![]() |
![]() |
Your cart is empty |
||
Books > Social sciences > Education > Educational resources & technology
This book empowers people to go beyond themselves into new spheres of learning, thinking and creativity. Drawing on recent work in communications theory as well as psychology, computer science and philosophy, it reveals some key characteristics of learning dialogues. It also demonstrates ways in which computers and networks can deepen, enrich and expand such dialogues. The book 's central argument is that this dialogic perspective in education and the latest developments in information and communications technology make ideal partners.
The book is inspired by the third seminar in a cycle connected to the celebrations of the 150th anniversary of the Politecnico di Milano (July 2013). "Educating by Image. Teaching Styles vs Learning Styles" was the motto of this meeting. The contributions (coming from lectures, the poster session, interviews and round table) aim to propose an updated look at visual education, highlighting how digital tools and networks have profoundly affected the "representational styles" of the teachers and the "cognitive styles" of the learners, while at the same time reaffirming the importance of the interaction between the two groups. As Herbert Alexander Simon once said, "Learning results... only from what the student does and thinks"; therefore "the teacher can advance learning only by influencing what the student does to learn". That is no mean feat if we consider that, according to Benjamin Samuel Bloom, visual education not only involves the pure cognition, but also the affective and the psychomotor domains, not to mention the social aspects. This is why, alongside some theoretical and historical retrospectives, the contributions recommend a continuous revision of "what" and "how" could be included in the academic curricula, also in connection with secondary schools, the professional world, targeted Lifelong Learning Programmes for students and teachers. The volume includes an interview with the science journalist and writer Piero Angela.
The information age has brought about many ways for educators to help their students learn, creating an atmosphere where the learners desire flexibility in the way they learn. Modern students expect on-demand, high-quality learning environments that allow them to have more say in what and how they learn. ""Flexible Learning in an Information Society"" uses a flexible learning framework to explain the best ways of creating a meaningful learning environment. This framework consists of eight factors - institutional, management, technological, pedagogical, ethical, interface design, resource support, and evaluation - and a systematic understanding of these factors can create successful flexible learning environments. Gathering the knowledge of leading researchers from around the world, ""Flexible Learning in an Information Society"" presents a broad understanding of the emerging field of flexible learning and provides guidance in creating these environments.
This book is about the role and potential of using digital technology in designing teaching and learning tasks in the mathematics classroom. Digital technology has opened up different new educational spaces for the mathematics classroom in the past few decades and, as technology is constantly evolving, novel ideas and approaches are brewing to enrich these spaces with diverse didactical flavors. A key issue is always how technology can, or cannot, play epistemic and pedagogic roles in the mathematics classroom. The main purpose of this book is to explore mathematics task design when digital technology is part of the teaching and learning environment. What features of the technology used can be capitalized upon to design tasks that transform learners' experiential knowledge, gained from using the technology, into conceptual mathematical knowledge? When do digital environments actually bring an essential (educationally, speaking) new dimension to classroom activities? What are some pragmatic and semiotic values of the technology used? These are some of the concerns addressed in the book by expert scholars in this area of research in mathematics education. This volume is the first devoted entirely to issues on designing mathematical tasks in digital teaching and learning environments, outlining different current research scenarios.
This volume brings together conceptualizations and empirical studies that explore the socio-cultural dimension of new media and its implications on learning in the 21st century classroom. The authors articulate their vision of new-media-enhanced learning at a global level. The high-level concept is then re-examined for different degrees of contextualization and localization, for example how a specific form of new media (e-reader) changes specific activities in different cultures. In addition, studies based in Singapore classrooms provide insights as to how these concepts are being transformed and implemented by a co-constructive effort on the part of researchers, teachers and students. Singapore classrooms offer a unique environment to study the theory-practice nexus in that they are high achieving, implicitly grounded in the eastern cultural values and well-equipped with ICT infrastructure. While these studies are arguably the state-of-the-art exemplars that synergize socio-cultural and technological affordances of the current learning environments, they also serve as improvable ideas for further innovations. The interplay between theory and practice lends support to the reciprocal improvements for both. This book contributes to the continuing debate in the field, and will lead to better learning environments in the 21st century.
