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Books > Social sciences > Education > Educational resources & technology
This collection examines the promise and limitations for computer-assisted language learning of emerging speech technologies: speech recognition, text-to-speech synthesis, and acoustic visualization. Using pioneering research from contributors based in the US and Europe, this volume illustrates the uses of each technology for learning languages, the problems entailed in their use, and the solutions evolving in both technology and instructional design. To illuminate where these technologies stand on the path from research toward practice, the book chapters are organized to reflect five stages in the maturation of learning technologies: basic research, analysis of learners' needs, adaptation of technologies to meet needs, development of prototypes to incorporate adapted technologies, and evaluation of prototypes. The volume demonstrates the progress in employing each class of speech technology while pointing up the effort that remains for effective, reliable application to language learning.
Education Networks is a critical analysis of the emerging intersection among the global power elite, information and communication technology, and schools. Joel Spring documents and examines the economic and political interests and forces -including elite networks, the for-profit education industry, data managers, and professional educators - that are pushing the use of ICT for online instruction, test preparation and tutoring, data management, instructional software packages, and more , and looks closely at the impact this is having on schools, students, and learning. Making a distinction between "mind" (as socially constructed) and "brain" (as a physiological entity), Spring draws on recent findings from comparative psychology on the possible effects of ICT on the social construction of the minds of students and school managers, and from neuroscience regarding its effect on students' brains. Throughout, the influence of elite networks and powerful interest groups is linked to what is happening to children in classrooms. In conclusion Spring offers bold suggestions to change the course of the looming technological triumph of ICT in the "brave new world" of schooling.
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.
This book takes a serious historical and international look at the digital pencil movement to equip every student with a computing device with wireless connection. Using an ecological perspective as an overarching framework, and drawing on their own studies and available literature that illuminate the issues related to one-to-one computing, the authors present well-reasoned discussions about a set of complex and critical issue facing policy makers, educators, students, parents, and the general public. The Digital Pencil addresses four key questions: Is the digital pencil a good idea? The authors analyze the costs and benefits of one-to-one computing programs through consideration of multiple indicators and examine the evaluation reports of various projects within their analytical framework to present a comprehensive summary of outcomes of one-to-one computing projects. What happens when each child has a networked computer? The authors analyze existing data with the goal of gaining insights and making suggestions and recommendations for policy makers, teachers, and parents. What should schools purchase or lease is there an ideal device? These authors examine the relative advantages and disadvantages of different devices and implementation schemes. How do we know if one-to-one computing is making a difference? The authors review the evaluation plans of the various projects and propose a framework for comprehensive evaluation and research on one-to-one computing. This book is intended for researchers, school administrators, educational technology professionals, and policy makers in the U.S. and around the world, and as a supplemental text for advanced courses in education, technology, and technological innovation.
Digital technologies have transformed cultural perceptions of learning and what it means to be literate, expanding the importance of experience alongside interpretation and reflection. Learning the Virtual Life offers ways to consider the local and global effects of digital media on educational environments, as well as the cultural transformations of how we now define learning and literacy. While some have welcomed the educational challenges of digital culture and emphasized its possibilities for individual emancipation and social transformation in the new information age, others accuse digital culture of absorbing its recipients in an all-pervasive virtual world. Unlike most accounts of the educational and cultural consequences of digital culture, Learning the Virtual Life presents a neutral, advanced introduction to the key issues involved with the integration of digital culture and education. This edited collection presents international perspectives on a wide range of issues, and each chapter combines upper-level theory with "real-world" practice, making this essential reading for all those interested in digital media and education.
Digital technologies have transformed cultural perceptions of learning and what it means to be literate, expanding the importance of experience alongside interpretation and reflection. Learning the Virtual Life offers ways to consider the local and global effects of digital media on educational environments, as well as the cultural transformations of how we now define learning and literacy. While some have welcomed the educational challenges of digital culture and emphasized its possibilities for individual emancipation and social transformation in the new information age, others accuse digital culture of absorbing its recipients in an all-pervasive virtual world. Unlike most accounts of the educational and cultural consequences of digital culture, Learning the Virtual Life presents a neutral, advanced introduction to the key issues involved with the integration of digital culture and education. This edited collection presents international perspectives on a wide range of issues, and each chapter combines upper-level theory with "real-world" practice, making this essential reading for all those interested in digital media and education.
