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Books > Social sciences > Education > Educational resources & technology > General
A workbook on the process of writing research and the journey a dissertation researcher has to take. Underlying themes are scholarship, thinking and writing.
Aimed at students completing Master's degrees, doctoral candidates and also supervisors of research.
Mathematics for Young Learners, A Guide for South African Educators
is designed to be used by students in training and by teachers in
service in early childhood education and Grade R. It was developed
in line with the requirements set out by the Curriculum and
Assessment Policy Statement (CAPS), which sets out the curriculum
for Foundation Phase mathematics. To the student, this text
introduces the excitement and extensiveness of mathematics
experiences in programmes for young children. For teachers in the
field, it presents an organised, sequential approach to creating a
developmentally appropriate mathematics curriculum for preschool
and primary school children.
The use of e-learning strategies in teaching is becoming
increasingly popular, particularly in higher education. Online
Learning and Assessment in Higher Education recognises the key
decisions that need to be made by lecturers in order to introduce
e-learning into their teaching. An overview of the tools for
e-learning is provided, including the use of Web 2.0 and the issues
surrounding the use of e-learning tools such as resources and
support and institutional policy. The second part of the book
focuses on e-assessment; design principles, different forms of
online assessment and the benefits and limitations of e-assessment.
Provides an accessible introduction to teaching with
technologyAddresses the basic aspects of decision-making for
successful introduction of e-learning, drawing on relevant
pedagogical principles from contemporary learning theoriesCrosses
boundaries between the fields of higher education and educational
technology (within the discipline of education), drawing on
discourse from both areas
The sustainability of Networked Collaborative Learning (NCL) is a
key topic of discussion amongst the institutions where it has been
or may potentially be introduced. In order to determine the extent
of NCL's sustainability, the added value university education may
yield by adopting collaborative learning strategies must be
quantified. In turn, an understanding of the implications NCL
produces in terms of design and management is gained. After
comparing NCL with other Technology Enhanced Learning (TEL)
approaches and discussing the possible reasons for adopting it, a
multidimensional model for the sustainability of NCL is proposed.
The model is characterized by four dimensions: pedagogical
approaches, e-teacher professional development, instructional
design models and valuation/assessment approaches. Each of these
dimensions is examined on the basis of the author s direct
experience gained through applying NCL to his university teaching.
Delineates a framework for NCL sustainabilityProvides an
instructional design model for NCDescribes an original approach to
the evaluation of collaborative learning processes"
Akademiese geletterdheid is noodsaaklik vir akademiese prestasie. Daar word van studente verwag om ’n verskeidenheid akademiese tekste met begrip te lees. Studente moet ook hulle eie argumente kan konstrueer en hulle kritiese denkvermoë in die vorm van ’n akademiese teks aan ’n leser illustreer. Akademiese geletterdheid beteken dat studente as onafhanklike akademiese skrywers kan funksioneer wat navorsing op ’n gestruktureerde, goed geformuleerde en logiese wyse kan weergee.
In hierdie handboek word studente nie net toegerus met kennis en vaardighede om die genre van akademiese skryfwerk te begryp nie; die samestelling van die boek kan ook meehelp dat studente onafhanklike beoefenaars van hierdie genre word.
Studente word begelei om:
- die skryf van akademiese tekste op ’n sistematiese wyse te benader;
- opdragte te ontleed en te beplan;
- relevante vakinhoud in te samel;
- vakinhoud met begrip te lees;
- navorsing, kennis en afleidings op ’n gestruktureerde wyse in goed geformuleerde taal weer te gee sodat dit ’n samehangende geheel vorm; en
- terugvoer op akademiese tekste te verwerk ten einde as akademiese skrywers te groei.
Die skrywers vertrou dat studente en dosente hierdie handboek as ’n nuttige hulpbron sal gebruik om akademiese geletterdheid te bevorder.
In today's globalized world, telecollaboration offers a valuable
tool to foster language learners' intercultural communicative
competence, which is strongly related to pragmatic competence.
