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Books > Social sciences > Education > Educational resources & technology
This book is about language learning with technology, offering readers theoretical insights as well as practical case studies with a focus on Asia and Asian students. Although technology is rapidly advancing and most, if not all, students are already using technology in their everyday lives, traditional teaching/learning practices still exist throughout Asia. This book provides examples, written by representative educators, from a variety of countries/regions and contexts where technology has successfully been used to enhance language learning. In addition to some everyday examples of using technology: Wikipedia, PowerPoint, Google Docs and YouTube, the book also offers the readers an insight into the future possible uses of advanced technology: Augmented Reality, Virtual Reality, Artificial Intelligence and Eye Tracking. The book presents illustrations of how teachers can, and perhaps should, be open to integrating some form of technology into in-class learning or using it to supplement out-of-class activities.
The integration of information and communication technologies in education is unavoidable, as an increasing percentage of educators embrace modern technology, others are faced with the decision to reevaluate their own pedagogical practices or become obsolete. To meet the needs of students, one must first define what stipulates a successful K-12 student, the best practices of online classrooms, the warning signs for low-performing students, and how to engage web-based students. Optimizing K-12 Education through Online and Blended Learning addresses the models, support, cases, and delivery of K-12 online education. Seeking to further the conversation about the most effective ways to integrate ICT into the classroom, this publication presents theoretical frameworks to support educators and administrators. This book is an essential collection of research for teachers, administrators, students of education, IT professionals, developers, and policy makers.
Using Technology to Enhance Special Education, Volume 37 of Advances in Special Education, is a logically, thoughtfully organized, and well-sequenced text. It focuses on how general and special educators can use technology to work with children and youth with disabilities. This cutting-edge book involves researchers, scholars, educators, and leaders who are knowledge producers in the field. It is written to respond to today's changing world where technology has become a very powerful force. As it stands, the world is getting smaller and smaller; and what is happening in a location quickly becomes known everywhere. For example, during the tense periods of the global COVID pandemic, technology became the livewire of our world. This book begins with an introduction to technology and students with disabilities; and the remaining chapters focus on the role of technology in the education of students with learning disabilities, emotional and/or behavioral disorders, and intellectual disabilities, autism spectrum disorders, physical and health impairments, hearing impairments/deafness, visual impairments, and traumatic brain injuries. In addition, some chapters focus on the role of technology in achieving equitable and inclusive education, building culturally and linguistically responsive general and special education, and creatively using digital comics to improve written narratives. In the end, this book concludes with a chapter that forward looking ways to infuse technology in special education. We feel that this volume is an excellent resource for special education researchers, scholars, practitioners, and professionals who teach and serve students with disabilities.
As school systems struggle to meet the needs of all learners, this learning framework is the most effective way to structure schools. The book is intended to assist educators at all levels of school organizations and give policymakers and parents information on an effective way to encourage learners to achieve on high levels. The audience should read this book to gain ideas on how to improve school programs when accommodating the diversity of students found in classrooms. This book integrates concepts focused on inclusivity, social reform, and second language learning strategies. Technology and a multi-age learning community framework are elements that transform a traditional school program into a powerful learning community for accommodating all learners to achieve on high levels.
This book is an experimental physics textbook on classical mechanics focusing on the development of experimental skills by means of discussion of different aspects of the experimental setup and the assessment of common issues such as accuracy and graphical representation. The most important topics of an experimental physics course on mechanics are covered and the main concepts are explored in detail. Each chapter didactically connects the experiment and the theoretical models available to explain it. Real data from the proposed experiments are presented and a clear discussion over the theoretical models is given. Special attention is also dedicated to the experimental uncertainty of measurements and graphical representation of the results. In many of the experiments, the application of video analysis is proposed and compared with traditional methods.
This book includes 15 works by scientists of the Eurasian region, which reveal the various stages of the life cycle of digital transformation The creation of value propositions and their distribution chains is important for the sustainable development of society. This view of sustainable value chains on the part of public administration and business, considering modern scientific research, reveals the problems of education and science in the formation of chains sustainability and their infrastructure. Modern views on the actual problems of the digital service in the creation of value propositions with the participation of development institutions, new educational technologies, and state regulation both at the level of the world community and at the level of individual countries are revealed. The problems of digital transformation of economic actors and industries at different stages of the chain of value creation from a position of sustainable development, innovation in the infrastructure of public administration markets are considered. This book is useful to the academic community and a new generation of infrastructure creators to identify vectors to support the innovative development of value chains.
