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Books > Social sciences > Education > Educational resources & technology
Most learning takes place in communities. People continually learn through their participation with others in everyday activities. Such learning is important in contemporary society because formal education cannot prepare people for a world that changes rapidly and continually. We need to live in learning communities. This volume gathers together all of the scholarly materials directly emanating from a workshop held in August 2005, when a multidisciplinary group of scholars met at Penn State s College of Information Sciences and Technology to discuss learning in communities . Initially, a sectioned report on the workshop was published as a special section in the Journal of Community Informatics in 2006. Subsequently, a special issue of 5 full papers was published in the Journal of Computer-Supported Cooperative Work, and a special section of 2 full papers was published in the International Journal of Computer-Supported Collaborative Learning. This collection of papers is not the definitive summary of learning in communities. It is assuredly more prolegomena than coda. Learning is increasing recognized as a critical facet of lifetime activity, one that must become better integrated with all that people do. At the same time, community structures are increasingly recognized as a critical category of social organization flexible and adaptable, capable of innovation and development, and yet just as strongly nurturing and supportive. The promise of learning in communities lies ahead of us. This set of essays hopes to propel us all along that path."
Deryn Watson and David Tinsley The topic of the conference, integrating infonnation technology into education, is both broad and multi-facetted. In order to help focus the papers and discussion we identified 7 themes: * Current developments in society and education influencing integration; * Teachers, their roles and concerns; * Learners, their expectations of and behaviour in an integrated environment; * Developments and concerns in the curriculum; * Successes and failures in existing practice; * Organisation and management of integrated environments; * Identification of social and political influences. Each author was invited to focus on one theme, and these remained strands throughout as can be seen from the short papers and focus group reports. The first and most significant concern therefore was to be clear about our notions of integration; what do we mean and how is this relevant? Our keynote paper from Cornu clearly marked out this debate by examining the notion of integration and alerting us to the fact that as long as the use of IT is still added to the curriculum, then integration has not yet begun.
This book is the final result of the NATO Advanced Research Workshop 'Interactive Learning Technology for the Deaf' , which was held between June 4 -7, 1991, in Sint-Michielsgestel, the Netherlands. The scientific organizing committee consisted of Frans Coninx (director), Ben Elsendoorn, Richard Foulds and Christopher Jones. The idea for this workshop originated from the observation that interactive learning technology seemed to be very promising in that it might help improve education of deaf children, but also from the given fact that general achievements in helping deaf children to acquire language could still be improved. Before this workshop, results on research in the areas of (sign) language acquistion and education of deaf children, improvement of speech produc tion and listening skills, as well as the use of interactive learning technol ogy, could be gathered in journals and at congresses. However, no meeting was ever organised where experts from these different fields were present at the same time. The aim of the workshop was to bring together experts in the fields of deaf education as well as interactive learning technology, to construct a multi disciplinary platform where ideas and research results could be discussed from various angles and which would serve as a jumping-board for future collaboration. We thought it essential that specialists from various direc tions in deaf education -i.e. bilingual, oral, and Total Communication (TC) approaches -were present, to contribute to the multi-displinary character of the workshop.
This book aims to provide insight into how digital technologies may bridge and enhance formal and informal workplace learning. It features four major themes: 1. Current research exploring the theoretical underpinnings of digital workplace learning. 2. Insights into available digital technologies as well as organizational requirements for technology-enhanced learning in the workplace. 3. Issues and challenges for designing and implementing digital workplace learning as well as strategies for assessments of learning in the workplace. 4. Case studies, empirical research findings, and innovative examples from organizations which successfully adopted digital workplace learning.