Therefore, both pragmatic and intercultural skills need to be
fostered in the foreign language classroom. As telecollaboration
projects can be carried out in many ways, further study on the
latest original research is required. Telecollaboration
Applications in Foreign Language Classrooms reports current
empirical research methods and reviews relevant theoretical
advances in the implementation of telecollaboration for the
teaching of foreign languages, second languages, languages for
specific purposes, and telecollaboration as a means to foster
intercultural and pragmatic competence. Covering key topics such as
augmented reality, second language learning, and foreign language
learning, this premier reference source is ideal for policymakers,
administrators, scholars, researchers, academicians, instructors,
and students.
The study of learning versus teaching development has a significant
impact on facilitating learners' development to use ICT-based
digital technology. As innovation has developed, it has also
changed how instructors connect with their understudies and study
halls. To better understand these technological developments,
further study is required. Facilitating Learning in Language
Classrooms Through ICT-Based Digital Technology considers
technology from the fields of ICT-based digital technology,
facilitating learning, teaching development, language, and
linguistics. This book also assesses the effectiveness of
technology uses in ICT-based digital technology and language
classrooms as well as considers the successful methods of teaching
and language topics in the teaching-learning phase through
technology. Covering key topics such as artificial intelligence,
gamification, media, and technology tools, this premier reference
source is ideal for computer scientists, administrators,
principals, researchers, academicians, practitioners, scholars,
instructors, and students.
This book focuses on teaching and learning in distance learning
virtual universities. The emergence of distance learning virtual
universities has provided increased opportunities for adult
learners to obtain higher education degrees in a remote
teaching-learning environment. During the pandemic, for-profit
online learning institutions experienced increases in enrollment
while face-to-face institutions experienced decreasing enrollments.
Increasing learner enrollments, increasing numbers of courses
delivered, and an increasingly competitive environment forces
influence how higher education institutions will respond to the
anticipated growth in distance learning. Higher education
accreditation bodies have legitimized distance learning virtual
universities as sites for adult learners, especially part-time
adult learners, and made distance education an accepted way to
receive a higher education degree. Virtual universities are
challenging the supremacy of the land-based university as the only
legitimate form of educational delivery. However, little has been
published concerning how virtual universities have addressed
access, availability, quality, retention, and better life
opportunities. As the educational marketplace becomes predominately
adult-dominated and higher education institutions compete for adult
enrollment, understanding how virtual distance learning
institutions are changing the higher education landscape will be an
increasingly important issue. This book explores, describes, and
questions the role of these institutions in the higher education
landscape. Can for-profit education (education as a commodity) also
be high quality and serve a societal function of providing adult
learners access and opportunity? When critiquing the value and
place of the for-profit university, one must ask, is the concern
for the profit motive justified, or is it a move by traditional
universities to reduce the influence of the virtual university?
For-profit distance learning institutions were initially developed
to provide access to higher education for adult learners who may
experience barriers to attending a traditional university and, as
such, tend to address better the needs of working adult learners.
These institutions provided increased accessibility and
availability for learners who may not otherwise pursue higher
education. It is also important to note that distance education is
not exclusive to for-profit universities. However, little is known
about how learners learn and how teachers teach in these
institutions. While sometimes neglected in publications and
research, these institutions have been and continue to be
disruptive while driving innovations in distance education.
Extended reality (XR) is an umbrella term that includes all the
immersive technologies, either the ones already existing -
augmented reality (AR), virtual reality (VR), and mixed reality
(MR) - or those that will be developed in the forthcoming years.
Immersive technologies extend the experienced reality by either
blending the virtual and real worlds or by creating a fully
immersive experience. XR has been applied in training and
educational settings to transform teaching/learning experiences
through immersive environments. The incorporation of extended
reality into classrooms and training sessions can provide students
and trainees with more meaningful learning and training experiences
by increasing their motivation. We are experiencing a rapid spread
of the usage of extended reality applications in several domains.
The book describes the current research status of extended reality
usage and discusses the foreseen advancements in the design and
development of various types of immersive learning environments, as
well as the emerging pedagogical innovations in the field. The book
is ideal for teachers, instructional designers, curriculum
developers, program developers, administrators, educational
software developers, policymakers, researchers, education
professionals, training professionals, privacy practitioners,
government officials, consultants, IT researchers, academicians,
and students.
