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Books > Social sciences > Education > Educational resources & technology
The author is a leading expert on teaching history with games and
on historical games studies It offers very practical and specific
suggestions and insights It includes a number of templates for
worskheets, analytical questions and rubrics Updated and added
talking points for the value of historical video games in education
for colleagues, administrators, parents, and students A new
cutting-edge exploration of the features of historical games
including the author's Historical Problem Space framework for
historical game analysis. Extensive discussion of how to use the
Historical Problem Space framework to study games and guide
students in game analysis. A new cutting-edge investigation of the
main genres of historical games and how those genres address
history and academic history content Revised and expanded updated
lesson and unit structures, for introducing students to historical
games through video clips, whole class play, and individual
gameplay Revised and expanded activities and assessments using
current games as examples A fully updated appendix with a current
list of most available history games and the academic standards
they address
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 volume has three goals:
* to discuss the concepts of hypermedia, multimedia, and hypertext
and review pertinent research lines;
* to provide guidelines and suggestions for developing multimedia
applications; and
* to place technology within a broader context of education and
training through a discussion of rich environments for active
learning (REALs).
The book takes a developmental focus to helpf readers set up and
manage the process of developing a multimedia application. It is
not a technical or a how-to manual on working with video, sound,
digitized graphics, or computer code. The text takes a unique
approach to the idea of media-- viewing media as delivery systems:
if video is called for, use it; if sound will help in an
application, use it. The fundamental guidelines presented here are
usually "not" media specific. Media works only within the
strategies with which they are used.
Aimed at practitioners--people who teach about or develop
multimedia and hypermedia applications--this volume carefully
examines the main components and issues in developing applications.
It provides suggestions and heuristics for sound, fundamental
design processes.
The main focus of this book is presenting practical procedures for
improving learning effectiveness using note taking activities
during e-learning courses. Although presentation of e-learning
activities recently has been spreading to various education
sectors, some practical problems have been discussed such as
evaluation of learning performance and encouragement of students.
The authors introduce note taking activity as a conventional
learning tool in order to promote individual learning activity and
learning efficacy. The effectiveness of note taking has been
measured in practical teaching in a Japanese university using
techniques of learning analytics, and the results are shown here.
The relationships between note taking activity and students'
characteristics, the possibility of predicting the final learning
performance using metrics of students' note taking, and the
effectiveness for individual emotional learning factors are
evaluated. Some differences between blended learning and fully
online learning courses are also discussed. The authors provide
novel analytical procedures and ideas to manage e-learning courses.
In particular, the assessment of note taking activity may help to
track individual learning progress and to encourage learning
motivation.
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.
The authors talk a great deal about the theory underlying their
work. In part, this is because that is what they were asked to do,
but it is also an indication of the state of the field. In an
established paradigm in which the theories and methods are well
agreed upon, such discussion is less central. CSCL, however, has
not yet reached the stage of "normal" science. There is much to be
worked out yet. This book is offered with the hope that it will
help to define a direction for future work in this field.
The chapters appear in alphabetical order (except for the
introductory chapter and the afterword) -- not for lack of a better
way to organize the chapters, but rather because the organizational
possibilities are too numerous and this order does not privilege
one over another. By not imposing a topical organizing structure on
this collection, it is hoped that readers will feel freer to
explore the chapters in a way that best suits their needs.
COPY FOR BIND-CARD CD-ROM info .................................
There is an accompanying CD-Rom for this proceedings that will
become available September 1998. Purchasers of the proceedings may
obtain a copy of this CD-ROM at no cost by contacting Lawrence
Erlbaum Associates, Inc. phone: (201) 236-9500 toll-free:
1-800-9-BOOKS-9 (1-800-926-6579) 9am-5pm EST fax: (201) 236-0072
e-mail: [email protected] Web site: www.erlbaum.com address: 10
Industrial Avenue, Mahwah, NJ 07430-2262
The CD-ROM was funded through a grant from the National Science
Foundation.
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 volume has three goals:
* to discuss the concepts of hypermedia, multimedia, and hypertext
and review pertinent research lines;
* to provide guidelines and suggestions for developing multimedia
applications; and
* to place technology within a broader context of education and
training through a discussion of rich environments for active
learning (REALs).
