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Books > Social sciences > Education > Educational resources & technology
This book examines research on creative thinking, both current and historical. It explores two dimensions of human thought (time and space) and two modes of thinking (conscious and unconscious) as well as both left and right brain functions and artistic and scientific creative activities. The book proposes a "Double Circulation" model of creative thinking and argues that imagery thinking, intuitive thinking and logical thinking are main parts of creative thinking and that dialectical thinking and horizontal-vertical thinking are the guides for highly complex problem-solving thoughts and strategies.The book focuses on education and psychology and also covers how to use ICT to promote students' creative thinking skills. Researchers will benefit from the "Double Circulation" model, which provides a new perspective on conducting creative thinking research. The book is also a valuable resource for graduate students in the fields of educational technology and psychology and for all readers who are interested in creative thinking.
This book introduces state-of-the-art research on simulation and serious games for education. Based partially on work presented at the 3rd Asia-Europe Symposium on Simulation and Serious Games (3rd AESSSG) held in Zhuhai, China as part of the 2016 ACM SIGGRAPH International Conference on Virtual-Reality Consortium and Applications in Industry (VRACI 2016), it includes a selection of the best papers from both. The book is divided into three major domains of education applications that use simulation and serious games: science, technology, engineering and mathematics (STEM) education; special needs education; and humanity and social science education. A valuable resource for researchers and developers in simulation and serious games for education benefit from this book, it also offers educators and professionals involved in training insights into the possible applications of simulation and serious games in various areas.
Virtual schools are a result of widespread changes in knowledge about learning, in available technology and in society. Virtual schooling is growing in popularity and will continue to attract students because of the benefits it offers over traditional schooling. Stakeholders in virtual schools need information to guide their decisions. For the foreseeable future, virtual schools will continue to meet diverse student needs, and to evolve in response to further change. Development and Management of Virtual Schools: Issues and Trends brings together knowledge of virtual schools as a reference for scholars and other groups involved in virtual schools. The chapters review best practice from concept and development, through implementation and evaluation.
Innovations in Mobile Educational Technologies and Applications presents a collection of knowledge on the developments and approaches of mobile educational technology. Bringing together points of view from both technological and pedagogical practices, this book aims to enhance interest in nontraditional approaches to learning.
Web-based school collaboration has attracted the sustained attention of educators, policy-makers, and governmental bodies around the world during the past decade. This book sheds new light on this topical but ever so complex issue. Drawing on a wealth of theoretical and empirical work, it presents the various models of available school twinning programs and explores the cultural, political, and economic factors that surround the recent enthusiasm regarding collaborative initiatives. Moreover, the book critically examines teachers' and students' experiences of web-based school collaboration. In particular, it develops a realistic perspective of the range of challenges they face and identifies the host of technological and non-technological issues that can shape participation in collaborative programs.
In the field of computer aided language learning (CALL), there is a need for emphasizing the importance of the user. ""User-Centered Computer Aided Language Learning"" presents methodologies, strategies, and design approaches for building interfaces for a user-centered CALL environment, creating a deeper understanding of the opportunities and challenges of the field. ""User-Centered Computer Aided Language Learning"" acts as a guide to help educators, administrators, professionals and researchers find the basis of a framework for the development and management of CALL environments that are enriched with MAN domains and take into account interaction and activity, which go beyond the basic linguistic elements of the field.
Exploring online learning through the lens of synchronous and asynchronous instructional methods can be beneficial to the online instructor and to the course designer. Understanding the underlying theoretical foundation is essential to justify both types of instructional pedagogies. Learning theory as it applies to online environments encompasses myriad techniques and practices. Exploring Online Learning Through Synchronous and Asynchronous Instructional Methods is an essential scholarly book that provides relevant and detailed research on the applications of synchronous and asynchronous instructional pedagogies and discusses why they are critical to the design and implementation of contemporary online courses. Featuring an array of topics such as student engagement, adaptive learning, and online instruction, this book is ideal for online instructors, instructional designers, curriculum developers, course designers, academicians, administrators, e-learning professionals, researchers, and students.
This text addresses methods of evaluating technology in education and covers such topics as: how we know if technology works; collaborative learning; learner-centred design; multiple stakeholder needs; and that data that influence educational technology policy.
This book presents the current state of the art in the field of e-publishing and social media, particularly in the Arabic context. The book discusses trends and challenges in the field of e-publishing, along with their implications for academic publishing, information services, e-learning and other areas where electronic publishing is essential. In particular, it addresses (1) Applications of Social Media in Libraries and Information Centers, (2) Use of Social Media and E-publishing in E-learning (3) Information Retrieval in Social Media, and (4) Information Security in Social Media.
This book explores trends in learning and knowledge analytics in open education, as explored in proceedings papers from AECT-LKAOE 2015 International Research Symposium. The chapters investigate various issues surrounding open education in all disciplines, such as learning design in open-ended learning environments, MOOCs (Massive Open Online Courses), learning analytics studies and applications, and technology and new media. The chapter authors provide guidance for how to design and develop most effective, efficient, and appealing instruction as well as suggesting learning strategies relevant to the open education era.
