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Books > Social sciences > Education > Educational resources & technology > General
Written specifically for all FE and post-16 teachers, this book will help you to develop your digital capabilities and give you the skills to convert traditional learning and teaching resources into engaging and interactive online material. The impact of the pandemic means that it is abundantly clear to all that digital capability is vital for learners, no matter what subject they study. You should therefore develop your digital capabilities as a basic competence in order to embrace current digital tools, apps and techniques to the pedagogy of teaching FE. The book provides you with the knowledge and skills required to source information learning technology (ILT) and content to convert traditional learning and teaching resources into engaging and interactive online material. It is designed around each aspect of the teaching and training cycle - identifying needs, planning and designing, delivering and facilitating, assessing and evaluating - and includes: when to use ILT / eLearning barriers to implementing digital learning the importance of digital capabilities ways of keeping up to date and continuing professional development.
Introduces the integration of technology with digital education Explains the functional framework workflow in the Education of Things and and networked learning Explores basic and high-level concepts of teaching-learning pedagogy in IoT-based education Covers the major challenges, issues, and advances in flipped and blended learning based on IoT technologies Looks at digital education pedagogy collaborations with organizations outside the academy Explores teaching education and the process of assessment, testing, and evaluation
This book constitutes the refereed proceedings of the 7th European Lean Educator Conference ELEC 2021, hosted in Trondheim, Norway, in October 2021 and sponsored by IFIP WG 5.7. The conference was held virtually. The 42 full papers presented were carefully reviewed and selected from 82 submissions. They are organized in the following thematic sections: Learning Lean; Teaching Lean in the Digital Era; Lean and Digital; Lean 4.0; Lean Management; Lean Coaching and Mentoring; Skills and Knowledge Management; Productivity and Performance Improvement; New Perspectives of Lean.
- Offers practical "how-to" advice on using virtual worlds effectively. - Written in a user friendly way for the novice user. - Gives real-world examples based on 10 years' experience in the field.
One outcome of recent progress in educational technology is strong interest in providing effective support for learning in complex and ill-structured domains. We know how to use technology to promote understanding in simpler domains (e.g., orientation information, procedures with minimal-branching, etc.), but we are less sure how to use technology to support understanding in more complex domains (e.g., managing limited resources, understanding environmental impacts, etc.). Such domains are increasingly significant for society. Technology (e.g., collaborative tele-learning, digital repositories, interactive simulations, etc.) can provide conceptually and functionally rich domains for learning. However, this introduces the problem of determining what works in which circumstances and why. Research and development on these matters is reflected in this collection of papers. This research suggests a need to rethink foundational issues in educational philosophy and learning technology. One major theme connecting these papers is the need to address learning in the large - from a more holistic perspective. A second theme concerns the need to take learners where and as they are, integrating technology into effective learning places. Significant and systematic progress in learning support for complex domains demands further attention to these important issues.
This book provides a detailed description of research and application outcomes from the Assessment and Teaching of 21st Century Skills project, which explored a framework for understanding the nature of these skills. The major element of this new volume is the presentation of research information from the global assessment of two 21st century skills that are amenable to teaching and learning: collaborative problem solving, and learning in digital networks. The outcomes presented include evidence to support the validity of assessment of 21st century skills and descriptions of consequent pedagogical approaches which can be used both to teach the skills and to use them to enhance key learning goals in secondary education systems. The sections of the volume are connected through a focus on the degree to which innovative assessment tasks measure the constructs of interest. This focus is informed by conceptual and methodological issues associated with affordances of 21st century computer-based assessment. How understanding of the nature of the skills, as derived from these assessments, can guide approaches to the integration of 21st century skills in the classroom, is informed by initiatives adopted by participating countries. The guiding questions in this volume are: "Do the assessment tasks measure the constructs?" and "What are the implications for assessment and teaching in the classroom?" It is the third volume of papers from this project published by Springer.