The book takes a developmental focus to helpf readers set up and
manage the process of developing a multimedia application. It is
not a technical or a how-to manual on working with video, sound,
digitized graphics, or computer code. The text takes a unique
approach to the idea of media-- viewing media as delivery systems:
if video is called for, use it; if sound will help in an
application, use it. The fundamental guidelines presented here are
usually "not" media specific. Media works only within the
strategies with which they are used.
Aimed at practitioners--people who teach about or develop
multimedia and hypermedia applications--this volume carefully
examines the main components and issues in developing applications.
It provides suggestions and heuristics for sound, fundamental
design processes.
This book provides a theoretical and philosophical examination of
games, play and playfulness and their relationships to learning and
wellbeing in adulthood. It draws on an interdisciplinary literature
base (including game-based learning, game studies, education,
psychology, and game design) to present a critical manifesto for
playful learning in post-compulsory education and lifelong
learning. While there is an established body of work in games and
learning in adulthood, and a wide literature on the value of play
in childhood, the wider potential of play in adulthood and
playfulness is under-explored and still emergent. This book offers
a comprehensive overview of play in adulthood, exploring the
benefits and drawbacks, examining why play in adulthood is
different from play in childhood, the role of play in culture, and
making an argument for why it is important in our society that we
embrace the principles of playfulness.
From ancient times, philosophers, theologians, and artists have
attempted to describe and categorize the defining virtues of
civilization. In "Truth, Beauty, and Goodness Reframed," renowned
education authority Howard Gardner explores the meaning of the
title's three virtues in an age when vast technological advancement
and relativistic attitudes toward human nature have deeply shaken
our moral worldview. His incisive examination reveals that although
these concepts are changing faster than ever before, they are--and
will remain, with our stewardship--cornerstones of our society.
Designed to appeal to a wide readership, "Truth, Beauty, and
Goodness Reframed" is an approachable primer on the foundations of
ethics in the modern age.
Local Management of Schools (LMS) has placed considerable pressures
on heads, managers and school governors. It has raised the issues
of budget management and wider decision making and on top of this
has been the additional pressure of OFSTED inspection. Drawing on
their research into 18 secondary schools, the authors of this work
examine the practicalities of managing a budget. They discuss their
findings from the perspectives of all those involved, including
parents, pupils, governors, teachers, heads and support staff.
Using a variety of case studies, the book illustrates and analyzes
the effectiveness of a range of management styles, and focuses in
particular on the effect these have on the pupils on these schools.
It describes how schools can successfully use their responsibility
over resources to develop and support a wide range of initiatives.
Throughout the book, the authors highlight examples of good
practice, placing this in the context of OFSTED inspections. This
work should be of use to all heads, managers and governors who are
concerned about how management of resources can be linked to the
educational experiences of the pupils in their schools.
A student's learning experience can be enhanced through a multitude
of pedagogical strategies. This can be accomplished by visually
engaging students in classroom activities. Visual Imagery,
Metadata, and Multimodal Literacies Across the Curriculum is a
pivotal reference source that examines the role of visual-based
stimuli to create meaningful learning in contemporary classroom
settings. Highlighting a range of relevant topics such as writing
composition, data visualization, and literature studies, this book
is ideally designed for educators, researchers, professionals, and
academics interested in the application of visual imagery in
learning environments.
In recent years, the use of technology for the purposes of
improving and enriching traditional instructional practices has
received a great deal of attention. However, few works have
explicitly examined cognitive, psychological, and educational
principles on which technology-supported learning environments are
based. This volume attempts to cover the need for a thorough
theoretical analysis and discussion of the principles of system
design that underlie the construction of technology-enhanced
learning environments. It presents examples of technology-supported
learning environments that cover a broad range of content domains,
from the physical sciences and mathematics to the teaching of
language and literacy.
The emphasis in this book is not on the design of educational
software but on the design of learning environments. A great deal
of research on learning and instruction has recently moved out of
the laboratory into the design of applications in instructional
settings. By designing technology-supported learning environments
instructional scientists attempt to better understand the theories
and principles that are explicit in their theories of learning. The
contributors to this volume examine how factors such as social
interaction, the creation of meaningful activities, the use of
multiple perspectives, and the construction of concrete
representations influence the acquisition of new information and
transfer.
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.
