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Books > Social sciences > Education > Educational resources & technology
The constant creation of internet technologies has contributed to growing trends of scenario-based virtual environments and serious games in education. Along with these new technologies, there is an increasing interest in how students can be effectively assessed when using such virtual environments. Cases on the Assessment of Scenario and Game-Based Virtual Worlds in Higher Education is a comprehensive collection that provides aspects of assessment in virtual worlds combined with lessons learned from critical reflection. These case studies present successes, challenges, and innovations to be utilised as a framework for practitioners and researchers to base their own effective forms of scenario-based learning. This publication would be of particular interest to practice-based disciplines such as education, nursing, medicine, and social work.
This book examines the key debates that have shaped that technological journey, from ancient to modern times. The e-Learning reader provides a scholarly collection of key texts which examine the concept and practice of e-learning in post-compulsory education. The book brings together a series of formative historical and recent articles which frame the debate on e-learning, drawing together new comments from leading experts in the field of e-learning. Technological advancements have revolutionised the field of learning in the past twenty years and are continuing to push the boundaries of institutions towards new forms of knowledge construction, social interaction and meaning making. This book examines the key debates that have shaped that technological journey, from ancient to modern times, and draws together meaningful articles to provide an expert guide for e-learning practitioners, research staff, students and industrial trainees.
During the past two decades, telecommunication technologies combined with Web-enabled technologies have created a new technology-based focus-Web-based learning and teaching. This new area has changed the concept of education around the world, creating new challenges and opportunities offered by this new technology-based concept. Web-Based Learning and Teaching Technologies: Opportunities and Challenges addresses many issues, trends, opportunities and problems facing colleges and universities in the effective utilization and management of Web-based learning and teaching technologies.
In the digital age, the integration of technology has become a ubiquitous aspect of modern society. These advancements have significantly enhanced the field of education, allowing students to receive a better learning experience. The Handbook of Research on Educational Design and Cloud Computing in Modern Classroom Settings is a pivotal reference source for the latest research findings on the strategic role of cloud computing in education, teaching, and the learning process. Featuring extensive coverage on relevant areas such as personal learning environment, cloud-based learning, and educational models, this publication is an ideal resource for educators, professionals, school administrators, researchers, and practitioners in the field of education.
Perception plays a key role in numerous aspects of life in contemporary society. By developing tools to effectively measure perception and spatial recognition, a range of relevant applications can be utilized. A Simplex Approach to Learning, Cognition, and Spatial Navigation: Emerging Research and Opportunities is an innovative source of scholarly material that presents a unique perspective on the convergence of game-based learning, empathy, cognition, and spatial understanding. Including a range of pertinent topics such as gender considerations, space representation, and user interfaces, this book is an ideal reference publication for academics, researchers, students, and educators interested in the role of spatial reference systems in education.
Understanding cybersecurity principles and practices is vital to all users of IT systems and services, and is particularly relevant in an organizational setting where the lack of security awareness and compliance amongst staff is the root cause of many incidents and breaches. If these are to be addressed, there needs to be adequate support and provision for related training and education in order to ensure that staff know what is expected of them and have the necessary skills to follow through. Cybersecurity Education for Awareness and Compliance explores frameworks and models for teaching cybersecurity literacy in order to deliver effective training and compliance to organizational staff so that they have a clear understanding of what security education is, the elements required to achieve it, and the means by which to link it to the wider goal of good security behavior. Split across four thematic sections (considering the needs of users, organizations, academia, and the profession, respectively), the chapters will collectively identify and address the multiple perspectives from which action is required. This book is ideally designed for IT consultants and specialist staff including chief information security officers, managers, trainers, and organizations.
Higher education spaces are undergoing radical transformations in an attempt to respond to the needs of 21st-century learners and a renewed interest in collaboration that spans beyond the walls of departments, colleges, and libraries. Cases on Higher Education Spaces: Innovation, Collaboration, and Technology highlights key innovations and collaborative ventures in space design from across campuses and institutions. Including writing and communication centers, studios, libraries, digital media labs, learning commons, and academic learning spaces, this collection is ideally suited for university and professional administrators.