As the engineering education shifts away from traditional methods and towards the outcomes-based mastery of science, technology, engineering and math topics, curriculum design must also shift to reflect this new priority. Outcome-Based Science, Technology, Engineering, and Mathematics Education: Innovative Practices provides insights into initiatives that enhance student learning and contribute to improving the quality of undergraduate STEM education. These findings and experiences will promote excellence in undergraduate STEM education and inspire new thinking about STEM curriculum design.
Approaches and Strategies in Next Generation Science Learning examines the challenges involved in the development of modern curriculum models, teaching strategies, and assessments in science education in order to prepare future students in the 21st century economies. This comprehensive collection of research brings together science educators, researchers and administrators interested in enhancing the teaching and learning of next generation science.
CSCL has in the past 15 years (and often in conjunction with Springer) grown into a thriving and active community. Yet, lacking is a comprehensive CSCL handbook that displays the range of research being done in this area. This handbook will provide an overview of the diverse aspects of the field, allowing newcomers to develop a sense of the entirety of CSCL research and for existing community members to become more deeply aware of work outside their direct area. The handbook will also serve as a ready reference for foundational concepts, methods, and approaches in the field. The chapters are written in such a way that each of them can be used in a stand-alone fashion while also serving as introductory readings in relevant study courses or in teacher education. While some CSCL-relevant topics are addressed in the International Handbook of the Learning Sciences and the International Handbook of Collaborative Learning, these books do not aim to present an integrated and comprehensive view of CSCL. The International Handbook of Computer- Supported Collaborative Learning covers all relevant topics in CSCL, particularly recent developments in the field, such as the rise of computational approaches and learning analytics.
This edited book explores the use of technology to enable us to visualise the life sciences in a more meaningful and engaging way. It will enable those interested in visualisation techniques to gain a better understanding of the applications that can be used in visualisation, imaging and analysis, education, engagement and training. The reader will also be able to learn about the use of visualisation techniques and technologies for the historical and forensic settings. The chapters presented in this volume cover such a diverse range of topics, with something for everyone. We present here chapters on 3D visualising novel stent grafts to aid treatment of aortic aneuryms; confocal microscopy constructed vascular models in patient education; 3D patient specific virtual reconstructions in surgery; virtual reality in upper limb rehabilitation in patients with multiple sclerosis and virtual clinical wards. In addition, we present chapters in artificial intelligence in ultrasound guided regional anaesthesia; carpal tunnel release visualisation techniques; visualising for embryology education and artificial intelligence data on bone mechanics. Finally we conclude with chapters on visualising patient communication in a general practice setting; digital facial depictions of people from the past; instructor made cadaveric videos, novel cadaveric techniques for enhancing visualisation of the human body and finally interactive educational videos and screencasts. This book explores the use of technologies from a range of fields to provide engaging and meaningful visual representations of the biomedical sciences. It is therefore an interesting read for researchers, developers and educators who want to learn how visualisation techniques can be used successfully for a variety of purposes, such as educating students or training staff, interacting with patients and biomedical procedures in general.
Course Management Systems for Learning: Beyond Accidental Pedagogy is a comprehensive overview of standards, practices and possibilities of course management systems in higher education. Course Management Systems for Learning: Beyond Accidental Pedagogy focuses on what the current knowledge is (in best practices, research, standards and implementations) and the history of the CMS, while also discussing innovative practices in CMS instructional design that have been informed by learning theory and intentional pedagogy. The last section of this book is an invited section, where vendors (WebCT, OKI, Angel) and innovators address their vision of the tools, practices and possibilities in a true next generation. Course Management Systems for Learning: Beyond Accidental Pedagogy represents the points-of-view of a variety of stakeholders and allows each to write in the style and language that is relevant to their field, making this an incredibly useful tool for practitioners, developers, administrators, faculty members, and students.
This book contains a selection of contributions presenting the latest research in the field of Computers in Education and, more specifically, in E-Learning. The topics covered range from proposals regarding the newest de facto standards in E-Learning - such as IMS Learning Design - to the more practical aspects of the design, i.e. implementations and the actual application of educational tools in real settings. The volume reflects the diverse scenario of the application of computers in the educational field by describing previous experiences and addressing some of the present key issues such as Learning Management Systems as well as more innovative aspects such as personalized or ubiquitous learning.