This book critically examines how the COVID-19 pandemic has stimulated digital innovation within higher education using case studies from Africa. Imagining a future for post-pandemic higher education, it analyses the challenges and opportunities of remote teaching and learning. The book explores the structural barriers around access to higher education and how these were reconfigured and amplified by technology-dependent teaching and learning. Case studies from countries across Africa provide unique insights into the challenges experienced by Higher Education Institutions (HEIs) during the COVID-19 pandemic, examining examples of emergent pedagogies such as online, mobile and social media-enhanced teaching, and blended learning. The chapters consider online assessment and teacher professional development, critically examining some of the benefits and structural challenges of digital technology integration in the context of pre-existing education disparities (such as students and teachers living in poverty-stricken and highly unequal societies). Offering invaluable insights into higher education in Africa, the book will be essential reading for researchers, scholars, and students in the fields of higher education study, digital education and educational technology, and African and comparative education. It will also be of interest to higher education managers and policymakers.
Nearly all early learning happens during play, and new technology has added video games to the list of ways children learn interaction and new concepts. Although video games are everywhere - on Web sites, in stores, streamed to the desktop, on television - they are absent from the classroom. Computer-based simulations, a form of computer games, have begun to appear, but they are not as wide-spread as email, discussion threads, and blogs. ""Games and Simulations in Online Learning: Research and Development Frameworks"" examines the potential of games and simulations in online learning, and how the future could look as developers learn to use the emerging capabilities of the Semantic Web. It presents a general understanding of how the Semantic Web will impact education and how games and simulations can evolve to become robust teaching resources.
Computer simulation-based education and training is a multi-billion dollar industry. With the increased complexity of organizational decision making, projected demand for computer simulation-based decisional aids is on the rise. The objective of this book is to enhance systematically our understanding of and gain insights into the general process by which human facilitated ILEs are effectively designed and used in improving users' decision making in dynamic tasks. This book is divided into four major parts. Part I serves as an introduction to the subject of "decision making in dynamic tasks", its importance and its complexity. Part II provides background material, drawing upon the relevant literature, for the development of an integrated process model on the effectiveness of human facilitated ILEs in improving decision making in dynamic tasks. Part III focuses on the design, development and application of Fish Bank ILE, in laboratory experiments, to gather empirical evidence for the validity of the process model. Finally, part IV presents a comprehensive analysis of the gathered data to provide a powerful basis for understating important phenomena of training with human facilitated simulation-based learning environments, thereby, help to drive critical lessons to be learned. This book provides the reader with both a comprehensive understanding of the phenomena encountered in decision making with human facilitated ILEs and a unique way of studying the effects of these phenomena on people's ability to make better decision in complex, dynamic tasks. This book is intended to be of use to managers and practitioners, researchers and students of dynamic decision making. The background material of Part II provides a solid base to understand and organize the existing experimental research literature and approaches.
This book sheds new light on language and literature teaching, and offers examples of teaching language in virtual environments. Providing an overview of virtual environments for teaching, it also includes chapters devoted to methodology design for second language teaching in these environments. Further it describes tools for second/ foreign language teaching and proposals for specific second language teaching in virtual environments. Lastly, it presents experiments on literature teaching in virtual environments and discusses the future of technology in education. With interdisciplinary appeal, the book is a particularly valuable resource for scholars with an interest in technology, language teaching and literature teaching.
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
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
Presenting original studies and rich conceptual analyses, this volume explores how cognitive and affective metrics can be used to effectively assess, modify, and enhance learning and assessment outcomes of simulations and games used in education and training. The volume responds to the increasing use of computer-based simulations and games across academic and professional sectors by bringing together contributions from different research communities, including K-12 and postsecondary education, medical, and military contexts. Drawing on empirical results, the chapter authors focus on the design and assessment of educational simulations and games. They describe how quantitative and qualitative metrics can be used effectively to evaluate and tailor instructional resources to the cognitive and affective needs of the individual learner. In doing so, the volume enhances understanding of how games and simulations can intersect with the science of learning to improve educational outcomes. Given its rigorous and multidisciplinary approach, this book will prove an indispensable resource for researchers and scholars in the fields of educational assessment and evaluation, educational technology, military psychology, and educational psychology.