In April 1993, an interdisciplinary NATO Advanced Research Workshop on "Collaborative dialogue technologies in distance learning" was held in Segovia, Spain. The workshop brought together researchers in fields related to distance learning using computer-mediated communication. The statement of justification of the NATO ARW follows hereafter. Justification of the NATO Advanced Research Workshop on Collaborative Dialogue Technologies in Distance Learning Computer Mediated Communication (CMC) systems have features that reduce some temporal, physical and social constraints on communication. Theories of communication have shifted from viewing communication as a linear transmission of messages by a sender to a receiver, to viewing it as a social paradigm, where individuals are actors in a network of interdependent relationships embedded in organizational and social structures. Recent research focuses on models of information-sharing to support not only the activities of individuals but also the problem-solving activities of groups, such as decision-making, planning or co writing. This area of research is called Computer Supported Cooperative Work (CSCW). The Artificial Intelligence (AI) approach uses knowledge-based systems to enhance and facilitate all these processes, including the possibility of using natural language. The traditional model of distance education places a strong emphasis on indepen dent study, supported by well developed learning materials. This model can be characterized as one-way media. However, the potential of CMC to provide better guidance to the student in Higher Distance Education has been quickly recognized for at least two kind of activities: information sharing and interaction."
In the digital age, online courses have progressed as popular modes of learning that provide interactive and collaborative learning in educational settings. The open education movement is enabled by the internet and combines the sharing of ideas, resources, and practices among all people in order to advance ideas and knowledge to a new generation of students. Massive open online courses (MOOC) provide a new way of learning for all levels of education. Emerging Trends, Techniques, and Tools for Massive Open Online Course (MOOC) Management is a critical scholarly resource that addresses the difficulties and challenges in MOOC design, implementation, management, and deployment. This comprehensive and timely publication aims to be an essential reference source, building on the available literature in the field of e-learning and online course management while providing for further research opportunities in this dynamic field. Featuring coverage on a wide variety of topics such as gamification in e-learning, plagiarism detection programs, and language online courses, this book is a valuable resource for instructional designers, IT professionals, software developers, academicians, and education professionals seeking current research on the impact of new methodologies and frameworks used in the lifecycle of open online courses.
The promise of online learning--flexible, learner-centered, responsive--was forward-looking and poised to revolutionize education. But too often online learning courses have little room for student engagement and their design does not reflect the potential for interactive and collaborative learning. "Design Alchemy" counters this trend by synthesizing the art and science of educational design to model a whole that transcends the sum of its parts. Challenging yet accessible, it clearly sets out steps for harnessing innovative strategies and designer creativity to provide educational platforms that reduce learner boredom and instructor burnout, and encourage deeper interaction with subject matter. Activities, assessment methods, and sample course materials are designed toward improving quality, embracing diversity, and adapting positively to change. And the book's palette of resources enables readers to effectively apply the principles in their own practice: The evolution of Design Alchemy in the context of online learning.Alignment with core theories and practice models.The framework: elements of pedagogy and components of practice.Case studies showing Design Alchemy in real-world learning.Tools, templates, and a sample syllabus.The Design Alchemy Manifesto, summarizing key ideas. Researchers and practitioners in technology and education will look to "Design Alchemy "as a transformative work to help make the most of student potential, learning opportunities, and their own professional growth.
Modern education has increased its reach through ICT tools and techniques. To manage educational data with the help of modern artificial intelligence, data and web mining techniques on dedicated cloud or grid platforms for educational institutes can be used. By utilizing data science techniques to manage educational data, the safekeeping, delivery, and use of knowledge can be increased for better quality education. Utilizing Educational Data Mining Techniques for Improved Learning: Emerging Research and Opportunities is a critical scholarly resource that explores data mining and management techniques that promote the improvement and optimization of educational data systems. The book intends to provide new models, platforms, tools, and protocols in data science for educational data analysis and introduces innovative hybrid system models dedicated to data science. Including topics such as automatic assessment, educational analytics, and machine learning, this book is essential for IT specialists, data analysts, computer engineers, education professionals, administrators, policymakers, researchers, academicians, and technology experts.
