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Books > Social sciences > Education > Educational resources & technology
Instructors at universities face many of the same concerns. They have to prepare and organize their courses, teach those courses and provide assignments, assess the learning of the students, and then evaluate the effectiveness of their teaching style. Even though these experiences are common, learning environments in higher education are increasingly diverse, and this diversity impacts every aspect of the institution. ""Technology and Diversity in Higher Education: New Challenges"" provides current and effective educational practices, and examines new challenges involving emerging technologies in increasingly diverse learning environments. This book studies current knowledge on how students learn, and the application of that knowledge to technology.
In thispa per, we describe the key lessons from an earlier HCI Educators' conference, held in Limerick in 2006, on 'inventivity' - a term coined to highlight the confluence of inventiveness and creativ ity. There is a distinction between being creative andbein g artistic. HCI education, in terms of creative inventiveness, is not just about artistically pleasing user inte rfaces, but also about solutions that are innovative. We can know much about creativ ity and inventiveness. However, tobe able to teach and train students so that th ey can be creatively inventive, we believe that it would be helpful if educators themselves have personally experienced this. With this in mind, we organised the follow up conference HCIEd 2007 Creativity: Experiencing to Educate and Design. Inventivity was coined to refer to the notiono f inventing creative and innovative solutions. This term was also intended tomean that such solutionsb e more than 'creative', artistic or appealing interfaces as designed by artistic or 'creative types' of people. It was also intended to reflect the creativeness of the solutions that had to be invented. One reason for emphasising this as pect at the conference was that, in HCI design it is easy to mis interpret the focus ofHCI d esign solutions - which should notad dress just visualisation and interaction design, but also address how that visualisation and interactioncreativ ely repr esents and simplifies the complexities in work thatpe ople engage in.
During the 1970s, the South African Department of Information attempted to manipulate and neutralize the international media treatment of South Africa. This programme was later exposed in what became known as the Information scandal. Meanwhile in Europe and North America, anti-apartheid campaigners increased pressure on the South African regime.
Due to the COVID-19 pandemic, learners of all ages have had to quickly adapt to learning through digital media as traditional ways of teaching become obsolete. Educators did not have a clear digital strategy in mind before the COVID-19 pandemic as they primarily relied on these traditional ways of teaching and disseminating knowledge. As phygital learning opportunities are emerging thanks to the growing EdTech economy, educators now have the opportunity to reform the school system, bringing in more innovation while reducing costs, broadening access to resources, and improving the quality of the teaching provision. EdTech Economy and the Transformation of Education is a cutting-edge reference that examines successful digital transformation in educational settings as well as the tools available to do so and the competencies and skills needed for the future. The book paves the way for phygital or blended long-term solutions. Covering a range of topics such as online education, learning processes, and digital transformation, this reference work is ideal for researchers, administrators, policymakers, academicians, practitioners, scholars, instructors, and students.
The Internet and associated technologies have been around for almost twenty years. Networked access and computer ownership are now the norm. There is a plethora of technologies that can be used to support learning, offering different ways in which learners can communicate with each other and their tutors, and providing them with access to interactive, multimedia content. However, these generic skills don't necessarily translate seamlessly to an academic learning context. Appropriation of these technologies for academic purposes requires specific skills, which means that the way in which we design and support learning opportunities needs to provide appropriate support to harness the potential of technologies. More than ever before learners need supportive 'learning pathways' to enable them to blend formal educational offerings, with free resources and services. This requires a rethinking of the design process, to enable teachers to take account of a blended learning context.
The K-12 Educator's Data Guidebook is a comprehensive field guide for school professionals learning to use data. "Non-data people," rejoice! Requiring no prior proficiency in data tools and programming, this book validates the implicit challenges of learning to use data to empower educators and features original real-world examples from in-service educators to illustrate common problem-solving. Each chapter uses stories, humor, and a human approach to set the tone for a safe and fun learning experience. Through this highly practical foundation, everyday educators can better engage school initiatives, professional development, and instructional challenges that require competent data use for improving school systems.
Educators and education policy has increasingly acknowledged the value of creativity and creative approaches to education in particular. This book highlights a range of innovative teaching techniques successfully employed by teachers from a range of disciplines and education levels in order to share knowledge regarding creative education.
