![]() |
![]() |
Your cart is empty |
||
Books > Social sciences > Education > Educational resources & technology
'n Versameling van 47 literere tekste, spesifiek uitgesoek deur onderwysers wat Frans as vreemde taal aanbied. Die tekste in hierdie bundel – verteenwoordigend van die Franse en Frankofoniese letterkunde vanaf die 16de eeu tot vandag – behoort die leerder ’n goeie oorsig te gee oor die diversiteit van die Franse taal en sy uiteenlopende sprekers en gebruikers.
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.
Rapid-and seemingly accelerating-changes in the economies of developed nations are having a proportional effect on the skill sets required of workers in many new jobs. Work environments are often technology-heavy, while problems are frequently ill-defined and tackled by multidisciplinary teams. This book contains insights based on research conducted as part of a major international project supported by Cisco, Intel and Microsoft. It faces these new working environments head-on, delineating new ways of thinking about '21st-century' skills and including operational definitions of those skills. The authors focus too on fresh approaches to educational assessment, and present methodological and technological solutions to the barriers that hinder ICT-based assessments of these skills, whether in large-scale surveys or classrooms. Equally committed to defining its terms and providing practical solutions, and including international perspectives and comparative evaluations of assessment methodology and policy, this volume tackles an issue at the top of most educationalists' agendas.
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.
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.
Creating Stellar Lessons with Digital Tools prepares teachers in training and in-service teachers to use technologies for design and development activities with middle and high school students. While software, open resources, handheld devices, and other tools hold great potential to enhance learning experiences, teachers themselves must model technology use in ways that inspire students to become producers and leaders rather than consumers and followers. Featuring concrete applications in social studies, English, mathematics, and science scenarios, this book provides pre-service and in-service teachers with seven paths to creatively integrate and innovate with computational thinking, datasets, maker spaces, visual design, media editing, and other approaches.
How is information and communication technology (ICT) changing teaching and learning practices in secondary schools worldwide in the 21st century? This is the central question addressed by researchers involved in the series of surveys comprising the Second Information Technology in EducationStudy (SITES ). The question is a multifaceted one, with each facet raising additionalq uestions relating to both theory and practice. These include the following: * What traditional and new pedagogiesare evident in the 21st century? * What is the role of ICT in the teaching and learning process? * What ICT infrastructure is available in schools? * How can teachers and their administrators be prepared for effective practice? * How have these conditions and considerations changed since the first SITES survey in 1998? * What are the trends within and between national education systems? * What do the differences and similarities between these systems suggest? * How shouldchange be promoted in education in order to support teachers in their work? * Is there evidence that key strategic factors commonly found in ICT related educational policies do influence teachers' pedagogical use of ICT? Because these questions are interconnected, the SITES 2006 researchers recognized that if we are to make sense of changes in pedagogical practicesas a result of IC T use, then we need to view those practices in terms of the interacting layers in the 22 education systems surveyed.
Technology plays a vital role in bridging the digital divide and enhancing student learning both in and outside of the classroom. This is possible thanks to the successful use of educational online technologies and other new teaching resources being integrated into learning environments. Advanced Online Education and Training Technologies is an essential reference source that explores student and teacher learning through various online platforms. Featuring research on topics such as professional development in the twenty-first century and cultural differences in online learning environments, this book is ideally designed for educators, students, academicians, and other education professionals seeking coverage on enhanced student learning through technology-based learning tools.
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.
As the field of 3D technology continues to grow and expand, educators are beginning to realise the potential for 3D learning applications to be incorporated with instructional design to provide an interactive learning environment for students. Cases on 3D Technology Application and Integration in Education highlights the use of 3D technologies in the educational environment and the future prospects of adaption and evolution beyond the traditional methods of teaching. This comprehensive collection of research aims to provide instructors and researchers with a solid foundation of information on 3D technology.
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.