A must-read for incorporating digital literacy into your classroom
As the saying goes, "If you want someone to remember something,
tell them a story." But if you really want your students to
remember what they learn, then let them create their own digital
stories. Digital storytelling empowers your students to be
confident communicators and creators of media as they gain
essential 21st-century literacy skills and reach deeper
understandings in all areas of the curriculum. Aligned with
refreshed ISTE and Common Core standards, this new edition of
Digital Storytelling in the Classroom includes: Practical
techniques for combining storytelling with your curriculum content
Tips for exploring effective storytelling principles through
emerging digital media as well as via traditional literacy skills
in reading, writing, speaking, and art Information on relevant
copyright and fair use laws Visual aids and video clips that
illustrate best practices in multimedia composition A world leader
in digital storytelling and a lifelong digital humanist, author
Jason Ohler opens the door to a new world of creative teaching and
learning for you and your students.
This book examines and illustrates the potential of narrative
technology, the integration and synthesis of storytelling and
digital media in education. Storytelling is a foundational and
powerful process in all learning and teaching, and technology is
becoming ever more ubiquitous and sophisticated, particularly in
its capabilities to mediate and augment creative storytelling. The
book begins with a foundational analysis of narrative use in
education today, and provides a history of the emergence of
narrative technology. It explores how the convergence of
high-potential computing and storytelling practices and techniques
can be used to enhance education, in particular the design of
bespoke, interactive physical learning environments. The
contemporary importance of educational design is highlighted
throughout the book, which concludes with the SCEAL design-based
research framework as a proposed systematic approach to the design
of narrative technology in education. The book will be a valuable
resource for educational designers, technologists, teachers and
policymakers, especially those with an interest in the design and
use of narrative technology in education.
'Shirley zips into her skin-tight school uniform, which on the
outside looks something like a ski suit. The lining of the suit in
fact contains cabling that makes the suit a communication system
and there are pressure pads where the suit touches skin that give a
sense of touch. Next, she sits astride something that is a bit like
a motorbike, except that it has no wheels and is attached firmly to
the floor. Her feet fit on to something similar to a brake and
accelerator and her gloved hands hold onto handlebars. She shouts,
"I'm off to school, Dad". Her father, who is taking time out from
his teleworking, begins to remind her that the family are going
teleshopping in the virtual city later in the day, but it is too
late, his daughter has already donned her school helmet. She is no
longer in the real world of her real home, she is in the virtual
world of her virtual school.' Is this the shape of the future of
education? This book presents a vision of what will happen to
education and training as information technology develops. The
argument is simple. To prepare people for life in an information
society they need to be taught with the technology of an
information society. But what shape will that take? Can the
classroom as we know it - a communications system which has been in
place for four thousand years - be replaced? The authors argue that
through the development of telecommunications for telelearning a
genuine revolution in education is in the making. The book
describes how, through the convergence of a cluster of new
technologies including virtual reality, artificial intelligence,
nanotechnology and the superhighways of telecommunications, a new
educational paradigm will emerge in the form of a virtual class.
Teachers, trainers and educators who worry about how best to
prepare students for life in an ever-changing world will find much
inspiration in this engagingly written and jargon-free book
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.
This book is the outgrowth of a NATO Advanced Research Workshop,
held in Milton Keynes (United Kingdom) in the summer of 1990. The
workshop brought together about 30 world leaders in the use of
advanced technologies in the teaching of mathematics and science.
Many of these participants commented that the workshop was one of
the more productive and exciting workshops that they had attended.
It was not uncommon to see participants engaged in informal
discussion far into the evenings and early mornings, long after
formal sessions had ended. It is my hope that this book captures
the substance and excitement of many of the ideas that were
presented at the workshop. Indeed, the process by which this book
has come about has given every opportunity for the best thinking to
get reflected here. Participants wrote papers prior to the
workshop. After the workshop, participants revised the papers at
least once. In a few instances, three versions of papers were
written. Some participants could not resist the urge to incorporate
descriptions of some of the newer developments in their projects.
The papers in this book demonstrate how technology is impacting our
view of what should be taught, what can be taught, and how we
should go about teaching in the various disciplines. As such, they
offer great insight into the central issues of teaching and
learning in a wide range of disciplines and across many grade
levels (ranging from elementary school through undergraduate
college education).
