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Books > Social sciences > Education > Educational resources & technology
Instructional Design in the Real World: A View from the Trenches offers guidance on how the traditional instructional design system has been used and how it must be changed to work within other systems. The environments and systems that affect the ADDIE (Analysis, Design, Development, Implementation, Evaluation) process and to which it must be adapted include corporations, industry, consulting organizations, health care facilities, church and charitable groups, the military, the government, educational institutions, and others. Its application must be filtered and altered by the environments and the systems where the learning or training takes place. Every chapter includes a case study showing how the application of ID strategies, learning theories, systems theory, management theories and practices and communication tools and practices are adapted and applied in various environments. The chapters also contain lessons learned, tool tips, and suggestions for the future.
The adoption of ICT for personal and business use has encouraged the growth of interactive learning as well as its application in a number of education and training scenarios. Designing effective syllabi for interactive learning projects helps to ensure that desired leaning outcomes are achieved without incurring a significant loss of time or money. Educational Stages and Interactive Learning: From Kindergarten to Workplace Training provides a record of current research and practical applications in interactive learning. This book reviews all aspects of interactive learning, investigates the history, status, and future trends of interactive learning, introduces emerging technologies for interactive learning, and analyzes interactive learning cases in various educational stages and learning situations. Readers interested in the technologies and pedagogical applications of interactive learning will find this book a comprehensive reference for the understanding of notions, theories, techniques, and methods related to the research and development of interactive learning.
Drawing together action-based research with sociology of education, medium theory and the Bildung-tradition, the authors offer a new perspective on education in the digital age, exploring emancipation, edification, self-formation and democratic education. The authors draw on 15 years of action-based research and weave this with the theory to show how teachers and students might use new media for learning about interaction, searching, visualizing, constructing, storing, and retrieving. The authors show that education needs to be rethought, resituated and developed anew in the digital age. New norms and new ways of teaching need to be established. Building on the theory and case studies, they analyze and discuss different strategies, ideas and understandings, offering four promising ways to develop a new vision for education. The eBook editions of this book are available open access under a CC BY-NC-ND 3.0 licence on bloomsburycollections.com. Open access was funded by Aarhus University.
Changing student profiles and the increasing availability of mainstream and specialized learning technologies are stretching the traditional face-to-face models of teaching and learning in higher education. Institutions, too, are facing far-reaching systemic changes which are placing strains on existing resources and physical infrastructure and calling into question traditional ways of teaching through lectures and tutorials.And, with an ever-increasing scrutiny on teaching and teachers' accountability for positive educational outcomes, the call for closer attention to learning, teaching and, most especially, to the design and delivery of the curriculum is given increasing relevance and importance. Research provides strong evidence of the potential for technologies to facilitate not only cognition and learning but also to become integral components in the redesign of current curriculum models.Some Universities and individual academics have moved along this pathway, developing new and innovative curriculum, blending pedagogies and technologies to suit their circumstances. Yet, there are others, unsure of the possibilities, the opportunities and constraints in these changing times."Curriculum Models for the 21st Century" gives insights into how teaching and learning can be done differently. The focus is on a whole of curriculum approach, looking at theoretical models and examples of practice which capitalize on the potential of technologies to deliver variations and alternatives to the more traditional lecture-based model of University teaching. "
th It is fitting that there was a World Computer Congress in the 50 anniversary year of IFIP. Within the Learn IT Stream of WCC2010, the conference, Key Competencies in the Knowledge Society (KCKS), brought together some 43 papers from around the world covering many areas of ICT and its role in education. Of the papers presented here, three were selected as key theme papers for the KCKS conference. These papers' by Adams and Tatnall, Tarrago and Wilson, Diethelm and Dorge, are included in these proceedings. We congratulate these authors for the quality of their work that led to selection. The range of issues covered within this volume is too broad to set out here but c- ers, amongst other things, e-examination, Twitter, teacher education, school-based learning, methodological frameworks and human development theories. It has been an exciting and rewarding task to put these papers together. They rep- sent a coming together of great minds and cutting-edge research. We thank our contributors and our reviewers for producing such an impressive body of work."
