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Books > Social sciences > Education > Educational resources & technology > General
This volume examines the challenges weighing on the future of education in the face of globalization in the twenty-first century. Bringing together eleven authors who explore the paradox of an "after" to the future of education, each chapter in this book targets three important areas: ecology as understood in the broader framework of globalization and pedagogy; curriculum concerns which impact learning; and the pervasiveness of technology in education today.
Over the last decade there continues to be an increase in the technology and how it affects our lives. Since then the incorporation of electronic databases and other communication tools for students, faculty and staff, virtual learning environments have become an important innovation in the student learning experience. Technologies, Innovation, and Change in Personal and Virtual Learning Environments presents a widespread collection of research on the growth, innovation and implementation of learning technologies for educators, technologists and trainers. The book is a useful source for academics and professionals interested in information and communication technologies.
Winner of the Association of Educational Computing and Technology (AECT) 2018 Design and Development Outstanding Book Award Educators and researchers worldwide are confronted by a tantalizing challenge - how should contemporary technologies be used to enhance learning? This book provides a broad academic and teaching audience with an integrated understanding of learning technology research, and how it can be used to enhance the design of learning environments. Whereas some books focus exclusively on research relating to learning technology and others propose ways to use technology effectively, this book synthesises research for the purpose of informing best practice. After laying pedagogical, technological and content foundations, it examines research relating to the educational use of Web 2.0, social networking, mobile devices and virtual worlds. Analysis across these contexts leaves readers with a nuanced understanding of how technology-enhanced learning design principles may (or may not) be abstracted across different learning technology environments. Providing an integrated portrayal of learning technology research enables educators (academics, school teachers, pre-service teachers and educational designers) to immediately adopt evidence-based approaches in their teaching. The comprehensive synthesis of the literature also helps learning technology researchers to more clearly identify the interrelationships between different areas of learning technology research, as well as position their work amongst the practical problems of the field. Rich with examples, this book is suitable for those who want to adopt a design-based and research-driven approach to enhancing learning using technology.
In this book, we primarily focus on studies that provide objective, unobtrusive, and innovative measures (e.g., indirect measures, content analysis, or analysis of trace data) of SEL skills (e.g., collaboration, creativity, persistence), relying primarily on learning analytics methods and approaches that would potentially allow for expanding the assessment of SEL skills and competencies at scale. What makes the position of learning analytics pivotal in this endeavor to redefine measurement of SEL skills are constant changes and advancements in learning environments and the quality and quantity of data collected about learners and the process of learning. Contemporary learning environments that utilize virtual and augmented reality to enhance learning opportunities accommodate for designing tasks and activities that allow learners to elicit behaviors (either in face-to-face or online context) not being captured in traditional educational settings. Novel insights provided in the book span across diverse types of learning contexts and learner populations. Specifically, the book addresses relevant and emerging theories and frameworks (in various disciplines such as education, psychology, or workforce) that inform assessments of SEL skills and competencies. In so doing, the book maps the landscape of the novel learning analytics methods and approaches, along with their application in the SEL assessment for K-12 learners as well as adult learners. Critical to the notion of the SEL assessment are data sources. In that sense, the book outlines where and how data related to learners' 21st century skills and competencies can be measured and collected. Linking theory to data, the book further discusses tools and methods that are being used to operationalize SEL and link relevant skills and competencies with cognitive assessment. Finally, the book addresses aspects of generalizability and applicability, showing promising approaches for translating research findings into actionable insights that would inform various stakeholders (e.g., learners, instructors, administrators, policy makers).
This book seeks to expand the research agendas on autonomy in language learning and teaching in diverse contexts, by examining the present landscape of established studies, identifying research gaps and providing practical future research directions. Based on empirical studies, it explores research agendas in five emerging domains: language learning and teaching in developing countries; social censure and teacher autonomy; learner autonomy and groups; learner autonomy and digital practice; and finally, learner autonomy and space. In doing so, it sheds new light on the impact of digital media, group dynamics and the application of ecological perspectives on learner autonomy. The contributors present a novel reconsideration of new learning affordances, and their discussion of spatial dimensions provides much needed expansion in the field. This book will have international appeal and provide an invaluable resource for students and scholars of second language learning and higher education, as well as teacher educators. Chapter 2 of this book is open access under a CC BY 4.0 license via https://link.springer.com/content/pdf/10.1057%2F978-1-137-52998-5_2.pdf.
