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Books > Social sciences > Education > Educational resources & technology
The Great Technology Adventure: Technology Learning Activities Guide Workbook is a companion piece to The Great Technology Adventure: Technology Learning Activities Guide. These student-oriented publications were written for the purpose of promoting technology problem-solving skills in young people in a classroom setting or at home. The efficacy of these publications is improved when the guide and workbook are used together. Workbook topics range from bees and honey, dog breeds, and recycling, to unusual inventions. Through fun activities, students are encouraged to use their imagination and develop their reasoning and analytical thinking skills. The Workbook activities relate to the Guide activities, which in turn correlate to the standards for technological literacy.See also:The Great Technology Adventure: Technology Learning Activities Guide
Digital video use is becoming prevalent in teacher education as a tool to help improve teaching and learning and for assessing effective teaching. Timely and comprehensive, this volume brings together top scholars from multiple disciplines to provide sound theoretical frameworks, research-based support, and clear practical advice on a variety of unique approaches to using digital video in teacher education programs. Part I deals with the use of video for teacher learning. Part II focuses on the role played by those other than teachers in the effective use of digital video in teacher education programs. Part III addresses how to administer video for teacher education. Exploring the complexities of effectively and appropriately integrating digital video into teacher development at various stages, this book is a must-have resource for scholars and professionals in the field.
Digital video use is becoming prevalent in teacher education as a tool to help improve teaching and learning and for assessing effective teaching. Timely and comprehensive, this volume brings together top scholars from multiple disciplines to provide sound theoretical frameworks, research-based support, and clear practical advice on a variety of unique approaches to using digital video in teacher education programs. Part I deals with the use of video for teacher learning. Part II focuses on the role played by those other than teachers in the effective use of digital video in teacher education programs. Part III addresses how to administer video for teacher education. Exploring the complexities of effectively and appropriately integrating digital video into teacher development at various stages, this book is a must-have resource for scholars and professionals in the field.
Why should we use technology to support learning? Where does the responsibility lie to prepare young people to be active and successful cybercitizens? Can we go on confiscating pupils' smartphones indefinitely? Authentic Learning for the Digital Generation is a vital examination of young people's use of personal devices, online creative communities and digital gaming. It calls into question the idea of the 'digital native' and shows clearly that the majority of young users need help and support in order to benefit from the rich learning potential of personal, mobile and online technology use. Written by a leading authority on the role of digital technologies in education, it looks in detail at the practice and implications of learning using personal devices, collaborative online spaces, learning platforms, user generated content and digital games. In particular, approaches to solving problems, building knowledge, manipulating data and creating texts are examined. It offers clear strategies, a vision for what effects on learning we might reasonably expect when children are given access to different types of technology, and explores the challenges of managing these practices in the classroom. Authentic Learning for the Digital Generation offers careful analysis at a time when there is much discussion about young people emerging from school unprepared for the world of work and often struggling to manage their personal relationships as they are exposed to strong content and harsh criticism online. It considers what we know of childhood experience in a digital world and offers ways in which schools and teachers can embrace the opportunity presented by ubiquitous ownership of connected, digital devices to enrich and deepen learning.
The book describes up-to-date applications and relevant theoretical results. These applications come from various places, but the most important one, numerically speaking, is the internet based educational system ALEKS. The ALEKS system is bilingual English-Spanish and covers all of mathematics, from third grade to the end of high school, and chemistry. It is also widely used in higher education because US students are often poorly prepared when they reach the university level. The chapter by Taagepera and Arasasingham deals with the application of knowledge spaces, independent of ALEKS, to the teaching of college chemistry. The four chapters by Albert and his collaborators strive to give cognitive interpretations to the combinatoric structures obtained and used by the ALEKS system. The contribution by Eppstein is technical and develops means of searching the knowledge structure efficiently.
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.
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.
The growth of interest in virtual worlds and other online spaces for children and young people raises important issues for literacy educators and researchers. This book is a timely and much-needed collection of current research in the area. It provides a synthesis of knowledge and understanding and will be a key resource for scholars, students and teachers, particularly those interested in digital literacies. The work presents a coherent vision of current knowledge, and some of the most engaging, empirical research being undertaken on virtual worlds and online spaces in and beyond educational institutions. It contains international studies from the UK, North America and Australasia. This is an important time for those researching virtual worlds, videogaming and Web 2.0 technologies, since there is growing professional interest in their significance in the education and development of children and young people. Whether these technologies are solely associated with informal learning or whether they should be incorporated into classroom contexts is hotly debated. This book provides a principled evaluation and appreciation of the learning, teaching and instruction that can occur in digital environments, showing children, young people and those who work with them as active agents with possibilities to navigate new paths.