This book focuses on the interdisciplinary incorporation of place-based learning in faculty teaching strategies at the New York City College of Technology. Contributing authors highlight their creative use of the unique urban environment of Brooklyn, illustrating the integration of urban resources into student research projects and activities in the context of an interdisciplinary course. Beginning with a reflection on the interrelationship between learners and nature, built and virtual environments, contributors then examine the experience of students and faculty in interdisciplinary projects in architecture, the geosciences, economics, computer science, the humanities and medicine. The volume concludes with a synthesis of best practices from these projects, focused on virtual place-based learning. This scholarly book makes a valuable contribution to the literature, offering a model of creative employment of urban spaces to enhance experiential interdisciplinary learning and demonstrating the potential educator application in diverse urban institutions elsewhere.
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.
This practical guide outlines a vision for online and distance STEM learning at the elementary level, with creative activities based on eight STEM themes. Online and distance learning may sound fairly straightforward. Instead of learning in a classroom setting, students learn at home with the assistance of online resources. But classroom learning does not always translate easily to online settings, particularly at the elementary level where children should be actively engaging in activities, exploration and discussion. For STEM subjects, integration across subjects, settings and play-based versus traditional learning present opportunities for young learners to engage in age-appropriate online and distance learning. This book features eight creative, integrated STEM lessons, including ideas for designing a zoo, learning to garden, exploring the night sky and more. Each lesson offers online, traditional and hands-on components, with connections to the ISTE Standards and STEM standards across elementary grades. Each of the eight lessons includes: An overview of materials, resources, time and supervision needed. Suggested resources to explore, such as simulations and virtual field trips. Supplementary learning materials such as questions and quizzes. Ideas for games and reinforcement. Hands-on activities and engineering design challenges. Connections to various content areas as well as children's books, movies and art to keep the learning going after the lesson is completed. Concluding with a model for designing online and distance STEM learning for elementary-aged children, this book will support teachers and parents in designing the types of resources and learning experiences they need for elementary students' distance learning.
Interactivity is at the very heart of open and flexible learning,
and is evident at all level of engagement, whether between fellow
students, students and tutors or students and online learning
materials.
"This book represents a milestone in bringing together these two
concepts - andragogy and Internet learning. Others have made
suggestions about what is needed for bringing them together, but
Dr. Isenberg has conducted the research and knows what is needed .
This is the only book I know that delivers such in-depth
information and research actually applying andragogy to Internet
learning." - Professor John Henschke, University of Missouri
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.
Give your students a powerful learning resourcethe Internet! The Internet, though brimming with potential, is still vastly underused as a teaching resource. Internet Applications of Type II Uses of Technology in Education gives teachers new strategies for the Internet's use as a dynamic educational resource. Where Type I teaching applications technologically mimic the procedures previously used by teachers, Type II teaching applications involve innovative thinking in the use of technology in learning. Using Type II applications with the Internet, students are actively empowered to look to its use as an effective partner in their learning process. This book clearly reviews several Type II teaching applications and integrative software for use in all educational levels, including Internet videoconferencing, instant messages, WebQuests, and WebCT. Though now readily available, even those schools with the capability fail to effectively integrate computer and Internet technology into meaningful classroom activities. Using the Internet as a teaching and learning tool offers a flexibility that can be extremely effective. Internet Applications of Type II Uses of Technology in Education clearly shows how some creative educators have implemented inventive Type II applications in their teaching plans to give their students a more enriching learning experience. Internet Applications of Type II Uses of Technology in Education explores: critically evaluating Web site information how perceptions and behaviors change when Internet access becomes universally available Internet2 Videoconferencing integrating online communication into courses utilizing computer-mediated communication (CMC) tools structured online class discussions using Instant Messenger (IM) increasing vocabulary through software and online texts online learning in second-language acquisition (SLA) a project in New Zealand in which teachers and students learn Web design with the help of an external expert WebQuests as a Type II application WebCT as a Type II application achievement testing through the computer the Global Forum on School Leadership (GFSL) as a Type II application Internet Applications of Type II Uses of Technology in Education is a valuable, idea-generating resource for all academics working in information technology and education, and for K-12 teachers and administrators at all levels.