This book examines a wide range of innovations in language learning and teaching in Japan. Each of the chapters describes the impetus for a change or new development in a particular context, from early childhood to adult learning, details its implementation and provides an evaluation of its success. In doing so, they provide a comprehensive overview of best practice in innovating language education from teaching practice in formal classroom settings, to self-directed learning beyond the classroom, and offer recommendations to enhance language education in Japan and beyond. The book will be of interest to scholars of applied linguistics and language development, and in particular to those involved in managing change in language education that attempts to mediate between global trends and local needs.
This book describes how a support structure can be built to enhance peer-to-peer (and also students-to-lecturers) communication and support. It informs lecturers on how they can decide if they should adopt one or more social media tools to facilitate students' learning, communication, and support for an internship program. This book introduces a participatory design approach that can help develop a pedagogy that will make good use of social media tools on internship learning. It presents a framework for experiential internship learning, integrating helpful educational practices such as participatory design approach and the use of social media.
The book presents the possibilities and realities of virtual worlds in education through the application of 3D virtual worlds to support authentic learning, creativity, learner engagement and cultural diversity in higher education. It includes a unique variety of cross disciplinary approaches to research, teaching and learning in a virtual world, including analysis of data from the experiences of students in education, law, Chinese language, sustainability, computer architecture, business, health and the Arts. The book provides unique learning experiences that have celebrated the rich media of virtual world environments through the utilisation of affordances such as simulation, bots, synchronous interaction, machinima and games. The perspectives come from Australia and New Zealand higher education academics but transferable to any higher educational institution in the sector, worldwide, and is significant to various disciplines in the higher education field.
This book provides innovative insights into how creativity can be taught within higher education. Preparing students for employment in a dynamic set of global creative industries requires those students to not only be resilient and entrepreneurial, but also to be locally focused while being globally aware. Therefore it is imperative that they acquire a thorough understanding of creative processes and practice as they try to keep pace with worldwide digital trends. As the creation of media messages is a fundamental aspect of global creative industries, and that numerous concerns practitioners face are based upon a certain understanding of creativity, the authors propose an exploration of what creativity is in terms of research, and then apply it pedagogically. Drawing on extensive empirical research, the authors pose the thought-provoking question of whether creativity can be taught. This volume will be of interest to both students and scholars of creativity and higher education as well as to creatively-based practitioners more widely.
This book explores the theoretical foundations of gamification in learning and education. It has become increasingly difficult to engage and motivate students. Gamification not only makes learning interesting, but also allows game players to solve problems and learn lessons through repeated attempts and failures. This "positive failure" can motivate students to attempt a difficult mission. Chapters in this volume cover topics such as the definition and characteristics of gamification, gamification in learning and education, theories, research on gamification, framework, strategy, and cases.
This book is the first to explore the big question of how assessment can be refreshed and redesigned in an evolving digital landscape. There are many exciting possibilities for assessments that contribute dynamically to learning. However, the interface between assessment and technology is limited. Often, assessment designers do not take advantage of digital opportunities. Equally, digital innovators sometimes draw from models of higher education assessment that are no longer best practice. This gap in thinking presents an opportunity to consider how technology might best contribute to mainstream assessment practice. Internationally recognised experts provide a deep and unique consideration of assessment's contribution to the technology-mediated higher education sector. The treatment of assessment is contemporary and spans notions of 'assessment for learning', measurement and the roles of peer and self within assessment. Likewise the view of educational technology is broad and includes gaming, learning analytics and new media. The intersection of these two worlds provides opportunities, dilemmas and exemplars. This book serves as a reference for best practice and also guides future thinking about new ways of conceptualising, designing and implementing assessment.
Digital tools have a clear educational purpose, but how do we help students with the darker corners of the web? This book provides timely, much-needed advice for educators on how to teach students to handle the anger and divisiveness that pervades social media and that is impossible to ignore when using tech for other purposes. Author Andrew Marcinek provides strategies we can use to help students with issues such as navigating relationships; understanding digital ethics and norms; returning to a balance with screen time; reclaiming conversation; holding yourself accountable; creating a new digital mindset; and more. Throughout, there are practical features such as Pause and Reflects, Teachable Moments, and classroom activities and lesson plans, so you can easily implement the ideas across content areas and grade levels.