The purpose of the volume is to explore the theory, development and use of visual displays and graphic organizers to improve instruction, learning and research. We anticipate five sections that address (1) frameworks for understanding different types of displays, (2) research-tested guidelines for constructing displays, (3) empirically-based instructional applications, (4) using displays to promote research and theory development, and (5) using displays to report test and research data to improve consumer understanding. Authors represent a variety of perspectives and areas of expertise, including instructional psychology, information technology, and research methodologies. The volume is divided into four sections. Section 1 provides a conceptual overview of previous research, as well as the contents of the current volume. Section 2 includes theoretical perspectives on the design and instructional uses of visual displays from major theorists in the field. These chapters discuss ways that visual displays enhance general cognition and information processing. Section 3 provides eight chapters that address the use of visual displays to enhance student learning. These chapters provide examples of how to organize content and use visual displays in a variety of ways in the real and virtual classroom. Section 4 includes three chapters that discuss ways that visual displays may enhance the research process, but especially improved data display.
This research monograph explores the rapidly expanding field of networked music making and the ways in which musicians of different cultures improvise together online. It draws on extensive research to uncover the creative and cognitive approaches that geographically dispersed musicians develop to interact in displaced tele-improvisatory collaboration. It presents a multimodal analysis of three tele-improvisatory performances that examine how cross-cultural musician's express and perceive intentionality in these interactions, as well as their experiences of distributed agency and tele-presence. Tele-Improvisation: Intercultural Interaction in the Online Global Music Jam Session will provide essential reading for musician's, postgraduate students, researchers and educators, working in the areas of telematic performance, musicology, music cognition, intercultural communication, distance collaboration and learning, digital humanities, Computer Supported Cooperative Work and HCI.
I first used the Internet in fall 1993, as a Fulbright Scholar at Charles University in Prague. I immediately recognized that the Internet would radically transform second language teaching and learning, and within a year had written my first book on the topic, E-Mail for English Teaching. The book galvanized a wave of growing interest in the relationship of the Internet to language learning, and was soon followed by many more books on the topic by applied linguists or educators. This volume, though, represents one of the first that specifically analyzes the relationship of new technologies to the teaching of languages for specific purposes (LSP), and, in doing so, makes an important contribution. The overall impact of information and communication technology (ICT) on second language learning can be summarized in two ways, both of which have special significance for teaching LSP. First, ICT has transformed the context of language learning. The stunning growth of the Internet-resulting in 24 trillion email messages sent in 2005, and more than 600 billion Web pages and 50 million blogs online in the same year-has helped make possible the development of English as the world's first global language.
In a professional world that has a tradition of the "good old boy" network, women long have fought for recognition in the educational technology field. In this book authors discuss the women in their own lives who have made the difference for them in their professional development. A group of 31 individuals from the USA, Canada, Northern Cyprus, the UK, and South Korea were asked to be part of this endeavor. The breadth of the list was intended to bring together as many perspectives as possible. Some stories included in this book are deeply private, others offer historical perspectives of women's roles in educational technology, while others focus on mentoring. This book is intended as a resource for all individuals in the field of educational technology, instructional design, and learning design at a national and international level.
International Federation for Information Processing The IFIP series publishes state-of-the-art results in the sciences and technologies of information and communication. The scope of the series includes: foundations of computer science; software theory and practice; education; computer applications in technology; communication systems; systems modeling and optimization; information systems; computers and society; computer systems technology; security and protection in information processing systems; artificial intelligence; and human-computer interaction. Proceedings and post-proceedings of referred international conferences in computer science and interdisciplinary fields are featured. These results often precede journal publication and represent the most current research. The principal aim of the IFIP series is to encourage education and the dissemination and exchange of information about all aspects of computing. For more information about the 300 other books in the IFIP series, please visit springeronline.com. For more information about IFIP, please visit
www.ifip.or.at.