Recently, education as a whole has undergone a serious change as online learning has increased in popularity. In order to provide students with the most innovative educational practices and ensure institutions are up to date in their teaching policies, digital tools and techniques must be implemented. Further study on the current methodologies of online teaching and learning is required to understand the best practices and challenges. Digital Active Methodologies for Educative Learning Management develops a theoretical and practical study related to the change in learning management and discusses how various digital tools and frameworks can be applied to manage education. Covering key topics such as emerging technology, social media, online learning, and artificial intelligence, this reference work is ideal for librarians, administrators, school faculty, academicians, scholars, practitioners, instructors, and students.
This book conceptualises the ways in which video has created a pedagogy for current learning and teaching practices, disciplines, and environments. It brings together the concepts and practice of video as pedagogy by providing theoretical discussion and practical guidance and recommendations on the use of video in learning and teaching, drawing on a wide range of case studies including nursing education, business education, architectural education, engineering, mathematics, physical education, science education, and screen production. Part I focuses on 'video, students and learning' and Part II on 'video, teachers and practice'. The book covers various perspectives on the concept and use of video in learning and teaching: developing students' practical skills and knowledge; using video for teaching culturally sensitive topics and cultural competency; for feedback, reflection, training and professional development; making and producing videos for educational purposes, with discussion on techniques, devices, software and strategies.
This book promotes the experimental mathematics approach in the context of secondary mathematics curriculum by exploring mathematical models depending on parameters that were typically considered advanced in the pre-digital education era. This approach, by drawing on the power of computers to perform numerical computations and graphical constructions, stimulates formal learning of mathematics through making sense of a computational experiment. It allows one (in the spirit of Freudenthal) to bridge serious mathematical content and contemporary teaching practice. In other words, the notion of teaching experiment can be extended to include a true mathematical experiment. When used appropriately, the approach creates conditions for collateral learning (in the spirit of Dewey) to occur including the development of skills important for engineering applications of mathematics. In the context of a mathematics teacher education program, thebook addresses a call for the preparation of teachers capable of utilizing modern technology tools for the modeling-based teaching of mathematics with a focus on methods conducive to the improvement of the whole STEM education at the secondary level. By the same token, using the book's pedagogy and its mathematical content in a pre-college classroom can assist teachers in introducing students to the ideas that develop the foundation of engineering profession."
What the book is about This book is about the theory and practice of the use of multimedia, multimodal interfaces for leaming. Yet it is not about technology as such, at least in the sense that the authors do not subscribe to the idea that one should do something just because it is technologically possible. 'Multimedia' has been adopted in some commercial quarters to mean little more than a computer with some form of audio ar (more usually) video attachment. This is a trend which ought to be resisted, as exemplified by the material in this book. Rather than merely using a new technology 'because it is there', there is a need to examine how people leam and eommunicate, and to study diverse ways in which computers ean harness text, sounds, speech, images, moving pietures, gestures, touch, etc. , to promote effective human leaming. We need to identify which media, in whieh combinations, using what mappings of domain to representation, are appropriate far which educational purposes . . The word 'multimodal ' in the title underlies this perspective. The intention is to focus attention less on the technology and more on how to strueture different kinds of information via different sensory channels in order to yield the best possible quality of communication and educational interaction. (Though the reader should refer to Chapter 1 for a discussion of the use of the word 'multimodal' . ) Historically there was little problem.
Academic Entrepreneurship and Technological Innovation: A Business Management Perspective provides a wide-ranging overview of the relationship between universities and organizations through the most recent and detailed research on university entrepreneurship. This book aims to be a reference source for students, researchers, and practitioners interested in the academic industry's demand for technological innovation.
This book explores terminology, frameworks, and research being conducted worldwide on virtual manipulatives. It brings together international authors who provide their perspectives on virtual manipulatives in research and teaching. By defining terminology, explaining conceptual and theoretical frameworks, and reporting research, the authors provide a comprehensive foundation on the study and use of virtual manipulatives for mathematics teaching and learning. This foundation provides a common way for researchers to communicate about virtual manipulatives and build on the major works that have been conducted on this topic. By discussing these big ideas, the book advances knowledge for future research on virtual manipulatives as these dynamic tools move from computer platforms to hand-held, touch-screen, and augmented platforms.