Gaming technologies have become effective learning tools within education. Gamification has the potential to increase engagement using real-time feedback on learning activities, which allows students to reflect on their completion and retention of a learned activity. Gaming Innovations in Higher Education: Emerging Research and Opportunities is an essential reference work featuring the latest scholarly knowledge on the application of different gaming techniques within education to make learning activities more enjoyable and successful. Including research on a number of topics such as virtual laboratories, interaction media, and intrinsic and extrinsic motivation, this publication is ideally designed for academicians, researchers, and students interested in the benefits of providing an entertaining and intellectually-stimulating learning environment. The many academic areas covered in this publication include, but are not limited to: Comprehension Awareness Extrinsic Motivation Interaction Media Intrinsic Motivation Learning Disabilities Self-Determination Theory (SDT) User-Centered Design Virtual Laboratories
Clearly structured and illustrated with tables, charts and figures to help educators rapidly come to terms with exactly what they need to do when planning a new course (or giving a current course a well needed overhaul), this book is packed with tips to make course planning easy.
Two developments in recent years have converged to dramatically
alter most conceptions of the teaching and learning process. First,
technology has become increasingly interactive and distributed,
such that individual learners have available the means to
participate in incredibly complex networks of information,
resources, and instruction. As these technological advancements
facilitate interaction across classroom, university, and worldwide
learning communities in both real-time and delayed formats, various
instructional design and implementation problems spring forth.
Second, the conventional teacher-centered model wherein knowledge
is transmitted from the teacher to the learner is being replaced by
social constructivist and learner-centered models of instruction.
These new learner-centered models place emphasis on guiding and
supporting students as they meaningfully construct their
understanding of various cultures and communities.
Is the emerging digital multimedia culture of today transforming
the textbook or forever displacing it? As new media of transmission
enter the classroom, the traditional textbook is now caught up in a
dialogue reshaping the textual boundaries of the book, and with it
the traditional modes of cognition and learning, which are bound
more to language than to visual form. Most of the important work in
the past two decades in the field of curriculum has focused on the
culture of the textbook. A rich literature has evolved around
textbooks as the traditional object of instructional activity. This
volume is an important contribution to this literature, which
focuses on the actual making of a textbook. This design process
serves as a metaphor that suggests new paradigms of learning and
instruction, in which text content is but one component in a
multidimensional information space."The Visual Turn" is an
exploration along the border of this new learning space
transforming the traditional center of instruction in the
classroom.
This highly focused and practical book looks at the issues involved in integrating learning technologies within teaching and learning. With in-text activities to encourage readers to think about what they do, the book demonstrates how academics can improve their teaching using technology. It raises issues about the educational value of using technology and considers the pressures forcing change in higher education. The book covers a wide range, from making lecture aids to creating multimedia resources, and includes discussion of: +educational perspectives+developing new teaching strategies for larger student groups+using computers to deliver teaching and learning resources+using computers to communicate with and between students.This book can stand alone or can be used in conjunction with Technology In Teaching And Learning. The two books cover all aspects of transforming teaching using technology. This book covers the educational issues.
Beyond the Online Course: Leadership Perspectives on e-Learning addresses a need for the growing body of professionals who are called upon to lead the online/distance learning efforts at their various organizations. It will also be of interest to those wishing to prepare for leadership positions or who are engaged in research and study of issues "beyond the online course." The book brings together scholarly and practice-based writings from the pages of the Quarterly Review of Distance Education and Distance Learning for Educators, Trainers and Leaders.
In order to effectively use games in the classroom, teachers and parents need to agree on games' positive functions toward students' learning, decide and select good educational games relevant to content and tasks in the classroom, and disseminate their acquired knowledge into the teaching field. As part of an international dialogue between researchers in educational technology, Gaming for Classroom-Based Learning: Digital Role Playing as a Motivator of Study investigates whether games can motivate students to learn and improve their knowledge and skills. This collection of research aims to inform classroom and pre-service teachers of the potential of games for improving teaching and learning.