Innovative Techniques in Instruction Technology, E-Learning, E-Assessment and Education is a collection of world-class paper articles addressing the following topics: (1) E-Learning including development of courses and systems for technical and liberal studies programs; online laboratories; intelligent testing using fuzzy logic; evaluation of on line courses in comparison to traditional courses; mediation in virtual environments; and methods for speaker verification. (2) Instruction Technology including internet textbooks; pedagogy-oriented markup languages; graphic design possibilities; open source classroom management software; automatic email response systems; tablet-pcs; personalization using web mining technology; intelligent digital chalkboards; virtual room concepts for cooperative scientific work; and network technologies, management, and architecture. (3) Science and Engineering Research Assessment Methods including assessment of K-12 and university level programs; adaptive assessments; auto assessments; assessment of virtual environments and e-learning. (4) Engineering and Technical Education including cap stone and case study course design; virtual laboratories; bioinformatics; robotics; metallurgy; building information modeling; statistical mechanics; thermodynamics; information technology; occupational stress and stress prevention; web enhanced courses; and promoting engineering careers. (5) Pedagogy including benchmarking; group-learning; active learning; teaching of multiple subjects together; ontology; and knowledge representation. (6) Issues in K-12 Education including 3D virtual learning environment for children; e-learning tools for children; game playing and systems thinking; and tools to learn how to write foreign languages.
This book presents the current advances and emerging trends in digital technologies for learning and education through a number of invited chapters on key research areas. It addresses information and communications technology (ICT) in a global context, reporting on emerging trends and issues in four areas - basic education, technical and vocational education, distance and continuing education and higher education -, as these four areas represent the primary contexts in which ICT is used to support learning and instruction. This book provides a brief overview of the potential benefits of ICT used in education and some of the best approaches in which different ICTs have been used in education thus far in a global context. It also presents the expertise and the most current research and practices of recognized international educators and researchers in the field of ICT in education. Third, this volume is both informative and transformative in its coverage of the conceptual and practical impact of technology on current educational practices, making it a valuable resource for policymakers, educators and educational researchers around the globe.
Information Technology and Educational Management in the Knowledge Society is an essential reference for both academic and professional researchers in the field of information technology and educational management. Since the mid-1980's, computer assisted educational information systems have been developing in various parts of the world and the knowledge surrounding the development and implementation of these systems has been growing. The papers presented in this volume are the result of an international call for papers addressing the challenges faced by the information technology and education management (ITEM) field in a society where knowledge management is becoming a major issue both in educational and business systems. This state-of-the-art volume presents the proceedings of the 6th International Working Conference on Information Technology in Educational Management, held July 2004 in Spain. The collection will be important not only for information technology and education management experts and researchers, but also for all teachers and administrators interested in this growing field.
Games and simulations have emerged as new and effective tools for educational learning by providing interactivity and integration with online resources that are typically unavailable with traditional educational resources. Design, Utilization, and Analysis of Simulations and Game-Based Educational Worlds presents developments and evaluations of games and computer-mediated simulations in order to showcase a better understanding of the role of electronic games in multiple studies. This book is useful for researchers, practitioners, and policymakers to gain a deeper comprehension of the relationship between research and practice of electronic gaming and simulations in the educational environment.
This is an original edited collection taking a hermeneutical approach to pedagogy and the philosophy of education. Philosophical hermeneutics has rich implications for the theory and practice of education, yet the topic has often been ignored. Education, dialogue and hermeneutics takes a variety of principles and themes from philosophical hermeneutics, drawing on insights from major figures such as Martin Heidegger, Hans-Georg Gadamer and Paul Ricoeur, and applies them to issues in education and the philosophy of education. Topics covered include the relevance and nature of dialogue and understanding in an educational setting, the nature of educational experience and the concept of Bildung, narrative and tradition. Timely and original, Education, dialogue and hermeneutics draws together eight original chapters written by leading scholars in the field of hermeneutics.
"New Trends and Technologies in Computer-Aided Learning for Computer-Aided Design" contains the proceedings from the EduTech Workshop, an IFIP TC-10 Working Conference held in Perth, Australia. The workshop aimed to explore the interrelationship between computer-aided technology and computer-aided learning. Computation and communication technologies underpin work and development in many different areas. Among them, Computer-Aided Design of electronic systems and E-Learning technologies are two areas which are different but share many concerns. The design of CAD and E-Learning systems already touches on a number of parallels, such as system interoperability, user interfaces, standardization, EML-based formats, reusability aspects (of content or designs), and intellectual property rights. Furthermore, the teaching of Design Automation tools and methods is particularly amenable to a distant or blended learning setting, and implies the interconnection of typical CAD tools, such as simulators or synthesis tools, with e-learning tools.
During the coming decades, the digital revolution that has transformed so much of our world will transform legal education as well. The digital production and distribution of course materials will powerfully affect both the content and the way materials are used in the classroom and library. This collection of essays by leading legal scholars in various fields explores three aspects of this coming transformation. The first set of essays discusses the way digital materials will be created and how they will change concepts of authorship as well as methods of production and distribution. The second set explores the impact of digital materials on law school classrooms and law libraries, and the third set considers the potential transformation of the curriculum that the materials are likely to produce. Taken together, these essays provide a guide to momentous changes that every legal teacher and scholar needs to understand.