The book presents a critical evaluation of current approaches related to the use of digital games in education. The author identifies two competing paradigms: that of games-to-teach and games-to-learn. Arguing in favor of the latter, the author advances the case for approaching game-based learning through the theoretical lens of performance, rooted in play and dialog, to unlock the power of digital games for 21st century learning. Drawing upon the author's research, three concrete exemplars of game-based learning curricula are described and discussed. The challenge of advancing game-based learning in education is addressed in the context of school reform. Finally, future prospects of and educational opportunities for game-based learning are articulated. Readers of the book will find the explication of performance theory applied to game-based learning especially interesting. This work constitutes the author's original theorization. Readers will derive four main benefits: (1) an explication of the difference between game-based-teaching and game-based learning, and why this difference is of critical importance, (2) an exposition of the theory of game-based learning as performance, (3) concrete exemplars and research outcomes relating to three game-based learning curricula that have been empirically evaluated in schools, and (4) an understanding of complex issues related to the human side of school change that must be effectively addressed to achieve take-up of game-based learning in schools.
Children experience technology in both formal and informal settings as they grow and develop. Despite research indicating the benefits of technology in early childhood education, the gap between parents, teachers, and children continues to grow as our new generation of children enters early childhood classrooms. Child Development and the Use of Technology: Perspectives, Applications and Experiences addresses major issues regarding technology for young children, providing a holistic portrait of technology and early childhood education from the views of practitioners in early childhood education, instructional design technology, special education, and mathematics and science education. Consisting of fifteen chapters developed by multidisciplinary teams, this book includes information, advice, and resources from practitioners, professionals, and university faculty engaged in early childhood education and instructional design technology.
In recent years, the rampant development of worldwide communications and powerful modern technologies has reformulated the idea of distance learning and the transmission of higher education content. Combined with these new developments and the outcomes of the COVID-19 pandemic, there is an apparent need for a thorough discussion on all features of e-learning. Online Distance Learning Course Design and Multimedia in E-Learning disseminates research, experiences, and philosophies surrounding innovation within higher education online teaching and learning environments. It includes case studies of relevant and fruitful applications, practical challenges, and examinations of the most recent innovations. Covering topics such as online management education, student engagement, and gamification, this book is an essential resource for academicians, researchers, educators, pre-service educators, principals, administrators, consultants, instructional designers, technologists, computer scientists, and policymakers.
Mission Statement: This volume will highlight papers presented at the second Nebraska Symposium on Information Technology in Education. With chapters focusing on the latest research findings and theoretical principles for using technology in education, the volume will extend findings from current research on technology-mediated instruction into a set of practical principles for designers, teachers, and managers of educational technology. Contributors will identify technical and design features required for sharing of content and assessment tools and will target promising areas for future research and development in technology-based learning, instruction and assessment.
A volume in Research on Technology and the Teaching and Learning of Mathematics: Syntheses, Cases, and Perspectives According to NCTM's Principles and Standards for School Mathematics, ""Technology is essential in teaching and learning of mathematics; it influences the mathematics that is taught and it enhances students' learning."" How does research inform this clarion call for technology in mathematics teaching and learning? In response to the need to craft appropriate roles for technology in school mathematics new technological approaches have been applied to the teaching and learning of mathematics, and these approaches have been examined by researchers world-wide. The first volume provides insight into what research suggests about the nature of mathematics learning in technological environments. Included in this volume are syntheses of research on technology in the learning of rational number, algebra, elementary and secondary geometry, mathematical modeling, and calculus. Additional chapters synthesize research on technology in the practice of teaching and on equity issues in the use of technology in mathematics instruction.Instead of simply reporting achievement scores of students who use technology in their learning, authors provide thoughtful analyses of bodies of research with the goal of understanding the ways in which technology affects what and how students learn. Each of the chapters in this volume is written by a team of experts whose own research has provided important guidance to the field.
Discover the latest research on the application of information and communication technologies (ICTs) in the field of education. Among the many areas covered, the book examines the latest innovations in the design, development, and evaluation of innovative educational environments. You ll also discover how ICTs support special education, collaborative learning, and distance learning. Finally, key social aspects of ICTs in education are examined.
