essential reading for all leaders, managers and heads of e-learning in higher and further education.
The method of programming outlined in this book represents a major contribution to the growing body of literature in programmed learning. It is the first book in the field to present a carefully designed, complete and integrated system for analyzing, organizing and structuring learning materials in programmed form. Application of the system is illustrated through the step-by-step construction of two short programs. Starting with the analysis of the syllabus and course content, the authors take the reader through each phase of the programming process gathering and organizing the content material, construction of the program matrix and flow diagram and finally, the writing of frames. Every teacher and trainer can benefit from the application of this method to lesson plan preparation and to classroom teaching techniques. Such a method is essential, for all those who are writing programmed materials. In a new computer age classroom environment, programmed learning can be especially beneficial. "C. A. Thomas, I. K. Davies, D. Openshaw," and "J. B. Bird" are instructors or directors at the British Royal Air Force School of Education. They are pioneers in the application of programmed learning in Britain and are highly regarded as forward looking and creative educational research workers. Their accomplishments include, in addition to this ingenious book, the design and development of the Empirical Tutor, one of Britain's major teaching machines, and the publication of a number of technical papers in the field of programmed learning. "Lawrence M. Stolurow" is professor emeritus of psychological & quantitative foundations at the University of Iowa.
Sponsored by the Association for Educational Communications and Technology (AECT), this book presents a definition of the field of study and practice known as educational technology or instructional technology. It reflects the collaborative efforts of all members of the AECT Definition and Terminology Committee. The volume begins with the statement of the definition itself (chapter 1), followed by commentary chapters on each of the key terms and concepts contained in the definition (chapters 2-9). Chapter 10 provides historical context for the current definition by reviewing salient elements of prior AECT definitions. Chapter 11 discusses ethical considerations and chapter 12 concludes by discussing ramifications of the current definition for academic programs in educational technology. This book is appropriate for anyone working in the field of educational technology: students, instructors, researchers and in-service providers.
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. 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? 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. What is the future of one-to-one computing? The authors summarize emerging technology trends and define the role of one-to-one computing in preparing students with digital citizenship for a globalized education. 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.
This volume brings together significant international research in technology education by focusing on contemporary postgraduate research, elaborating on the findings with the aim of making the content relevant to researchers, teachers and other potential researchers in the field. The book shares with readers what the research means for classroom teachers through understanding different motivations for teaching technology in schools and observing the model of learning supported by the research. Each chapter in the book includes references to the digital edition of the respective full thesis, allowing readers to consult the research in detail if necessary. This book continues the work done by 2017's Contemporary Research in Technology Education by the same editors. |
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