Education has gone through numerous radical changes as the digital era has transformed the way we as humans communicate, inform ourselves, purchase goods, and perform other mundane chores at home and at work. New and emerging pedagogies have enabled rapid advancements, perhaps too rapidly. It's a challenge for instructors and researchers alike to remain up to date with educational developments and unlock the full potential that technology could have on this significant profession. The Handbook of Research on Digital Learning is an essential reference source that explores the different challenges and opportunities that the new and transformative pedagogies have enabled. The challenges will be portrayed through a number of case studies where learners have struggled, managed, and adapted digital technologies in their effort to progress educational goals. Opportunities are revealed and displayed in the form of new methodologies, institutions scenarios, and ongoing research that seeks to optimize the use of such a medium to assist the digital learner in the future of networked education. Featuring research on topics such as mobile learning, self-directed learning, and cultural considerations, this book is ideally designed for teachers, principals, higher education faculty, deans, curriculum developers, instructional designers, educational software developers, IT specialists, students, researchers, and academicians.
This book addresses the role of appropriate, specialized, structured pedagogy for game-based learning. It is an important reference for researchers who have carried out studies in the field of game-based learning with a focus on the digital learning environment. The educational landscape has dramatically changed in times of global pandemic urging us to search for new solutions, new educational pathways, and new agents for knowledge development. There is a need to support learning by using digital learning materials during remote learning or distance learning, where pedagogically structured game-based learning elements can play a role in motivating students to achieve. Utilizing game-based learning in education is not new, but this book adds substantially to the research base of the topic. The book reveals many new concepts, such as, balancing games and learning, supporting knowledge development, supporting the development of motivation, supporting balanced cognitive load in an effort to avoid ineffective forms of game-based learning
Educational researchers and academicians need the latest advances in educational technologies in order to enhance instruction and aid student assessment and learning. E-Learning Technologies and Evidence-Based Assessment Approaches provides a variety of contemporary solutions to identified educational problems related to the assessment of student learning in e-learning environments. This book draws on research and evaluation expertise of academicians engaged in the day-to-day challenges of using e-learning technologies and presents key issues in peer assessment using advanced technologies.
This book provides an archival forum for researchers, academics, practitioners, and industry professionals interested and/or engaged in the reform of the ways of teaching and learning through advancing current learning environments towards smart learning environments. It facilitates opportunities for discussions and constructive dialogue among various stakeholders on the limitations of existing learning environments, need for reform, innovative uses of emerging pedagogical approaches and technologies, and sharing and promotion of best practices, leading to the evolution, design and implementation of smart learning environments. This book also focus on the interplay of pedagogy, technology and their fusion towards the advancement of smart learning environments.
This volume results from a meeting that was held in Barcelona, Spain, April 1993, under the auspices of the DELTA programme of the European Commission. DELTA (Developing European Learning through Technological Advance) is the commission's technology R&D programme that concentrates on "Telematic Systems for Flexible and Distance Learning." The overarching goal of this programme is to contribute through information technology to more efficient and effective design, production, and delivery of learning material. The DELTA programme started its main phase in 1992 with a total of 22 projects and a total budget of 92. 4 million ECU. In the meanwhile an extension of the programme has resulted in 8 extensions of existing projects and 8 new projects, bringing the number of projects to 30, with a corresponding total budget of 99. 9 million ECU. The programme has three main areas: telecommunication, delivery information systems, and design and production. In the projects, in total 201 organisations (industrial, commercial, and universities) from 12 European Union member states and 5 EFTA countries are represented. The DELTA programme pays much attention to the exchange of ideas and dissemination of information both between individual DELTA projects and between DELTA projects and other initiatives in the EU. Meetings in which DELTA projects are involved are held several times a year as so-called 'concertation meetings', meetings where also non-DELTA projects participate are called 'concerted actions'.
Information Retrieval has become a very active research field in the 21st century. Many from academia and industry present their innovations in the field in a wide variety of conferences and journals. Companies transfer this new knowledge directly to the general public via services such as web search engines in order to improve their information seeking experience. In parallel, teaching IR is turning into an important aspect of IR generally, not only because it is necessary to impart effective search techniques to make the most of the IR tools available, but also because we must provide a good foundation for those students who will become the driving force of future IR technologies. There are very few resources for teaching and learning in IR, the major problem which this book is designed to solve. The objective is to provide ideas and practical experience of teaching and learning IR, for those whose job requires them to teach in one form or another, and where delivering IR courses is a major part of their working lives. In this context of providing a higher profile for teaching and learning as applied to IR, the co-editor of this book, Efthimis Efthimiathis, had maintained a leading role in teaching and learning within the domain of IR for a number of years. This book represents a posthumous example of his efforts in the area, as he passed away in April 2011. This book, his book, is dedicated to his memory."