Deep Learning in Introductory Physics: Exploratory Studies of Model?Based Reasoning is concerned with the broad question of how students learn physics in a model?centered classroom. The diverse, creative, and sometimes unexpected ways students construct models, and deal with intellectual conflict, provide valuable insights into student learning and cast a new vision for physics teaching. This book is the first publication in several years to thoroughly address the "coherence versus fragmentation" debate in science education, and the first to advance and explore the hypothesis that deep science learning is regressive and revolutionary. Deep Learning in Introductory Physics also contributes to a growing literature on the use of history and philosophy of science to confront difficult theoretical and practical issues in science teaching, and addresses current international concern over the state of science education and appropriate standards for science teaching and learning. The book is divided into three parts. Part I introduces the framework, agenda, and educational context of the book. An initial study of student modeling raises a number of questions about the nature and goals of physics education. Part II presents the results of four exploratory case studies. These studies reproduce the results of Part I with a more diverse sample of students; under new conditions (a public debate, peer discussions, and group interviews); and with new research prompts (model?building software, bridging tasks, and elicitation strategies). Part III significantly advances the emergent themes of Parts I and II through historical analysis and a review of physics education research.
After centuries of rethinking education and learning, the current theory is based on technology s approach to and affect on the planned interaction between knowledge trainers and trainees. Online Tutor 2.0: Methodologies and Case Studies for Successful Learning demonstrates, through the exposure of successful cases in online education and training, the necessity of the human factor, particularly in teaching/tutoring roles, for ensuring the development of quality and excellent learning activities. The didactic patterns derived from these experiences and methodologies will provide a basis for a more powerful and efficient new generation of technology-based learning solutions for high school teachers, university professors, researchers, and students at all levels of education."
Gaming applications are rapidly expanding into the realm of education. Game-based education creates an active and enjoyable learning environment, especially for children and young adults who regularly use gaming for recreational purposes. Due to the evolving nature of education, gaming provides a transformative learning experience for diverse students. The Handbook of Research on Gaming Trends in P-12 Education provides current research intended to aid educators, school administrators, and game developers in teaching today's youth in a technology-immersive society. This publication melds together gaming for entertainment purposes as well as gaming applied within educational settings with an emphasis on P-12 classrooms. Featuring exhaustive coverage on topics relating to virtual reality, game design, immersive learning, distance learning through 3D environments as well as best practices for gaming implementation in real-world settings, this handbook of research is an essential addition to the reference collection of international academic libraries.
Mobile Learning is a new trend in pedagogical communities. It matches the speed of fast moving methodologies in pedagogical world. The theories of activity-based learning, problem-based learning, work-based learning, and opinion-based learning, learner-centered learning, and so forth, can be integrated with these tiny handheld devices. Students and teachers communicate effectively and efficiently with these simple clicks to obtain the formative/informative and summative feedbacks. The learning outcomes for both ability and knowledge can be smartly measured and observed through the latest ICT technologies. Learning with Mobile Technologies, Handheld Devices and Smart Phones: Innovative Methods presents a collection of innovative research which focuses on learning in the digital world with advanced mobile technologies. This reference will aim to bring researchers, professors, and lectures and industrial training associations together to introduce a new era of teaching and learning societies.
This book focuses on the interplay between pedagogy and technology, and their fusion for the advancement of smart learning environments. It discusses various components of this interplay, including learning and assessment paradigms, social factors and policies, emerging technologies, innovative application of mature technologies, transformation of curriculum and teaching behavior, transformation of administration, best infusion practices, and piloting of new ideas. The book provides an archival forum for researchers, academics, practitioners and industry professionals interested and/or engaged in reforming teaching and learning methods by promoting smart learning environments. It also facilitates discussions and constructive dialogue among various stakeholders on the limitations of existing learning environments, the need for reform, innovative uses of emerging pedagogical approaches and technologies, and sharing and promoting best practices, leading to the evolution, design and implementation of smart learning environments.
Universities are increasingly being asked to play a greater role in their communities. With the growth of the technology industry and the increasing importance of the Internet in education and everyday life, academic IT departments are beginning to form partnerships with both non-profit and for-profit organizations in the local community. These partnerships can relate to the whole curriculum, to specific classes, to students internships, to theoretical research, and to industrial research, and there are many other possibilities for IT/Community partnerships. Managing IT/Community Partnerships in the 21st Century explores the various possibilities for partnerships between academic IT departments and community-based organizations.