Today we are seeing a new form of blended learning: not only is technology enhancing the learning environment but formal and informal learning are combining and there is self- and peer-assessment of results. Open learning cultures are challenging the old and long-practiced methods used by educators and transforming learning into a more student-driven and independent activity, which uses online tools such as blogs, wikis or podcasts to connect resources, students and teachers in a novel way. While in higher education institutions most assessments are still tied to formal learning scenarios, teachers are more and more bound to recognize their students' informal learning processes and networks. This book will help teachers, lecturers and students to better understand how open learning landscapes work, how to define quality and create assessments in such environments, and how to apply these new measures. To this end, Ehlers first elaborates the technological background for more collaborative, distributed, informal, and self-guided learning. He covers the rise of social media for learning and shows how an architecture of participation can change learning activities. These new paradigms are then applied to learning and education to outline what open learning landscapes look like. Here he highlights the shift from knowledge transfer to competence development, the increase in lifelong learning, and the importance of informal learning, user generated content, and open educational resources. He then shows how to manage quality by presenting a step by step guide to developing customized quality concepts for open learning landscapes. Finally, several methods dealing with assessment in these new environments are presented, including guidelines, templates and use cases to exemplify the approaches. Overall, Ehlers argues for assessment as an integral part of learning processes, with quality assurance as a method of stimulating a quality culture and continuous quality development rather than as a simple controlling exercise.
Despite the considerable, growing interest in online education, most studies have focused only on the students' perspective. Merely a handful of studies have attempted to address the teachers' perspectives and little has been published on the online teaching experience itself. Expectations and Demands in Online Teaching: Practical Experiences offers a better understanding of how teachers experience the online environment by exploring various dimensions of online teaching, including class preparation, process effectiveness and quality, and technology utilization. The book assists educational institution administrators supporting online education improve their understanding of how teachers experience online teaching, and of the issues these teachers face in their teaching.
The 2008 volume of the 33-year-old Educational Media and Technology Yearbook series continues the legacy of its predecessors. It highlights the major trends of the previous year, with a focus on instructional technology education. It features the winning paper of AECT's ECT Foundation's Qualitative Inquiry Award. It discusses advances in the school and library media worlds. It profiles an outstanding individual in the field: Barbara Lockee (Professor, Virginia Tech). It identifies instructional technology-related organizations and graduate programs across North America. And it concludes with a mediagraphy of journals, books, ERIC documents, journal articles, and nonprint resources. As a repository of so much valuable data and information, it is, quite simply, a volume every media and technology professional will be proud to own.
This book addresses several pressing concerns of teachers and researchers who are looking for ways to integrate technology use in and out of their classrooms and assess its usefulness in the learning process. It provides an up-to-date examination of technology-supported pedagogy and language acquisition in a variety of Japanese as a foreign or second language contexts. It equips readers with practical pedagogical information, including methods of implementation and learning assessment, and ideas for how technology can be applied to achieve a wide range of learning objectives. The topics examined include cultural learning, identity construction, speaking, reading, writing, pronunciation, collaborative online learning, digital and 3D virtual reality games, online text analysis, and participation in online communities. In addition, different e-learning configurations such as flipped, online, and distance learning classrooms are explored. Studies examine various current technologies (e.g. blogs, synchronous/asynchronous telecollaboration, corpus analysis software, modern pronunciation tools) and will have both direct and indirect consequences for teaching and learning a second/foreign language with technology across all languages.
This book provides a descriptive, progressive narrative on the flipped classroom including its history, connection to theory, structure, and strategies for implementation. Important questions to consider when evaluating the purpose and effectiveness of flipping are answered. The book also highlights case studies of flipped higher education classrooms within five different subject areas. Each case study is similarly structured to highlight the reasons behind flipping, principles guiding flipped instructions, strategies used, and lessons learned. An appendix that contains lesson plans, course schedules, and descriptions of specific activities is also included.
Since the publication of the companion volume Researching Learning in Virtual Worlds in 2010, there has been a growth not only in the range and number of educational initiatives taking place in virtual worlds, but also in the depth of analysis of the nature of that education. Understanding Learning in Virtual Worlds reflects those changes through a collection of chapters that are extended versions of research presented at the second Researching Learning in Virtual Environments conference (ReLIVE 11), an international conference hosted by the Open University UK. Included in this book are chapters that explore the philosophical and methodological underpinnings of understanding learning in virtual worlds, identify and analyse the factors that support learning in these environments, and present case studies that demonstrate some of the various ways in which virtual worlds can be applied to facilitate learning and teaching. The links between learning in a virtual world and learning in the physical world are made apparent throughout, and the authors reveal how understanding learning in one informs the other. Understanding Learning in Virtual Worlds is an important book not only to those who teach in virtual worlds, but to anyone for whom understanding learning, in all its forms, is of interest.