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.
An Education in Facebook? examines and critiques the role of Facebook in the evolving landscape of higher education. At times a mandated part of classroom use, at others an informal network for students, Facebook has become an inevitable component of college life, acting alternately as an advertising, recruitment and learning tool. But what happens when educators use a corporate product, which exists outside of the control of universities, to educate students? An Education in Facebook? provides a broad discussion of the issues educators are already facing on college campuses worldwide, particularly in areas such as privacy, copyright and social media etiquette. By examining current uses of Facebook in university settings, this book offers both a thorough analytical critique as well as practical advice for educators and administrators looking to find ways to thoughtfully integrate Facebook and other digital communication tools into their classrooms and campuses.
Designing Distributed Learning Environments with Intelligent Software Agents reports on the most recent, important advances in agent technologies for distributed learning. Several chapters will be devoted to various aspects of intelligent software agents in distributed learning, including the methodological and technical issues on where and how intelligent agents can contribute to meeting distributed learning needs today and tomorrow. It will benefit the Al (artificial intelligence) community and educational community in their research and development. It will propose some new and interesting research issues about developing distributed learning environments in the semantic Web age. In addition, the ideas presented in the book may also be applicable to other domains such as agent-supported Web services, distributed business process and resource integration, computer-supported collaborative work (CSCW) and e-commerce.
Education and The Distracted Family is very important for all middle, junior high, and high school families due to the amazing opportunities and the major challenges of technology, especially with the internet and smartphones. Families may be acquainted with some possibilities of utilizing new technology on their own and are informed of some possibilities through schools. Nevertheless, young adults always seem to be much more involved in technology than their parents. At the same time, families can become too involved in or very distracted with their technology so that they lose sight of the reason for being families in the first place. This book provides a healthy guide for families by introducing practical, creative ways to balance these cravings for such technologies, to take care of themselves as individuals, to improve their relationships with one another, and to work with the educational community even better. It shares many different ways to be that much more successful as a family now and for the future.
The two volumes IFIP AICT 551 and 552 constitute the refereed proceedings of the 15th IFIP WG 9.4 International Conference on Social Implications of Computers in Developing Countries, ICT4D 2019, held in Dar es Salaam, Tanzania, in May 2019. The 97 revised full papers and 2 short papers presented were carefully reviewed and selected from 185 submissions. The papers present a wide range of perspectives and disciplines including (but not limited to) public administration, entrepreneurship, business administration, information technology for development, information management systems, organization studies, philosophy, and management. They are organized in the following topical sections: communities, ICT-enabled networks, and development; digital platforms for development; ICT for displaced population and refugees. How it helps? How it hurts?; ICT4D for the indigenous, by the indigenous and of the indigenous; local technical papers; pushing the boundaries - new research methods, theory and philosophy in ICT4D; southern-driven human-computer interaction; sustainable ICT, informatics, education and learning in a turbulent world - "doing the safari way".
In recent years, there has been growing interest in the use of digital games to enhance teaching and learning at all educational levels, from early years through to lifelong learning, in formal and informal settings. The study of games and learning, however, takes a broader view of the relationship between games and learning, and has a diverse multi-disciplinary background. Digital Games and Learning: Research and Theory provides a clear and concise critical theoretical overview of the field of digital games and learning from a cross-disciplinary perspective. Taking into account research and theory from areas as varied as computer science, psychology, education, neuroscience, and game design, this book aims to synthesise work that is relevant to the study of games and learning. It focuses on four aspects of digital games: games as active learning environments, games as motivational tools, games as playgrounds, and games as learning technologies, and explores each of these areas in detail. This book is an essential guide for researchers, designers, teachers, practitioners, and policy makers who want to better understand the relationship between games and learning.