Around the globe, there is an increasingly urgent need to provide opportunities for learners to embrace complexity; to develop the many skills and habits of mind that are relevant to today's complex and interconnected world; and to make learning more connected to our rapidly changing workplace and society. This presents an opportunity to (1) leverage new paradigms for understanding the structure and function of teaching and learning communities, and (2) to promote new approaches to developing methods, curricular materials, and resources. Network science - the study of connectivity - can play an important role in these activities, both as an important subject in teaching and learning and as a way to develop interconnected curricula. Since 2010, an international community of network science researchers and educators has come together to raise the global level of network literacy by applying ideas from network science to teaching and learning. Network Science in Education - which refers to both this community and to its activities - has evolved in response to the escalating activity in the field of network science and the need for people to be able to access the field through education channels. Network Science In Education: Transformational Approaches in Teaching and Learning appeals to both instructors and professionals, while offering case studies from a wide variety of activities that have been developed around the globe: the creation of entirely new courses and degree programs; tools for K-20 learners, teachers, and the general public; and in-depth analysis of selected programs. As network-based pedagogy and the community of practice continues to grow, we hope that the book's readers will join this vibrant network education community to build on these nascent ideas and help deepen the understanding of networks for all learners.
With limited empirical research available on online teaching across cultures especially with Native and Hispanic American students, this book will present the findings of a two-year, Spencer-funded study in creating an inclusive (i.e., multicultural and intergenerational) instructional design model for online learning. The book is expected to provide the readers a field guide of teaching approach (comprising pedagogical, technical, relational and other suggestions for teaching) for inclusive e-learning, with a foundation in the research on how students from different cultures and generation groups learn online. This two-year, multi-course-site study, as a first effort to examine online college teaching and learning effective across culture and age, contributed a list of important findings on the following questions: * To what extent are online learning and interaction experiences and performances consistent across varied ethnic/cultural, and age groups and in what ways do they vary? * What online instructional contexts do students and faculty, especially non-traditional and minority students, identify as supporting learning and student success? * What are the relationships between online instructional contexts, online learning performance, and learning success of students with diverse ethnicity/culture and age background? By consolidating the findings for the aforementioned research questions, the researchers of this study have developed a data-driven online instructional design model that can work as a field guide on cross-cultural and intergenerational teaching and learning for online education practitioners.
International Advances in Education: Global Initiatives for Equity and Social Justice is an international research monograph series of scholarly works that focuses primarily on empowering children, adolescents, and young adults from diverse educational, socio-cultural, linguistic, religious, racial, ethnic, and socio-economic settings to become non-exploited/ non-exploitive contributing members of the global community. The series draws on the international community of investigators, academics, and community organizers that have contributed to the evidence base for developing sound educational policies, practices, and innovative programs to optimize the potential of all students. Each themed volume includes multi-disciplinary theory, research, and practice that provides an enriched understanding of the drivers of human potential via education to assist readers in exploring, adapting and replicating innovative strategies that enable ALL students to realize their full potential. Among these strategies are the integration of digital technologies (DT) and information and communication technologies (ICT) into contemporary education platforms. However, technology must be more than just a tool to deliver content and stimulate engagement; it must become a means to broaden access to learning, advance equity, promote social justice, and encourage social inclusion. Especially reaching out to address the academic and social needs of rural, impoverished, marginalized, and displaced populations. Though the digital divide continues to hinder educational attainment for underprivileged populations, ICTs are providing significant opportunities to deliver literacy and basic skills instruction to disadvantaged segments of the global population as well as engage, motivate, and customize learning to address local needs. Nonetheless, the availability of ICT is not a deterministic process. Other societal, cultural, political and contextual factors are of fundamental importance to acceptance and integration that enables people to benefit from technology. The relationship between educational access, instructional delivery, and ICT should be considered in more complex terms. In particular, digital technologies should be viewed as instructional tools that improve access to educational opportunities, strengthen cultural resources, promote social and economic equity, and provide students with the knowledge and competencies to prepare them for a future that cannot be predicted. Therefore, developing ICT and media capabilities that instill citizenship and stewardship in today's students