The use of technological tools to foster language development has
led to advances in language methodologies and changed the approach
towards language instruction. The tendency towards developing more
autonomous learners has emphasized the need for technological tools
that could contribute to this shift in foreign language learning.
Computer-assisted language learning and mobile-assisted language
learning have greatly collaborated to foster language instruction
out of the classroom environment, offering possibilities for
distance learning and expanding in-class time. Recent Tools for
Computer- and Mobile-Assisted Foreign Language Learning is a
scholarly research book that explores current strategies for
foreign language learning through the use of technology and
introduces new technological tools and evaluates existing ones that
foster language development. Highlighting a wide array of topics
such as gamification, mobile technologies, and virtual reality,
this book is essential for language educators, educational software
developers, IT consultants, K-20 institutions, principals,
professionals, academicians, researchers, curriculum designers, and
students.
Gamification is an increasingly popular technology that has been
utilized across a number of fields such as business, medicine, and
education. As education continues to turn toward online teaching
and learning, gamification is one of many new technologies that
have been proven to assist educators in providing holistic and
effective instruction. Additional research is required to ensure
this technology is utilized appropriately within the classroom. The
Handbook of Research on the Influence and Effectiveness of
Gamification in Education considers the importance of gamification
in the current learning environment and discusses the best
practices, opportunities, and challenges of this innovative
technology within an educational setting. Covering a wide range of
critical topics such as engagement, serious games, and escape
rooms, this major reference work is essential for policymakers,
academicians, administrators, scholars, researchers, practitioners,
instructors, and students.
How can you create an authentic learning environment-one where
students ask questions, do research, and explore subjects that
fascinate them-in today's standards-driven atmosphere? Author
Larissa Pahomov offers insightful answers based on her experience
as a classroom teacher at the Science Leadership Academy, a public
high school in Philadelphia that offers a rigorous college-prep
curriculum and boasts a 99 percent graduation rate. Pahomov
outlines a framework for learning structured around five core
values: inquiry, research, collaboration, presentation and
reflection. For each value, she presents: A detailed description of
how the value can transform classroom practice and how a ""digital
connection"" can enhance its application. A step-by-step outline
for how to implement the value, with examples from teachers in all
subject areas. Solutions to possible challenges and roadblocks that
teachers may experience. Suggestions for how to expand the value
beyond the classroom to schoolwide practice. Anecdotes from
students, offering their perspectives on how they experienced the
value in the classroom and after graduation. The framework is a
guide, not a prescription, and middle and high school
teachers-individually or as a team-can use it to structure whatever
content and skills their current school or district requires. The
book also includes suggestions for how to integrate technology into
inquiry-based education, but the principles and approaches it
describes can be applied successfully even in places without
abundant technology. Both practical and inspiring, Authentic
Learning in the Digital Age is an indispensable handbook for
reinvigorating teaching and learning in a new era.
Rooted in the day-to-day experience of teaching and written for
those without specialist technical knowledge, this is a new edition
of the go-to guide to using digital tools and resources in the
humanities classroom. In response to the rapidly changing nature of
the field, this new edition has been updated throughout and now
features: - A brand-new Preface accounting for new developments in
the broader field of DH pedagogy - New chapters on 'Collaborating'
and on 'Teaching in a Digital Classroom' - New sections on
collaborating with other teachers; teaching students with learning
differences; explaining the benefits of digital pedagogy to your
students; and advising graduate students about the technologies
they need to master - New 'advanced activities' and 'advanced
assignment' sections (including bots, vlogging, crowd-sourcing,
digital storytelling, web scraping, critical making, automatic text
generation, and digital media art) - Expanded chapter
bibliographies and over two dozen tables offering practical advice
on choosing software programs Accompanied by a streamlined
companion website, which has been entirely redesigned to answer
commonly asked questions quickly and clearly, this is essential
reading for anyone looking to incorporate digital tools and
resources into their daily teaching.