As an increasing amount of information is made available online, the assumption is that people who visit Web sites will be able to strategize their learning to optimize access to this information. Constructing Self-Discovery Learning Spaces Online: Scaffolding and Decision Making Technologies raises awareness of the strategies supporting self-driven learner efficacy on a number of site types. This book reflects on existing literature about self-discovery learning and what learners need in terms of scaffolding to help them make the right decisions, assess their own level of learning, vet information strategically, collaborate with other learners, and build their own skill sets.
As digital devices play a more critical role in daily life than ever, more opportunities arise for innovative learning technologies-a trend on full display in the Educational Media and Technology Yearbook for 2012. This latest edition, volume 37, from the Association for Education, Communication, and Technology (AECT) notes the most current trends in the field of learning design and technology, taking into account the implications for both formal and informal learning. The majority of articles train their focus on graduate and professional goals, including an analysis of doctoral programs in educational technology and new collaborative learning platforms. Library science is a featured component of this analysis and Library Science programs are featured prominently in this analysis. Mediagraphy and profiles of leaders in the field are also included.
The volume consists of twenty-five chapters selected from among peer-reviewed papers presented at the CELDA (Cognition and Exploratory Learning in the Digital Age) 2013 Conference held in Fort Worth, Texas, USA, in October 2013 and also from world class scholars in e-learning systems, environments and approaches. The following sub-topics are included: Exploratory Learning Technologies (Part I), e-Learning social web design (Part II), Learner communities through e-Learning implementations (Part III), Collaborative and student-centered e-Learning design (Part IV). E-Learning has been, since its initial stages, a synonym for flexibility. While this dynamic nature has mainly been associated with time and space it is safe to argue that currently it embraces other aspects such as the learners' profile, the scope of subjects that can be taught electronically and the technology it employs. New technologies also widen the range of activities and skills developed in e-Learning. Electronic learning environments have evolved past the exclusive delivery of knowledge. Technology has endowed e-Learning with the possibility of remotely fomenting problem solving skills, critical thinking and team work, by investing in information exchange, collaboration, personalisation and community building.
- Offers practical "how-to" advice on using virtual worlds effectively. - Written in a user friendly way for the novice user. - Gives real-world examples based on 10 years' experience in the field.
Teaching and Learning in the Digital Age is for all those interested in considering the impact of emerging digital technologies on teaching and learning. It explores the concept of a digital age and perspectives of knowledge, pedagogy and practice within a digital context. By examining teaching with digital technologies through new learning theories cognisant of the digital age, it aims to both advance thinking and offer strategies for teaching technology-savvy students that will enable meaningful learning experiences. Illustrated throughout with case studies from across the subjects and the age range, key issues considered include:
With an emphasis throughout on what it means for practice, this book aims to improve understanding of how learning theories currently work and can evolve in the future to promote truly effective learning in the digital age. It is essential reading for all teachers, student teachers, school leaders, those engaged in Masters Level work, as well as students on Education Studies courses.
The goal of this book is to crystallize the emerging mobile computing technologies and trends by focusing on the most promising solutions in services computing. The book will provide clear proof that mobile technologies are playing an increasingly important and critical role in supporting toy computing. The goal of this book is to bring together academics and practitioners to describe the use and synergy between the above-mentioned technologies. This book is intended for researchers and students working in computer science and engineering, as well as toy industry technology providers, having particular interests in mobile services.
This book discusses the significance of flexible scripting to structure CSCL against the framework of "Script theory of guidance" and reports on findings from two empirical studies on the effects of flexible scripting on collaboration in CSCL scenarios. In the first empirical study flexibility was accomplished through adaptivity, and through adaptability in the second. The results of these studies show that adaptive and adaptable scripts enhanced the quality of collaborative knowledge construction processes as well as learners' collaboration skills, compared to inflexible scripts. The findings presented in this book will contribute to theory building of the scripting approach in CSCL. The authors propose two innovative ways of achieving flexible scripting and address the mechanisms by which adaptive versus adaptable script influences collaborative knowledge construction. Moreover, the adaptive and adaptable scripting approaches provide hands-on examples for practitioners and contribute to their understanding of teaching design in CSCL settings.
Human learning, reasoning and thinking, and the different sites in
which these activities take place, are the focus of this book. It
presents the results of research into the nature of learning and
the influence of different contexts and factors within the context
of learning, the constraints that contexts place on reasoning and
learning, and the nature of learning when using the tools and
artefacts. It also addresses the nature of the influence of
technology on learning, focusing especially on information
technology and how it can influence any type of learning situation.
Artificial instructional methods no provide the learning community with exercise specific teaching skills and learning situations that strengthen educator instincts and intuition about best practices. ""Digital Simulations for Improving Education: Learning Through Artificial Teaching Environments"" contains research and current trends used in digital simulations of teaching, surveying the uses of games and simulations in teacher education. An essential resource for teachers, educational technologists, and simulation developers, this book helps solve problems in teaching and learning through introduction of the potential and benefits of practice with digital simulations.