Rethinking Children and Research considers the way people approach research into childhood and children's lives and examines the debates concerning the forms and goals of such research.Theoretical and practice-based perspectives are discussed in the context of recent key developments in research theory and philosophy of children. Mary Kellett promotes the idea that researchers should listen to the voices and perspectives of children as experts on their own lives, and offers insights and guidance on approaches to research design, implementation and presentation.Recent debates and developments are considered, including ethics, approaching research with children from a child-rights framework, and rethinking the power dynamic within research relationships with children.Rethinking Children and Research is essential for studying childhood and undergraduate or postgraduate level, and will be of interest to all involved with research into childhood and children's lives in the areas of education, health and social services. >
As new and emerging technologies continue to become more familiar to educators and the education system, the vast opportunities for web-based learning has transformed the ideals of the traditional classroom. Pedagogical Considerations and Opportunities for Teaching and Learning on the Web concentrates on theory, application, and the development of web-based technologies for teaching and learning and its influence on the education system. This book would be of particular interest to academics, professionals, and researchers interested in the best practices of virtual learning environments.
This monograph presents the challenges, vision and context to design smart learning objects (SLOs) through Computer Science (CS) education modelling and feature model transformations. It presents the latest research on the meta-programming-based generative learning objects (the latter with advanced features are treated as SLOs) and the use of educational robots in teaching CS topics. The introduced methodology includes the overall processes to develop SLO and smart educational environment (SEE) and integrates both into the real education setting to provide teaching in CS using constructivist and project-based approaches along with evaluation of pedagogic outcomes. Smart Learning Objects for Smart Education in Computer Science will appeal to researchers in CS education particularly those interested in using robots in teaching, course designers and educational software and tools developers. With research and exercise questions at the end of each chapter students studying CS related courses will find this work informative and valuable too.
Hypermedia and multimedia have penetrated the world of computer
games, Internet, and CD-ROM based reference manuals. However, the
fields of education, schooling, and training ask more specific
benefits from them. This book provides practical approaches to
transform these media into learning tools. Crucial helping steps
include the migration from expository to exploratory learning
strategies, the integration of collaborative learning practices in
plenary and individualistic teaching styles, and the evolution from
test-driven to experience-oriented training.
Recent advancements in technology have led to significant improvements and developments within learning environments. When utilized properly, these innovations can serve as a valuable resource for educators and students. Exploring the New Era of Technology-Infused Education is a pivotal reference source for the latest scholarly research on the implementation of emerging technologies in contemporary classroom settings. Highlighting theoretical foundations, empirical case studies, and curriculum development strategies, this book is ideally designed for researchers, practitioners, educators, and academics actively involved in teaching and learning environments.
This book, about a newly emerging area of research in instructional
technology, has as its title the acronym "CSCL." Initially, CSCL
was chosen as an acronym for Computer-Supported Collaborative
Learning. However, some would argue that "collaborative" is often
not a descriptive term for what learners do in instructional
settings; further, as the field develops, the technology used to
support collaboration may not always involve computers, at least
not in the direct ways they have been used to support instruction
in the past. To avoid getting bogged down in this terminological
debate, this book uses CSCL as a designation in its own right,
leaving open to interpretation precisely what words it stands for.
Hypermedia and multimedia have penetrated the world of computer
games, Internet, and CD-ROM based reference manuals. However, the
fields of education, schooling, and training ask more specific
benefits from them. This book provides practical approaches to
transform these media into learning tools. Crucial helping steps
include the migration from expository to exploratory learning
strategies, the integration of collaborative learning practices in
plenary and individualistic teaching styles, and the evolution from
test-driven to experience-oriented training.
This book will provide a comprehensive guide to creating and managing a game jam. The book will also provide an overview of how and where game jams have been held, the type of game jams, the tools and technologies used in organising and participating in game jams.
Over the past decade, computer-enhanced learning has increased in demand due to developments in technological aids such as multimedia presentation and the internet. In this age of technology, it is imperative for teachers to consider the importance of technological integration in the classroom.""Applied E-Learning and E-Teaching in Higher Education"" presents international practices in the development and use of applied e-Learning and e-Teaching in the classroom in order to enhance student experience, add value to teaching practices, and illuminate best practices in the area of e-Assessment. This innovative title provides fresh insight into e-Learning and e-Teaching practices, while exploring the varying roles of academic staff in adoption and application. |
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