This book provides a detailed update on the applications of Serious Games in Healthcare and Education sector. In short, it provides an all rounded research and industry updates about the current and future advances in this area. These are the two sectors that are developing rapidly with direct applications of serious games. With advances in technologies and a new perspective on patient engagement and public expectations, the healthcare sector is increasingly turning to serious games to solve problems. Subconscious Learning via Games and Social Media will share expert opinions on the development and application of game technologies for health-related serious games. Our commercial and non-commercial expert comes from different aspects of the healthcare system from clinicians to therapist. The scope ranges from population health to specific medical domain applications. In the education sector, digital games have a great potential to improve learning of both adults and children. It is important to understand how to design games that could create long term behavioral change rather than short term alterations. In these chapters, we discuss how the serious games should be designed and deployed for both adults and children.
How would you implement Critical Digital Literacies in your own classrooms and educational programs? You will find a valuable resource to answer that question in this volume, with a pronounced focus on social justice. Seventeen contributors advance the theories and praxis of Critical Digital Literacies. Aimed at literacy, teacher education, and English Education practitioners, this volume explores critical practices with digital tools. The chapters highlight activities and approaches which cross the boundaries of: genre; critical data literacy; materiality; critical self-reflection; preservice teacher education; gender; young adult literature; multimodal composition; assessment; gaming; podcasting; and second-language teacher education. Authors also explore the challenges of carrying out both the critical and the digital within the context and confines of traditional schooling. Contributors are: Claire Ahn, JuliAnna Avila, Alexander Bacalja, Lourdes Cardozo-Gaibisso, Edison Castrillon Angel, Elena Galdeano, Matthew Hall, Amber Jensen, Elisabeth Johnson, Raul Alberto Mora, Luci Pangrazio, Ernesto Pena, Amy Piotrowski, Amanda Miller Plaizier, Holger Poetzsch, Mary Rice and Anna Smith.
This book explores approaches to developing and using postdigital humans and the impact they are having on a postdigital world. It presents current research and practices at a time when education is changing rapidly with digital, technological advances. In particular, it outlines the major challenges faced by today's employers, developers, teachers, researchers, priests and philosophers. The book examines conceptions of postdigital humans and studies the issue in connection with ethics and employment, as well as from perspectives such as philosophy and religion.
The use of technology can significantly enhance educational environments for students. It is imperative to study new software, hardware, and gadgets for the improvement of teaching and learning practices. The Handbook of Research on Mobile Devices and Smart Gadgets in K-12 Education is a pivotal reference source featuring the latest scholarly research on the opportunities and challenges of using handheld technology devices in primary and secondary education. Including coverage on a wide variety of topics and perspectives such as blended learning, game-based curriculum, and software applications, this publication is ideally designed for educators, researchers, students, and technology experts seeking current research on new trends in the use of technology in education.
Computer simulation, a powerful technological tool and research-proven pedagogical technique, holds great potential to enhance and transform teaching and learning in education and is therefore a viable tool to engage students in deep learning and higher-order thinking. With the advancement of simulation technology (e.g., virtual reality, artificial intelligence, machine learning) and the expanded disciplines where computer simulation is being used (e.g., data science, cyber security), computer simulation is playing an increasingly significant role in leading the digital transformation in K-12 schools and higher education institutions, as well as training and professional development in corporations, government, and the military. Teaching, Learning, and Leading With Computer Simulations is an important compilation of research that examines the recent advancement of simulation technology and explores innovative ways to utilize advanced simulation programs for the enhancement of teaching and learning outcomes. Highlighting a range of topics such as pedagogy, immersive learning, and social sciences, this book is essential for educators, higher education institutions, deans, curriculum designers, school administrators, principals, IT specialists, academicians, researchers, policymakers, and students.
This book brings together international research on school teachers', and university lecturers' uses of digital technology to enhance teaching and learning in mathematics. It includes contributions that address theoretical, methodological, and practical challenges for the field with the research lens trained on the perspectives of teachers and teaching. As countries around the world move to integrate digital technologies in classrooms, this book collates research perspectives and experiences that offer valuable insights, in particular concerning the trajectories of development of teachers' digital skills, knowledge and classroom practices. |
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