The book provides an overview of developments in the field of entrepreneurship education, with special reference to global perspectives on innovations and best practices, as well as research in the emerging economy context. It focuses on various experiments in curriculum design, review and reform in addition to the innovative processes adopted for developing new content for entrepreneurship courses, in many cases with an assessment of their impact on students' entrepreneurial performance. Further, it discusses the pedagogical methods introduced by teachers and trainers to enhance the effectiveness of students' learning and their development as future entrepreneurs. It explains the various initiatives generally undertaken to broaden the scope of entrepreneurship education by extending it beyond regular students and offering it to other groups such as professionals, technicians, artisans, war veterans, and the unemployed. The book is a valuable resource for researchers and academics working in the field of entrepreneurship education as well as for trainers, consultants, mentors and policy makers.
Virtual worlds offer engaging, rich visual and auditory experiences to their users. In them, players guide computer-based avatars through virtual landscapes filled with realistic buildings, objects, characters, and the avatars of other players. In the commercial realm, games and online virtual communities attract millions of devoted fans who spend large amounts of time and money in these worlds. In recent years, interest in virtual worlds as platforms for instruction and training has rapidly grown as researchers and designers focus on their potential power as learning environments. Educational virtual worlds are designed to incorporate situated learning concepts of collaborative knowledge building among communities of learners in contexts that closely mimic the real world. In this, the first text written specifically on how to design virtual worlds for educational purposes, the authors explore: the history and evolution of virtual worlds (commercial and educational), the theories behind the use of virtual worlds for learning, the design of curricula in virtual worlds, design guidelines for elements experienced in virtual worlds that support learning, and design guidelines for learning quests and activities in virtual worlds. They also examine the theories and associated design principles used to create embedded assessments in virtual worlds. Finally, they offer a framework and methodology to assist professionals in evaluating off-the-shelf virtual worlds for use in educational and training settings.
Education Networks is a critical analysis of the emerging intersection among the global power elite, information and communication technology, and schools. Joel Spring documents and examines the economic and political interests and forces -including elite networks, the for-profit education industry, data managers, and professional educators - that are pushing the use of ICT for online instruction, test preparation and tutoring, data management, instructional software packages, and more , and looks closely at the impact this is having on schools, students, and learning. Making a distinction between "mind" (as socially constructed) and "brain" (as a physiological entity), Spring draws on recent findings from comparative psychology on the possible effects of ICT on the social construction of the minds of students and school managers, and from neuroscience regarding its effect on students' brains. Throughout, the influence of elite networks and powerful interest groups is linked to what is happening to children in classrooms. In conclusion Spring offers bold suggestions to change the course of the looming technological triumph of ICT in the "brave new world" of schooling.
This edited volume with selected expanded papers from CELDA (Cognition and Exploratory Learning in the Digital Age) 2011 (http://www.celda- -conf.org/) will focus on Ubiquitous and Mobile Informal and Formal Learning in the Digital Age, with sub-topics: Mobile and Ubiquitous Informal and Formal Learning Environments (Part I), Social Web Technologies for new knowledge representation, retrieval, creation and sharing in Informal and Formal Educational Settings (Part II), Virtual Worlds and Game- -based Informal and Formal Learning (Part III), Location- -based and Context- - Aware Environments for Formal and Informal Learning Integration (Part IV) There will be approximately twenty chapters selected for this edited volume from among peer- -reviewed papers presented at the CELDA (Cognition and Exploratory Learning in the Digital Age) 2011 Conference in Rio de Janeiro, Brazil in November, 2011. |
![]() ![]() You may like...
Global Education and the Impact of…
Maria Jose Loureiro, Ana Loureiro, …
Hardcover
R7,586
Discovery Miles 75 860
Python Programming for Computations…
Computer Language
Hardcover
Using Digital Humanities in the…
Claire Battershill, Shawna Ross
Hardcover
R2,566
Discovery Miles 25 660
Digital Learning in Higher Education…
Matt Smith, John Traxler
Hardcover
R2,716
Discovery Miles 27 160
Mathematics for Young Learners - A Guide…
Rosalind Charlesworth, Karen Lind, …
Paperback
R849
Discovery Miles 8 490
Driving Innovation With For-Profit Adult…
David S. Stein, Hilda R Glazer, …
Hardcover
R6,084
Discovery Miles 60 840
Facilitating Learning in Language…
Rajest S. Suman, Salvatore Moccia, …
Hardcover
R7,619
Discovery Miles 76 190
New Technological Applications for…
Mariusz Kruk, Mark Peterson
Hardcover
R6,047
Discovery Miles 60 470
|