This book presents the status quo of Information and Communication Technology (ICT) in Education, with a focus on China and the 17 Central and Eastern European Countries (CEECs), including Albania, Bosnia and Herzegovina, Bulgaria, Croatia, the Czech Republic, Estonia, Greece, Hungary, Latvia, Lithuania, Macedonia, Montenegro, Poland, Romania, Serbia, Slovakia and Slovenia (the "17+1" cooperation mechanism, as an incubator for pragmatic trans-regions cooperation platform, created by China and the 17 CEECs). With recent advances in ICT in China and the CEECs, it has assumed increasingly important roles in education, including the improvement of the quality of teaching and learning, as well as the promotion of equity in education. The significant contribution of ICT in education is an enabler to achieving the goals of the "17+1 cooperation" mechanism between China and the CEECs, which has attracted considerable attention worldwide, given fresh impetus to cooperation between the two parties, and opened a new chapter in China-CEEC cooperation. The contributors, all of whom hail from these 18 countries, describe the state-of-the-art of ICT in education in their respective country, and focus on three major aspects, namely: the country profile, general status of education development, and ICT in education. In turn, leading experts in educational informatization research compare the situations in different countries. Taken together, the papers offer valuable insights for policymakers and educators on how to integrate ICT into educational processes, and on inter-regional cooperation with regard to ICT in education.
This book focuses on teaching and learning with mobile technologies, with a particular emphasis on school and teacher education contexts. It explains a robust, highly-acclaimed contemporary mobile pedagogical framework (iPAC) that focuses on three distinct mobile pedagogies: personalisation, authenticity and collaboration. The book shows how mobile pedagogical practice can benefit from use of this framework. It offers numerous cutting-edge research resources and examples that supplement theoretical discussions. It considers directions for future research and practice. Readers will gain insights into the potential of current and emerging learning technologies in school and teacher education.
This book constitutes the refereed proceedings of the 14th IFIP WG 11.8 World Conference on Information Security Education, WISE 14, held virtually in June 2021. The 8 papers presented together with a special chapter showcasing the history of WISE and two workshop papers were carefully reviewed and selected from 19 submissions. The papers are organized in the following topical sections: a roadmap for building resilience; innovation in curricula; teaching methods and tools; and end-user security.
For many years, there has been a quest to discover the best teaching and learning methods in order to strengthen the classroom and the mind. Researchers now know more than ever before about the brain's impact on learning, historical triggers that lead to deep learning, and how to scale education with technology. Yet much of what is known is under-utilized in the classrooms of today, if leveraged at all. Education 3.0 and eLearning Across Modalities showcases effective practices based on innovative initiatives, research, and practitioner experiences from the past two decades. The effective practices of multi-modal learning, which are well known to practitioners but largely unknown to the general academic, are explained in detail while making each technique approachable and attainable regardless of institution, size, or modality. Covering topics such as distance learning, modern learning technologies, and learning innovation, this book is essential for teachers, educational software developers, IT consultants, instructional designers, curriculum developers, graduate students, undergraduate students, academicians, administrators, higher education faculty, and researchers.
The Encyclopedia of Terminology for Educational Communications and Technology is a volume of scholarly definitions and short discussions of approximately 180 key terms of the field. Each 200-500 word entry includes material such as the salient attributes of the term, any alternative views and interpretations of the term, and future trends. The definition discussions are supported with relevant literature from educational communications and technology and related fields, such as communications or educational psychology. Individual signed entries are written by over 50 established scholars from throughout the field and throughout the world. The terms included in the encyclopedia cover the many topics addressed by the field s practitioners and scholars. They encompass six general categories of educational technology content foundational subjects, instructional design, technology and media, analysis and evaluation, management and organizational improvement, and research and theory. "
As today's teachers prepare to instruct a new generation of students, the question is no longer whether technology should be integrated into the classroom, but only "how?" Forced to combat shorter attention spans and an excess of stimuli, teachers sometimes see technology as a threat rather than a potential enhancement to traditional teaching methods. The Handbook of Research on Educational Technology Integration and Active Learning explores the need for new professional development opportunities for teachers and educators as they utilize emerging technologies to enhance the learning experience. Highlighting the advancements of ubiquitous computing, authentic learning, and student-centered instruction, this book is an essential reference source for educators, academics, students, researchers, and librarians.