Teaching, Pedagogy, and Learning: Fertile Ground for Campus and Community Innovations brings together narratives of pedagogical innovation aimed at increasing student engagement and performance and bolstering faculty teaching effectiveness and satisfaction. These trans-disciplinary, trans-pedagogical essays all emerged from faculty experiences at the annual Institute for Pedagogy in the Liberal Arts (IPLA), offered by Oxford College of Emory University. The book spotlights two significant points: first, faculty need pioneering, supportive contexts within which they can conceive, develop, revise, and publish innovative teaching experiments using the same principles of experiential and active learning that have become the foundation of learning for student success; and, second, strong institutional partnership with faculty development affords one way to achieve this outcome. The seven essays in this book are written by seventeen diverse scholar-teachers across eleven academic disciplines and nine institutions-from K-12 schools to small liberal arts colleges to tier-one research institutions-for whom the IPLA experience at Oxford spring-boarded significant pedagogical growth.
Formative Assessment, Learning Data Analytics and Gamification: An ICT Education discusses the challenges associated with assessing student progress given the explosion of e-learning environments, such as MOOCs and online courses that incorporate activities such as design and modeling. This book shows educators how to effectively garner intelligent data from online educational environments that combine assessment and gamification. This data, when used effectively, can have a positive impact on learning environments and be used for building learner profiles, community building, and as a tactic to create a collaborative team. Using numerous illustrative examples and theoretical and practical results, leading international experts discuss application of automatic techniques for e-assessment of learning activities, methods to collect, analyze, and correctly visualize learning data in educational environments, applications, benefits and challenges of using gamification techniques in academic contexts, and solutions and strategies for increasing student participation and performance.
This book illustrates the problems of using eye tracking technology and other bio-measurements in science education research. It examines the application of bio-measurements in researching cognitive processes, motivation for learning science concepts, and solving science problems. Most chapters of this book use the eye-tracking method, which enables following the focus of the students' attention and drawing conclusions about the strategies they used to solve the problem. This book consists of a total of fifteen chapters. Authors from eight countries emphasise the same trends despite their cultural and educational differences. The book begins with general chapters describing cognitive processes and how these processes are measured using eye-tracking methods and other psychophysiology parameters and motivation. Finally, the book concludes the chapters presenting studies in specific scientific fields from chemistry, biology, physics and geology.
Harnessing Formative Data for K-12 Teachers prepares teachers to apply real-time formative data to classroom instruction amid the expansion of online and blended learning in schools. In today's changing, technology-enhanced educational landscape, teachers must rethink how to generate and use formative data to inform planning and develop systems that lead to all students' success. This book's strategic insights into actionable formative data use will yield differentiated supports for students, helping teachers to foster greater academic outcomes, independent self-monitoring, and readiness for college, career, and lifelong learning. Each chapter includes connections to social justice, best practices for applying data points and field-tested tips for technology integration, and a host of interactive planning guides to support implementation.
Harnessing Formative Data for K-12 Teachers prepares teachers to apply real-time formative data to classroom instruction amid the expansion of online and blended learning in schools. In today's changing, technology-enhanced educational landscape, teachers must rethink how to generate and use formative data to inform planning and develop systems that lead to all students' success. This book's strategic insights into actionable formative data use will yield differentiated supports for students, helping teachers to foster greater academic outcomes, independent self-monitoring, and readiness for college, career, and lifelong learning. Each chapter includes connections to social justice, best practices for applying data points and field-tested tips for technology integration, and a host of interactive planning guides to support implementation.
This integrated collection of perspectives on the spaces of teaching and learning uses 'learning space' to place educational practice in context. It considers the complex relationships involved in the design, management and use of contemporary learning spaces. It sheds light on some of the problems of connecting the characteristics of spaces to the practices and outcomes of teaching and learning. The contributions show how research into learning spaces can inform broader educational practices and how the practices of teaching, learning and design can inform research. The selection of chapters demonstrates the value of gathering together multiple sources of evidence, viewed through different epistemological lenses in order to push the field forward in a timely fashion. The book provides both a broad review of current practices as well as a deep-dive into particular educational and epistemological challenges that the various approaches adopted entail. Contrasts and commonalities between the different approaches emphasise the importance of developing a broad, robust evidence-base for practice in context. This is the inaugural book in the series Understanding Teaching-Learning Practice.