This 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.
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 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.
Acknowledging that empowering today's learner to find innovative and enriching experiences brings about a deeper desire within them to learn and develop skills, this book showcases a combination of innovative educational practices and creative pedagogy techniques to demonstrate how educators can kick-start learning success. Serving up chapters that cross cultural boundaries and present numerous possibilities to assist in constructing new ventures in the classroom, the authors demonstrate how innovation in education and educational policies create new pathways and partnerships for educators. With each author offering a unique perspective on innovative teaching and learning, they chronicle their successes and failures, present new possibilities for enacting practical change in the classroom, and document how the impact of change is experienced and modified as successful techniques are implemented. Collectively, the chapters shine a light on the power of exposure to diverse opportunities, access to multiple techniques, and cross-cultural functionality in providing expansive value to the learner. Appealing to researchers interested in digital storytelling, blended learning, academic integrity, design thinking methods and educational collaboration, this edited collection emphasises the role of innovative educational design in framing and developing global leaders and mobilizing significant change.
This edited collection presents a study of innovation in teaching, learning, assessment and teacher development practices in the Middle East and North Africa (MENA). The thirteen research-based chapters in this collection examine recent innovations in English language teaching, drawing on classroom, administrative and learning experiences from seven of the countries in the region. The major trends analyzed across the volume include the language skills of reading and writing and the prevalence of technology and technology-enhanced instruction. It highlights that innovative teaching, learning and assessment practices that are now in place in virtually all levels of English language teaching and learning from primary school to university to adult education sectors, and reflects on possible ways forward for innovation in the field of ELT. This book will provide valuable insight for scholars of applied linguistics and practitioners working in language policy,
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.
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.
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.
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:
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.
Teaching and Learning with Technology sets out key principles for digital learning underpinned by research evidence. It explores the ways in which technology can help teachers to achieve their goals and support good pedagogy and offers practical strategies for using technology when planning and delivering effective lessons. Drawing on examples from across the curriculum and highlighting a wide range of key technologies, chapters cover: Live remote teaching Delivering content and instruction Using technology to assess learning Alternative learning platforms Ensuring accessibility and personalising learning E-safety, safeguarding and legal compliance Written by a leading expert in digital education and filled with easy to implement tips, this book is an essential guide for all teachers delivering lessons online.
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.
Artificial Intelligence, Mixed Reality, and the Redefinition of the Classroom highlights new interpretations, understandings, and emerging technologies that radically remake traditional educational models, structures, and systems, and upend how faculty teach, and students learn. It explore new educational economic models that no longer depend on buildings to educate, and describes the growing applications of artificial intelligence, machine-learning algorithms in teaching and learning. This book also defines new approaches to personalize learning, including the use of artificial cognitive learning maps that mimic a learners' biological learning map, that can also be applied to create a learner's secure silhouette useful for truly personalized academic intervention recommendations. The emerging and maturing technological advances that allow these transformational opportunities may also upend the traditional educational institution: the familiar spaces, walls, and buildings, but also the delivery methods of knowledge, and the learner's method of knowledge acquisition. Artificial Intelligence, Mixed Reality, and the Redefinition of the Classroom promises to inform the teacher, administrator, and board member to hopefully not just passively read about new and exciting innovations and tools available to improve the practice of education, but also to excite and inspire each to apply these innovations to better prepare our learners to succeed within this 4th Industrial Revolution.
Technology in schools has evolved from the predominance of
stand-alone computers to a blend of computer, media,
communications, and other forms of technology dominated by the
ubiquitous Internet and World Wide Web. In addition, K-12 education
has evolved into a much more outcomes-driven enterprise that
depends upon technology and data to perform many of its basic
functions. The newly revised fifth edition of "Educational
Leadership and Planning for Technology" provides educators with
both the theoretical and the practical considerations for planning
and implementing technology in today's schools, with an emphasis on
the total application of technology including both administrative
and instructional uses. Designed for preservice and inservice
educators such as administrators, teachers, technology
coordinators, and media specialists, this fifth edition text builds
a strong foundation from which educators may provide informed
leadership and become agents for realizing the powerful potential
of technology in their schools. "I have used the textbook in
teaching my course, Leadership in Educational Technology, in an
online format the past four springs. I began the course and found
this text to be the best available. I am still of that opinion."
--Patrick Durow, Creighton University
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.
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. |
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