The core message of this book is: computer games best realise affective interaction. This book brings together contributions from specialists in affective computing, game studies, game artificial intelligence, user experience research, sensor technology, multi-modal interfaces and psychology that will advance the state-of-the-art in player experience research; affect modelling, induction, and sensing; affect-driven game adaptation and game-based learning and assessment. In 3 parts the books covers Theory, Emotion Modelling and Affect-Driven Adaptation, and Applications. This book will be of interest to researchers and scholars in the fields of game research, affective computing, human computer interaction, and artificial intelligence.
First published in 2006. Routledge is an imprint of Taylor & Francis, an informa company.
Technology offers coaches new horizons and a chance to connect with clients with new techniques. This book addresses these opportunities as well as the dilemmas and difficult questions that are part of the new landscape. What will happen when a big coaching platform is hacked? Will coaches ever be replaced by robots? Or perhaps, when will coaches be replaced by robots? As digital tools become increasingly enmeshed in our world, it is essential for coaches to use technology wisely, to build rapport and operate effectively. With the support of this book, coaches can use technology to enhance their practice and feel confident when working with clients. By breaking coaching technology down to its foundational principles, this book equips coaches to enrich their practice by proactively identifying its benefits, while protecting themselves and their clients from its threats. A coach reading this book will: *Unearth the truth behind the glossy veneer of technology, to discover what makes it work and why *Explore the capabilities of technology to disrupt coaching, and discover what to do to optimise its use *Develop an understanding of the sorts of technology available to enhance coaching practice at strategic and tactical levels *Experiment with futurology, constructing a plan to preserve the profession of coaching "The future lies in coach-AI partnerships - using the strengths of both to provide even better client support. This book is perfectly timed to support coaches in making the transition to such partnerships." David Clutterbuck, Special Ambassador, European Mentoring and Coaching Council "Sam has written a thoughtful and engaging book that will help coaches of any technical ability to navigate the digital world." Christine Bakewell, Board Member for Technology Thought Leadership UK ICF, IT Consultant and Leadership Coach "A must read if you are a coach or people leader that wants to explore what is possible when coaching with tech. It made me truly consider how technology could help democratise coaching. Eye opening stuff!" Liz Rochester, Director and Owner of Liz Rochester & Associates Ltd, Voluntary UK Chapter President for the International Coaching Federation 2021 "What the book does admirably is to provide an entertaining, enlightening, thought-provoking and practically useful overview of where we are with 'coachtech', and where we're likely to go with it, should we be open to the possibilities it offers." James Bridgeman, Co-Editor, Coaching Perspectives magazine With a background in technology assurance, Sam Isaacson now leads Grant Thornton's coaching services and is active with the coaching professional bodies. He has advised a range of organisations, from local charities through to global companies and government bodies. Sam led the introduction of the UK's new Coaching Professional apprenticeship and is the first person to have coached a client in virtual reality.
This volume is the result of a 2016 research symposium sponsored by the Association for Educational Communications and Technology (AECT) focused on the growing theoretical areas of integrating story and narrative into educational design. Narrative, or storytelling, is often used as a means for understanding, conveying, and remembering the events of our lives. Our lives become a series of stories as we use narrative to structure our thinking; stories that teach, train, socialize, and create value. The contributions in this volume examine stories and narrative in instructional design and offer a diverse exploration of instructional design and learning environments. Among the topics discussed: The narrative imperative: creating a story telling culture in the classroom. Narrative qualities of design argumentation. Scenario-based workplace training as storytelling. Designing for adult learners' metacognitive development & narrative identity. Using activity theory in designing science inquiry games . Changing the narrative of school: toward a neurocognitive redefinition of learning. Educational Technology and Narrative is an invaluable resource offering application-ready ideas to students of instructional design, instructional design practitioners, and teachers seeking to utilize theories of story and narrative to the ways that they convey and express ideas of instructional design and educational technology. |
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