Emerging technologies in education are dramatically reshaping the
way we teach, learn, and create meaning-both formally and
informally. The use of emerging technologies within educational
contexts requires new methodological approaches to teaching,
learning, and educational research. This leads educational
technology developers, researchers, and practitioners to engage in
the creation of diverse digital learning tools that can be used in
a wide range of learning situations and scenarios. Ultimately, the
goal of today's digital learning experiences includes situational
experiences wherein learners and teachers symbiotically enroll in
meaning-making processes. Discussion, critical reflection, and
critique of these emerging technologies, tools, environments,
processes, and practices require scholars to involve themselves in
critical conversation about the challenges and promises afforded by
emerging technologies and to engage in deliberate thinking about
the critical aspects of these emerging technologies that are
drastically reshaping education. Global Education and the Impact of
Institutional Policies on Educational Technologies deepens this
discussion of emerging technologies in educational contexts and is
centered at the intersection of educational technology, learning
sciences, and socio-cultural theories. This book engages a critical
conversation that will further the discussion about the pedagogical
potential of emerging technologies in contemporary classrooms.
Covering topics such as communication networks, online learning
environments, and preservice teacher education, this text is an
essential resource for educational professionals, preservice
teachers, professors, teachers, students, and academicians.
The educational system across the world has experienced a
significant transformation just within the past two decades. With
this transformation came an array of challenges that are imperative
to solve in order to cultivate an inclusive, efficient, and
constructive educational system. To address these challenges,
innovations in learning design, educational policies, educational
technology, and more have been developed. It is essential that
these innovations and research are shared and applied. Challenges
of the Educational System in Contemporary Society presents an
overview of the pedagogical innovation experienced in the 21st
century. It shares a novel and transformative view on education
practice. Using empirical research, as well as including
theoretical chapters, this volume tackles some of the most relevant
topics currently discussed in educational sciences. Covering topics
such as intercultural awareness, emotional recognition, and gender
equality policies, this premier reference source is an
indispensable resource for administrators and educators of both
K-12 and higher education, government officials, preservice
teachers, teacher educators, librarians, researchers, and
academicians.
Instructional technologies used to be optional and supplemental
pedagogical tools until the global health crisis of 2020 compelled
education systems to rely on digital devices and services to
guarantee academic continuity. Suddenly, the contemporary
principles and practices utilized in delivering health education
curricula were insufficient and ineffective. Acknowledging the
vital role of technology in shaping the future of education, there
is now a greater demand to foster innovative interventions and
continuous improvement in strategies, methodologies, and systems to
empower learners, educators, and leaders in the digital age.
Instructional Technologies in Health Education and Allied
Disciplines provides comprehensive coverage of innovative methods
and strategies to produce the next generation of health
professionals. The book lays the groundwork for an implementable
teaching and learning model that facilitates basic knowledge
acquisition, enhances perceptual variation, improves skill
coordination, and develops a scientific and technological mindset.
Covering key topics such as gamification, telehealth, and robotics,
this reference work is ideal for healthcare professionals, nurses,
administrators, researchers, academicians, scholars, practitioners,
instructors, and students.
Simulation and game-based learning are essential applications in a
learning environment as they provide learners an opportunity to
apply the course material in real-life scenarios. Introducing
real-life learning allows the learner to make critical decisions at
different points within the simulation providing constructive
education that leads to a cognitive understanding of the material.
The use of simulations provides the learner with the ability to
cognitively store and recall learning in real-life experiences.
Therefore, it is crucial to not only provide course material but to
have students apply what they have learned in simulations that
replicate real-life scenarios. These learned skills are essential
for students to be marketable and thrive in a career field where
decision making, problem solving, and critical thinking are job
requirements. Simulation and Game-Based Learning in Emergency and
Disaster Management is a cutting-edge research book that examines
the best practices and holistic development when it comes to
simulation learning within emergency and disaster management as
well as global security. Drawing upon the neuroscience of learning,
classroom instruction can be enhanced to incorporate
active-experiential learning activities that positively impact a
learner with long-term information retention. Each simulation
project is carried out in different environments, with different
goals in mind, and developed under various constraints. For these
reasons, this book will provide insight into the simulation
planning and development process, provide examples of online
simulations and game-based learning activities, and provide insight
on simulation development and implementation that can be used
across disciplines in educational and training settings. As such,
it is ideal for academicians, instructional designers, curriculum
designers, education professionals, researchers, and students.
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