is crucial to gleaning the social and the cultural advantages of a contemporary global society that encourages full and equal citizenship. personality of children to the community of solidarity and shared norms. The second understanding of citizenship complements the `roots' with `roads', with the choices made by the individual, with the capacity to form and develop the child's personality into the actor and author of his/her educational, professional, and life projects. The adolescent prepares to become an active, committed, and engaged citizen with the intellectual capacity for critical thinking that leads to responsible actions. Digital citizenship expresses the transformations of both belonging to and engaging in the information society and contributes to the development of generation "Y" with the aspiration to innovate and experiment, to explore the possibilities of the new digital world, to question authorities and instances of knowledge and power. Education addresses digital citzenship by opening more avenues for the intersection of Internet, imagination, and exploration. Volume 10, E-learning and Social Media: Education and Citizenship for the digital 21st century addresses the use of technology in: developing and expanding educational delivery systems to reach rural populations, providing access to equitable education opportunities for disadvantaged and marginalized populations, and encouraging student civic engagement. The volume evaluates e-learning programs (distributed through the internet, via satellite and hosted on social media) that promote equitable education for disadvantaged populations; examines the challenge and benefits of social media on student self-identity collaboration, and academic engagement; shares promising practices associated with technology in education an e-citizenship in the 21st century, and advances the discussion on blending global citizenship education and social media that raises student awareness, accountability and social justice involvement.
The key idea of the book is that scientific and practical advances can be obtained if researchers working in traditions that have been assumed to be mutually incompatible make a real effort to engage in dialogue with each other, comparing and contrasting their understandings of a given phenomenon and how these different understandings can either complement or mutually elaborate on each other. This key idea applies to many fields, particularly in the social and behavioral sciences, as well as education and computer science. The book shows how we have achieved this by presenting our study of collaborative learning during the course of a four-year project. Through a series of five workshops involving dozens of researchers, the 37 editors and authors involved in this project studied and reported on collaborative learning, technology enhanced learning, and cooperative work. The authors share an interest in understanding group interactions, but approach this topic from a variety of traditional disciplinary homes and theoretical and methodological traditions. This allows the book to be of use to researchers in many different fields and with many different goals and agendas.
This book represents a four-year research and development project. It presents a phenomenological examination and explanation of a functional design framework for games in education. It furnishes a rich description of the experiences and perceptions of performing interdisciplinary collaborative design among experts of very diverse fields, such as learning systems design, architectural design, assessment design, mathematics education, and scientific computing.
This book brings together the reflections of independent researchers from around the world. Sixteen authors from fourteen countries present their views on the use of information and communication technology (ICT) in education, offering valuable insights through the examination of current issues relevant to the future of education. What will education be in tomorrow's world? How can ICT be used without rendering education a purely technical process? How can we succeed the renovation of educational subjects without transforming them into technical objects? The introductory chapter of this publication guides us into the essays through a classification organized by the editors to illustrate different attitudes to technologies: * The 'Globalizers' see the integration of ICT and education as a means of enhancing the competitiveness of their society in a global economy; * The 'Reformists' see it as a means of bringing about significant change in didactics in the various disciplines, and even in the 'basics' of education; * The 'Humanists' consider technologies as possible catalysts for changing the aims and values of education from learni- oriented to humanistic; * The 'Heretic' sees values and aims as being determined exclusively by technology, and economy and culture as s- products of the technology-guided process. He therefore does not see any sense in interrogations as to which aims should guide us in integrating technology with education. Obviously, some arguments stretch across all four categories without completely matching any so-called type.
Educational strategies have evolved over the years, due to research breakthroughs and the application of technology. By using the latest learning innovations, curriculum and instructional design can be enhanced and strengthened. The Handbook of Research on Driving STEM Learning With Educational Technologies is an authoritative reference source for the latest scholarly research on the implementation and use of different techniques of instruction in modern classroom settings. Featuring exhaustive coverage on a variety of topics including data literacy, student motivation, and computer-aided assessment, this resource is an essential reference publication ideally designed for academicians, researchers, and professionals seeking current research on emerging uses of technology for STEM education. |
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