As technology continues to play a pivotal role in society, education is a field that has become heavily influenced by these advancements. New learning methods are rapidly emerging and being implemented into classrooms across the world using software that is low cost and easy to handle. These tools are crucial in creating skillful learning techniques in classrooms, yet there is a lack of information and research on the subject. The Handbook of Research on Software for Gifted and Talented School Activities in K-12 Classrooms is an essential reference source that discusses newly developed but easy-to-handle and less costly software and tools and their implementation in real 21st-century classrooms worldwide. The book also helps and supports teachers to conduct gifted and talented school activities in K-12 classrooms. Featuring research on topics such as educational philosophy and skillful learning techniques, this book is ideally designed for software developers, educators, researchers, psychologists, instructional designers, curriculum developers, principals, academicians, and students seeking coverage on the emerging role that newly developed software plays in early education.
This book examines new forms of representation that have changed our perception and interpretation of the humanities in an Asian, and digital, context. In analyzing written and visual texts, such as the use of digital technology and animation in different works of art originating from Asia, the authors demonstrate how literature, history, and culture are being redefined in spatialized relations amid the trend of digitization. Research studies on Asian animation are in short supply, and so this volume provides new and much needed insights into how art, literature, history, and culture can be presented in innovative ways in the Asian digital world. The first section of this volume focuses on the new conceptualization of the digital humanities in art and film studies, looking at the integration of digital technologies in museum narration and cinematic production. The second section of the volume addresses the importance of framing these discussions within the context of gender issues in the digital world, discussing how women are represented in different forms of social media. The third and final section of the book explores the digital world's impacts on people's lives through different forms of digital media, from the electromagnetic unconscious to digital storytelling and digital online games. This book presents a novel contribution to the burgeoning field of the digital humanities by informing new forms of representation and interpretations, and demonstrating how digitization can influence and change cultural practices in Asia, and globally. It will be of interest to students and scholars interested in digitization from the full spectrum of humanities disciplines, including art, literature, film, music, visual culture, media, and animation, gaming, and Internet culture. "This is a well-written book, and I enjoyed reading it. The first impression of the book is that it is very innovative - a down-to-the-earth academic volume that discusses digital culture." - Professor Anthony Fung, Professor, Director, School of Journalism and Communication, The Chinese University of Hong Kong "This book has contributed to the existing field of humanities by informing new forms of representation and interpretations, and how digitization may change cultural practices. There is comprehensive information on how the humanities in the digital age can be applied to a wide range of subjects including art, literature, film, pop music, music videos, television, animation, games, and internet culture." - Dr Samuel Chu, Associate Professor, The Faculty of Education, The University of Hong Kong
This collection of papers presents a comprehensive overview of the concerns and developments in the use of Information and Communication Technologies that are currently of relevance to educators and educational policymakers across the globe. This book is one of the outcomes of the Working Conference on "ICT and the Teacher of the Future," (Melbourne, Australia, January 2003).
The 2nd edition of the Handbook of Technological Pedagogical Content Knowledge (TPACK) for Educators addresses the concept and implementation of technological pedagogical content knowledge-the knowledge and skills that teachers need in order to integrate technology meaningfully into instruction in specific content areas. Driven by the growing influence of TPACK on research and practice in both K-12 and higher education, the 2nd edition updates current thinking about theory, research, and practice. Offering a series of chapters by scholars in different content areas who apply the technological pedagogical content knowledge framework to their individual content areas, the volume is structured around three themes: Current thoughts on TPACK Theory Research on Technological Pedagogical Content Knowledge in Specific Subject Areas Integrating Technological Pedagogical Content Knowledge into Teacher Education and Professional Development The Handbook of Technological Pedagogical Content Knowledge (TPACK) for Educators is simultaneously a mandate and a manifesto on the engagement of technology in classrooms.
Educators who work with students with disabilities have the unique challenge of providing comprehensive and quality educational experiences for students who have a wide range of abilities and levels of focus. Pedagogies and educational strategies can be applied across a student population, though they tend to have varied success. Developing adaptive teaching methods that provide quality experiences for students with varied disabilities are necessary to promote success for as many of these students as possible. Special Education Design and Development Tools for School Rehabilitation Professionals is a comprehensive research publication that examines special education practices and provides in-depth evaluations of pedagogical practices for improved educational experiences for students with disabilities. Highlighting a range of topics such as bilingual education, psychometrics, and physical education, this book is ideal for special education teachers, instructors, rehabilitation professionals, academicians, school administrators, instructional designers, curriculum developers, principals, educational software developers, researchers, and students. |
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