As technology continues to develop and prove its importance in
modern society, certain professions are acclimating. Aspects such
as computer science and computational thinking are becoming
essential areas of study. Implementing these subject areas into
teaching practices is necessary for younger generations to adapt to
the developing world. There is a critical need to examine the
pedagogical implications of these technological skills and
implement them into the global curriculum. The Handbook of Research
on Integrating Computer Science and Computational Thinking in K-12
Education is a collection of innovative research on the methods and
applications of computer science curriculum development within
primary and secondary education. While highlighting topics
including pedagogical implications, comprehensive techniques, and
teacher preparation models, this book is ideally designed for
teachers, IT consultants, curriculum developers, instructional
designers, educational software developers, higher education
faculty, administrators, policymakers, researchers, and graduate
students.
This volume offers an expansion of ideas presented at a recent
conference convened to identify the major strategies and more
promising practices for assessing technology. The authors --
representing government, business, and university sectors -- helped
to set the boundaries of present technology assessment by offering
perspectives from computer science, cognitive and military
psychology, and education. Their work explores both the use of
techniques to assess technology and the use of technology to
facilitate the assessment process.
The book's main purpose is to portray the state of the art in
technology assessment and to provide conceptual options to help
readers understand the power of technology. Technological
innovation will continue to develop its own standards of practice
and effectiveness. To the extent that these practices are
empirically based, designers, supporters, and consumers will be
given better information for their decisions.
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.
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.
The use of mobile technology for learning in organizations and the
workplace is spreading widely with the development of
infrastructure and devices that allow ubiquitous learning and
training. Since learning, teaching, and training in a
mobile-saturated environment is a developing field, implications
for a combined overview of these topics may be beneficial both for
research and practice in the broader view of a user's lifespan.
Mobile Technologies for Organizational Learning is a collection of
innovative research on the methods and applications of mobile
technologies in learning and training and explores best practices
of mobile learning in organizations and the workplace. While
highlighting topics including ethics, informal education, and
virtual reality, this book is ideally designed for teachers,
administrators, principals, higher education professionals,
instructional designers, curriculum developers, managers,
researchers, and students.
Highlighting and illustrating several important and interesting
theoretical trends that have emerged in the continuing development
of instructional technology, this book's organizational framework
is based on the notion of two opposing camps. One evolves out of
the intelligent tutoring movement, which employs
artificial-intelligence technologies in the service of student
modeling and precision diagnosis, and the other emerges from a
constructivist/developmental perspective that promotes exploration
and social interaction, but tends to reject the methods and goals
of the student modelers. While the notion of opposing camps tends
to create an artificial rift between groups of researchers, it
represents a conceptual distinction that is inherently more
interesting and informative than the relatively meaningless divide
often drawn between "intelligent" and "unintelligent" instructional
systems.
An evident trend is that researchers in both "camps" view their
computer learning environments as "cognitive tools" that can
enhance learning, performance, and understanding. Cognitive tools
are objects provided by the instructional environment that allow
students to incorporate new auxiliary methods or symbols into their
social problem solving which otherwise would be unavailable. A
final section of the book represents researchers who are
assimilating and accommodating the wisdom and creativity of their
neighbors from both camps, perhaps forming the look of technology
for the future. When the idea of model tracing in a computer-based
environment is combined with appreciation for creative
mind-extension cognitive tools and for how a community of learners
can facilitate learning, a camp is created where AI technologists
and social constructivist learning theorists can feel equally at
home.
It is surprising that there is so little research on textbooks,
given their centrality to teaching and learning in elementary and
secondary schools. Textbooks have become a focus of political and
cultural controversy, advocating a multicultural curriculum that
has sparked some vigorous protests. Research is absent in this
debate; therefore, questions of legitimate knowledge, the role of
textbooks, textbook design, policy selection issues, and economic
issues concerning the marketplace are not part of the current
debate. Without insights of research on considerate text,
mentioning, illustrations and so forth, the current controversy
will result in publishers responding to demands for more content
not less; thus, textbooks will become compendia of information that
on the surface satisfy everyone.
This volume demonstrates how research on important issues relative
to textbook design can advance our knowledge about what makes
textbooks effective learning tools, and thus inform policymakers,
publishers, and those involved in textbook selection. Representing
pure and applied approaches, researchers present papers on the
quality of writing, the role of questions, the role of pictures and
illustrations, and the role of auxiliary materials in the design of
effective textbooks. The chapters provide insight into research and
its application to textbook design and improvement -- stimulating
others to follow this lead.
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