This book offers a platform for engineering educators who are interested in implementing a "creative ways of knowing" approach to presenting engineering concepts. The case studies in this book reveal how students learn through creative engagement that includes not only design and build activities, but also creative presentations of learning, such as composing songs, writing poems and short stories, painting and drawing, as well as designing animations and comics. Any engineering educator will find common ground with the authors, who are all experienced engineering and liberal arts professors, who have taken the step to include creative activities and outlets for students learning engineering.
Children are one of the largest new user groups of mobile
technology -- from phones to micro-laptops to electronic toys.
These products are both lauded and criticized, especially when it
comes to their role in education and learning. The need has never
been greater to understand how these technologies are being
designed and to evaluate their impact worldwide. Mobile Technology
for Children brings together contributions from leaders in
industry, non-profit organizations, and academia to offer practical
solutions for the design and the future of mobile technology for
children. *First book to present a multitude of voices on the design, technology, and impact of mobile devices for children and learning *Features contributions from leading academics, designers, and policy makers from nine countries, whose affiliations include Sesame Workshop, LeapFrog Enterprises, Intel, the United Nations, and UNICEF *Each contribution and case study is followed by a best practice overview to help readers consider their own research and design and for a quick reference
This book presents an overview of education technology and its use in schools, with a primary emphasis on best practices of technology enhanced learning; how new technologies such as mobile, augmented and wearable technologies affect instructional design strategies; and the content curriculum development process. Providing insights into the future of education and the upcoming pedagogies that will be applied in schools, it helps educators and other stakeholders make innovations for the new generations of learners in the 21st century. The use of emerging technologies such as mobile and ubiquitous technologies, context-aware technology, augment-reality, and virtual reality is contributing to making education adaptive and smarter. With the ever-changing technologies, how to equip teachers with these digital skills and transform their teaching style is also important to ensure that school education is more individualised and customised for students. Offering a global perspective with integrated practical cases, this timely book is of interest to educators, teachers, and education policymakers. And although most of the authors are from the academia, it provides non-experts with a novel view of what future schools will be like with the help of technology.
This book is a synthesis of the complex interdependencies between user interface design of digital screen and learning process. It is analyzed the impact of digital revolution on learning, phases of digital textbooks use and development; specific features of educational system & learning environment; psycho-pedagogical characteristics of XXI students; user interface design topology; user interface design features of digital textbooks in accordance with human thinking paradigms; critical thinking of user interfaces and content (linear, systems, global and metasystems design approach). One special chapter describes innovative organizational forms of learning with digital textbooks. Metasystems learning design of digital textbooks will be of particular interest to the readers because this is an innovative approach of learning design, which proved the experimental data of the instructional dynamic and flexible strategy. It proved the practical application of didactical model of digital textbooks for chemistry and mathematics. The main benefits for reader refers on understanding the applicability of metasystems learning design for digital textbook use and development, in particular for STEM education. It takes more than analysis to help readers overcome the impact of user interface design of digital textbook on learning outcomes.
For the education system to remain responsive to the needs and demands of its multiple stakeholders it must embrace the innovation and research produced by contemporary technology. This book traverses a wide range of conceptual, disciplinary, methodological, national and sectoral boundaries to explore the challenge presented.
There is a general notion that adult education literature generally supports the idea that teaching adults should be approached in a different way than teaching children. Adult learners include working adults with family responsibilities, older workers who may not feel confident about returning to school and people who are currently in the workforce and who need to upgrade skills and knowledge. The combination of synchronous and asynchronous transmission with face to face instruction allow for the implementation of a new Blended Collaborative Learning Environment, which is flexible in terms of location, time, and pace of adult learners. Blended Learning Environments for Adults: Evaluations and Frameworks demonstrates the view that Information and Communication Technologies should not be considered as a neutral teaching medium, but instead be implemented under pedagogical conditions; aiming at the development of critical thinking through their creative integration into the social and cultural context. This comprehensive collection brings a group of scholars in order to build up a pedagogical approach and analytical implementation steps and directions for designing and implementing Blended Learning Collaborative Environments for adults.
E-learning has become an important part of our educational life with the development of e-learning systems and platforms and the need for online and remote learning. ICT and computational intelligence techniques are being used to design more intelligent and adaptive systems. However, the art of designing good real-time e-learning systems is difficult as different aspects of learning need to be considered including challenges such as learning rates, involvement, knowledge, qualifications, as well as networking and security issues. The earlier concepts of standalone integrated virtual e-learning systems have been greatly enhanced with emerging technologies such as cloud computing, mobile computing, big data, Internet of Things (IoT), AI and machine learning, and AR/VT technologies. With this book, the editors and authors wish to help researchers, scholars, professionals, lecturers, instructors, developers, and designers understand the fundamental concepts, challenges, methodologies and technologies for the design of performant and reliable intelligent and adaptive real time e-learning systems and platforms. This edited volume covers state of the art topics including user modeling for e-learning systems and cloud, IOT, and mobile-based frameworks. It also considers security challenges and ethical conduct using Blockchain technology.
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