Multi-Agent Systems for Education and Interactive Entertainment: Design, Use and Experience presents readers with a rich collection of ideas from researchers who are exploring the complex tradeoffs that must be made in designing agent systems for education and interactive entertainment. This book aims to provide a mixture of relevant theoretical and practical understanding of the use of multi-agent systems in educational and entertainment research, together with practical examples of the use of such systems in real application scenarios.
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This book is jointly compiled by Chinese Academy of Sciences, Cyberspace Administration of China, Ministry of Education of the People's Republic of China, Ministry of Science and Technology of the People's Republic of China, Chinese Academy of Social Sciences, National Natural Science Foundation of China and Chinese Academy of Agricultural Sciences. Over the past several years, Chinese scholars have contributed numerous research works on the development of Chinese scientific information and technology, and produced a range of outstanding achievements. Focusing on the main topic of e-Science, this book explores the forefront of science and technology around the globe, the major demands in China and the main fields in China's economic development. Furthermore, it reviews the major achievements and the typical cases in China's e-Science research. It provides a valuable reference source for future technological innovations and will introduce researchers and students in the area of e-Science to the latest results in China.
Many take advantage of software and hardware accessibility in the English language. However, for non native speakers, this inevitably becomes a problem; specifically for the complex Bangla language which is not easily integrated into the world of technology. Technical Challenges and Design Issues in Bangla Language Processing addresses the difficulties as well as the overwhelming benefits associated with creating programmes and devices that are accessible to the speakers of the Bangla language. Professionals, students, and researchers interested in expanding the fields of computing, information and knowledge management, and communication technologies in the non-English realm will benefit from this comprehensive collection of research.
Communication technology provides new opportunities for individuals with special needs, facilitating assistive communication, increasing mobility, offering a different model of engagement, and allowing new forms of exploration. However, many people learn about these new technologies haphazardly through teachers, social workers, therapists, and networks of people who have similar needs. Communication Technology for Students in Special Education and Gifted Programs collects ideas about new communication technologies and innovative ways of using them to enhance education for students with exceptionalities. These case studies are based on the experiences and expertise of the teachers, researchers, and other professionals who have used them. By learning about the experiences of professionals with diverse specialties, others will gain information and ideas for how to better serve individuals with special needs across the educational spectrum.
While the creation and adoption of new technologies has increased in recent years, the educational sector often limits technology use. Despite this, many researchers are convinced of the vital role that technologies can play in learning and teaching. Student Reactions to Learning with Technologies: Perceptions and Outcomes brings together recent research findings about the views and expectations of students when including technologies in their studies. The chapters in this book suggest that the use of technologies in teaching not only makes learning more interesting but also offers possibilities for variations in the learning processes. While this book does not offer irrevocable opinions and definitive views or insights, it provides a useful lens for viewing the world of students and providing insights into the possibilities for accessing and conducting similar research.
This book introduces state-of-the-art research on virtual reality, simulation and serious games for education and its chapters presented the best papers from the 4th Asia-Europe Symposium on Simulation and Serious Games (4th AESSSG) held in Turku, Finland, December 2018. The chapters of the book present a multi-facet view on different approaches to deal with challenges that surround the uptake of educational applications of virtual reality, simulations and serious games in school practices. The different approaches highlight challenges and potential solutions and provide future directions for virtual reality, simulation and serious games research, for the design of learning material and for implementation in classrooms. By doing so, the book is a useful resource for both students and scholars interested in research in this field, for designers of learning material, and for practitioners that want to embrace virtual reality, simulation and/or serious games in their education.
Every learner is on a trajectory, an individual path that involves choices and decisions about where to go next. The innovative thought of e-learning is reaching astronomical proportions and is becoming processed into these trajectories, usually under some sort of constraint. Control and Constraint in E-Learning: Choosing When to Choose answers the questions on how those constraints operate, how learning can be achieved, and particularly the role of education in that process.Control and Constraint in E-Learning: Choosing When to Choose unifies and synthesizes an assortment of theories about learner control, autonomy, self-direction, adult learning for educationalists, e-learning practitioners and e-learning developers. This ground-breaking research provides a theoretical approach to building computer systems to support adults learning via the Internet, existing e-learning environments and how they should be used, the process of education in general, and also offers something for anyone involved in learning and teaching. |
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