This Handbook provides a comprehensive and international representation of state-of-the art research, theory, and practice related to principal areas in which significant developments are occurring in the study of literacy and technology. It offers a glimpse of the commonalities faced by literacy educators around the world, together with specific challenges raised by unique circumstances. Volume I of this Handbook endeavored to lay essential groundwork for the study of literacy and technology; it retains an explanatory value that will not weaken over time. Volume II differs considerably in conception. It assumes for the most part a higher level of expertise on the part of readers, and the projects and applications described by the contributors are characterized by greater sophistication. The scope of technology use is broader, and the challenges that have emerged are in sharper focus. A powerful feature of this volume is the addition of commentaries from experts across the field on the potential of technology in key dimensions of literacy. The title of Volume II has changed slightly to reflect the inclusion of contributions on a broad geographic basis. It is now a truly international Handbook, with chapter authors from six countries and five continents. The International Handbook of Literacy and Technology: Volume II is organized in five sections: *The Role of Technology in the New Literacies; *Technology Applications with Specific Populations; *Literacy Software and the Internet; *Teacher Education and Professional Development; and *The Potential of Technology in Key Dimensions of Literacy. The effects of technology on literate activity have been both sweeping and subtle, marked by an increasing variety of changes that are difficult to evaluate and project. Perhaps the only prediction that can be offered with certainty is that the impact of technology is irreversible. Specific changes may come and go, but literacy and technology seem inextricably linked. This Handbook is dedicated to that linkage and to examining the intricacies that define it. International Handbook of Literacy and Technology: Volume II is an essential reference for researchers, professionals, and students in reading/literacy education, literacy and technology, educational technology, and related areas, and will serve well as a text for upper-level and graduate courses on these topics.
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.
This book argues that embeddedness and community participation bring unique propositions for social entrepreneurship to foster social inclusion. It uncovers the role of local knowledge and grassroots level innovations to create necessary environment for the positive social change to roll. Social enterprises have proven to reduce drudgery of poor and excluded by offering creative and innovative solutions for long standing social problems. The grassroots level creative problem solving mechanisms they initiate travel through a variety of local dynamics and cultural contexts. However, social innovations quite often do not achieve their intended results, especially when they fail to understand the local contexts and embed themselves in such dynamism. In this background, the book attempts to understand and analyse the 'connect' between the social innovations and local dynamism. It argues that the community-driven innovation management which is based on local knowledge inspires the social entrepreneurial process and builds capacities and infrastructure to foster social inclusion. Each chapter in this book offers development scholars rich narration about how social problems have been approached, addressed, and altered through rich insights from communities and the social entrepreneurial teams.
The Computer Supported Collaborative Learning (CSCL) conference has
become an internationally-recognized forum for the exchange of
research findings related to learning in the context of
collaborative activity and the exploration of how such learning
might be augmented through technology. This text is the proceedings
from CSCL 2005 held in Taipei, Taiwan. This conference marked the
10th anniversary of the first CSCL Conference held at Indiana
University in 1995. Subsequent meetings have been held at the
University of Toronto, Stanford University, University of
Maastricht (Netherlands), University of Colorado at Boulder, and
the University of Bergen (Norway).
The Distance Education Evolution: Case Studies addresses issues regarding the development and design of online courses, and the implementation and evaluation of an online learning program. Several chapters include design strategies for online courses that range from the specific to the universal. Many authors address pedagogical issues from both a theoretical and applied perspective. This diverse compilation of contributions by Temple University administrators and faculty gives a comprehensive overview of the distance education experience that can serve as a guide to others interested in providing quality distance education.
This volume presents research findings on the use of technology to support learning and reasoning in collaborative contexts. Featuring a variety of theoretical perspectives, ranging from sociocultural to social psychological to information processing views, Collaborative Learning, Reasoning, and Technology includes an international group of authors well known for their contributions to research on technology learning environments. Two themes are central: the use of technology as a scaffold for learning, and the use of technology to promote argumentation and reasoning. Collaboration among peers is a key element in both of these strands. These foci highlight, respectively, a key element in the design of technology-based learning environments and a key outcome that can result from online instruction/learning. As a whole, the volume addresses some of the core issues in using technology to support collaborative learning, reasoning, and argumentation. |
![]() ![]() You may like...
|