Designing Online Information Literacy Games Students Want to Play sets the record straight with regard to the promise of games for motivating and teaching students in educational environments. The authors draw on their experience designing the BiblioBouts information literacy game, deploying it in dozens of college classrooms across the country, and evaluating its effectiveness for teaching students how to conduct library research. The multi-modal evaluation of BiblioBouts involved qualitative and quantitative data collection methods and analyses. Drawing on the evaluation, the authors describe how students played this particular information literacy game and make recommendations for the design of future information literacy games. You ll learn how the game s design evolved in response to student input and how students played the game including their attitudes about playing games to develop information literacy skills and concepts specifically and playing educational games generally. The authors describe how students benefited as a result of playing the game. Drawing from their own first-hand experience, research, and networking, the authors feature best practices that educators and game designers in LIS specifically and other educational fields generally need to know so that they build classroom games that students want to play. Best practices topics covered include pre-game instruction, rewards, feedback, the ability to review/change actions, ideal timing, and more. The final section of the book covers important concepts for future information literacy game design."
The New Landscape of Mobile Learning is the first book to provide a research based overview of the largely untapped array of potential tools that m-Learning offers educators and students in face-to-face, hybrid, and distance education. This cutting edge guide provides: * An essential explanation of the emergence and role of Apps in education * Design guidelines for educational Apps * Case studies and student narratives from across the US describing successful App integration into both K-12 and Higher Education * Robust, research-based evaluation criteria for educational Apps Although many believe that Apps have the potential to create opportunities for transformative mobile education, a disparity currently exists between the individuals responsible for creating Apps (i.e. developers who often have little to no instructional experience) and the ultimate consumers in the classroom (i.e. K-20 educators and students). The New Landscape of Mobile Learning bridges this gap by illuminating critical design, integration, and evaluation narratives from leaders in the instructional design, distance education, and mobile learning fields.
N3xt Practices is a ground-breaking advisory book for education decision makers. Its purpose is to challenge the top trends and initiatives of the previous decade in educational technology and bring light to their short-falls and misses. It also highlights successful endeavors and strategies and details a common-sense methodology to move your school/district forward in its technology initiatives while insuring sustainability, and longevity and ultimately, success through results. Next Practices identifies technology-based initiatives, such as Interactive White Boards, Data Centers, and 1-to-1 Computing, and reviews actual implementations and case studies - both successful and unsuccessful - to provide a structure to plan and implement educational technology initiatives practical for schools and districts of all sizes. Next Practices goes beyond the examination of current best practices and redefines for educational leaders NEXT Practices for successful technology initiatives in support of 21st century learning.
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 will allow 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 supports the effectiveness of iPads, focusing on what the iPad is, why is should be used and how it can be used. Then two chapters are dedicated to apps that are valuable for all subject areas. The last three chapters focus on apps appropriate for use in the humanities classrooms. 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.
This book examines how video game mechanics and narratives can teach players skills associated with increased psychological well-being. It integrates research from psychology, education, ludology, media studies, and communication science to demonstrate how game play can teach skills that have long been associated with increased happiness and prolonged life satisfaction, including flexible thinking, openness to experience, self-care, a growth mindset, solution-focused thinking, mindfulness, persistence, self-discovery and resilience. The chapters in this volume are written by leading voices in the field of game studies, including researchers from academia, the video gaming industry, and mental health practitioners paving the way in the field of "geek therapy." This book will advance our understanding of the potential of video games to increase our psychological well-being by helping to mitigate depression, anxiety, and stress and foster persistence, self-care, and resilience.
The climate of Higher Education is changing rapidly. The students are more likely to see themselves as consumers and have increasingly high expectations regarding teaching and learning. Universities are in part aiming to meet this need by increasing the use of technology; for example, whether to increase access to teaching materials outside the classroom or to make lectures more interactive. Although there is no illusion amongst Higher Education intuitions that technology is a panacea, it is clear that technology is a vital tool in meeting expectations and one that will be used more and more. Consequently the context of this book is one in which technology needs to be understood as part of an overall teaching practice. Technology continues to move on a pace and is used increasingly within Higher Education to support and enhance teaching and learning. There are books which are steeped in technical detail and books which are steeped in theoretical pedagogy with little discussion about the impact on learning and student/teacher behaviour. Using Technology to Support Learning and Teaching fills a gap in the market by providing a jargon free (but pedagogically informed) set of guidance for teaching practitioners who wish to consider a variety of ways in which technology can enrich their practice and the learning of their students. It integrates a wide range of example cases from different kinds of HE institutions and different academic disciplines, illustrating practicable pedagogies to a wide range of readers. It is full of advice, hints and tips for practitioners wanting to use technology to support a style of teaching and learning that is also built on sound pedagogical principles. It will provide a quick user-friendly reference for practitioners wanting to incorporate technology into Higher Education in a way that adheres to their learning principles and values . This book is primarily for teaching practitioners, particularly those who are new to the industry.This book would also prove useful on training courses for practitioners; such as the Postgraduate Certificate for Higher Education. The authors also intend that the book be of value to newer teachers (perhaps taking teacher training programmes) who wish to see where recommended approaches link to pedagogy.
Blended learning, which combines the strength of face-to-face and technology-enhanced learning, is increasingly being seen as one of the most important vehicles for education reform today. Blended learning allows both teacher and learner access to radically increased possibilities for understanding how we transmit and receive information, how we interact with others in educational settings, how we build knowledge, and how we assess what we have taught or learned. Blended Learning: Research Perspectives, Volume 2 provides readers with the most current, in-depth collection of research perspectives on this vital subject, addressing institutional issues, design and adoption issues, and learning issues, as well as an informed meditation on future trends and research in the field. As governments, foundations, schools, and colleges move forward with plans and investments for vast increases in blended learning environments, a new examination of the existing research on the topic is essential reading for all those involved in this educational transformation.
Distrusting Educational Technology critically explores the optimistic consensus that has arisen around the use of digital technology in education. Drawing on a variety of theoretical and empirical perspectives, this book shows how apparently neutral forms of educational technology have actually served to align educational provision and practices with neo-liberal values, thereby eroding the nature of education as a public good and moving it instead toward the individualistic tendencies of twenty-first century capitalism. Following a wide-ranging interrogation of the ideological dimensions of educational technology, this book examines in detail specific types of digital technology in use in education today, including virtual education, 'open' courses, digital games, and social media. It then concludes with specific recommendations for fairer forms of educational technology. An ideal read for anyone interested in the fast-changing nature of contemporary education, Distrusting Educational Technology comprises an ambitious and much-needed critique.
eLearning and Digital Publishing will occupy a unique niche in the literature accessed by library and publishing specialists, and by university teachers and planners. It examines the interfaces between the work done by four groups of university staff who have been in the past quite separate from, or only marginally related to, each other library staff, university teachers, university policy makers, and staff who work in university publishing presses. All four groups are directly and intimately connected with the main functions of universities the creation, management and dissemination of knowledge in a scholarly and reflective manner. This book provides a framework which clearly portrays the relationships between information literacy, eLearning and digital publishing. The structure of the book has three main sections: the first has primarily an educational focus, the second a focus on digital publishing, and the third builds on the first two sections to examine overall implications for the growth of knowledge and scholarly communication.
A growing interest in the use of games-based approaches for learning has been tempered in many sectors by budget or time constraints associated with the design and development of detailed digital simulations and other high-end approaches. However, a number of practitioners and small creative groups have used low-cost, traditional approaches to games in learning effectively - involving simple card, board or indoor/outdoor activity games. New Traditional Games for Learning brings together examples of this approach, which span continents (UK, western and eastern Europe, the US, and Australia), sectors (education, training, and business) and learner styles or ages (primary through to adult and work-based learning or training). Together, the chapters provide a wealth of evidence-based ideas for the teacher, tutor, or trainer interested in using games for learning, but turned off by visible high-end examples. An editors' introduction pulls the collection together, identifying shared themes and drawing on the editors' own research in the use of games for learning. The book concludes with a chapter by a professional board game designer, incorporating themes prevalent in the preceding chapters and reflecting on game design, development and marketing in the commercial sector, providing valuable practical advice for those who want to take their own creations further.
Recent claims by researchers and critics suggest that the demand for increasing the number of computers and telecommunications networks to schools and classrooms is coming from the nation's political and business sectors, and not from teachers and school practitioners. This book was written in response to these claims and suggests that answers to questions about how to successfully integrate and use technology can be found in programs that are currently underway. The recommendation to educational policymakers: create the conditions that encourage and support teachers to adapt technologies and other tools in ways that respond to the unique needs of their communities, school requirements, and students' learning styles. The contributing authors describe the condition of their school or system and each identified the following: * Goals and objectives * Benefits to student learning and engagement * Favorable and/or unfavorable conditions that influence effectiveness * How technology and telecommunications can transform the delivery of education * The resources involved and how they are changing the way teachers, students, and their families are benefiting * The conditions necessary Will be of interest among a wide group of stakeholders in the field of education including state and local educational administrators and others involved in adapting and using learning technologies and telecommunications services to improve and extend the quality of K-12 education throughout the nation. |
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