As enrollment numbers continue to grow for online education classes, it is imperative instructors be prepared to teach students from diverse groups. Students who engage in learning in classrooms where their backgrounds are recognized and the instruction is welcoming and all-inclusive perform better. Individuals who teach in online settings must endeavor to create caring and culturally appropriate environments to encourage learning among all students irrespective of their demographic composition. Care and Culturally Responsive Pedagogy in Online Settings is a collection of innovative research on the incorporation of culturally sensitive teaching practices in online classrooms, and how these methods have had an impact on student learning. While highlighting topics including faculty teaching, restorative justice, and nontraditional students, this book is ideally designed for instructors, researchers, instructional designers, administrators, policymakers, and students seeking current research on online educators incorporating care and culturally responsive pedagogy into practice.
This open access book focuses on making the transition from in-person, classroom education to other feasible alternative modes and methodologies to deliver education at all levels. The book presents and analyzes research questions to explore in this arena, including pedagogical issues relating to technological and infrastructure challenges, teacher professional development, issues of disparity, access and equity, and impact of government policies on education. It also provides unique opportunities and vehicles for generating scholarship that helps explain the varied educational needs, perspectives and solutions that arise during an emergency and the different roles educational institutions and educators may play during this time. Developed from a highly successful Presidential Session at the annual meeting of the Association for Educational Communications and Technology (AECT), this edited volume presents AECT and its membership as the premier organization focusing on the provision of educational communications and technology leadership. In addition, it functions as a contemporary document of this global crisis as well as a rich resource for possible future emergency scenarios in the educational arena.
This book explores the complexities of interacting with digital technologies in the everyday flow of practices in schools, museums, and the home. In particular, the authors pay attention to the material conditions of such practices via the exploration of media discourses on information and communication technologies in the classroom; the ongoing digitization of the school; the use of video chat for language learning; the instantiation of CrossActionSpaces in an urban science classrooms; the development of symbolic technologies such as the Carbon Footprint Calculator; the design of apps and virtual museums for learning science; the use of text message tools for collaborative learning in teacher education and the design, implementation, and evaluation of Augmented Reality apps in outdoor learning. The book is grounded in case studies presented by scholars at the workshop, "Changing Teaching and Learning Practices in Schools with Tablet-Mediated Collaborative Learning: Nordic, European and International Views" and the workshop "Emergent Practices and Material Conditions in Tablet-mediated Collaborative Learning and Teaching" both of which have been held at the Computer-Supported Collaborative Learning conference (CSCL). This volume brings together inspirational and high-quality chapters that raise a range of important ideas and showcase the importance of looking beyond technology-enhanced learning. Taken together, this volume unpacks a variety of everyday situations by engaging with what is really happening with digital technologies rather than what is expected to happen with them in educational settings. The take-away message is a call for research on learning, teaching, and digital technologies that enables engagement with the materiality of educational practices and, in particular, their constitutive relationships that configure the contemporary educational practices of the digital age.
This book is about how technologies are used in practice to support learning and teaching in higher education. Despite digitization and e-learning becoming ever-increasingly popular in university teaching settings, this book convincingly argues instead in favour of simple and convenient technologies, thus disrupting traditional patterns of learning, teaching and assessment. Michael Flavin uses Disruptive Innovation theory, Activity Theory and the Community of Practice theory as lenses through which to examine technology enhanced learning. This book will be of great interest to all academics with teaching responsibilities, as it illuminates how technologies are used in practice, and is also highly relevant to postgraduate students and researchers in education and technology enhanced learning. It will be especially valuable to leaders and policy-makers in higher education, as it provides insights to inform decision-making on technology enhanced learning at both an institutional and sectoral level.
This book provides state-of-the-art knowledge on how to establish, organize, staff, and develop online education/e-learning programs. It strengthens knowledge of the different technologies, infrastructure and issues necessary for leaders and managers to make competent decisions. It is the most comprehensive guide for administrative practice currently available for e-learning leaders and managers.
This book is the outcome of a research symposium sponsored by the Association for Educational Communications and Technology [AECT]. Consisting of twenty-four chapters, including an introduction and conclusion, it argues that informational content should not be the main element of education, and that to provide more for learners, it is necessary to go beyond content and address other skills and capabilities. It also discusses the false premise that learning is complete when the information is known, not when learners seek more: their own directions, answers, and ideas. The authors assert that the ability to synthesize, solve problems and generate ideas is not based on specific content, although education often focuses solely on teaching content. Further, they state that content can be separated from the learning process and that instructional design and educational technology must be about the skills, habits, and beliefs to be learned.
The newest communication technologies are profoundly changing the world's politics, economies, and cultures, but the specific implications of online game worlds remain mysterious. "The Virtual Future" employs theories and methods from social science to explore nine very different virtual futures: "The Matrix Online," "Tabula Rasa," "Anarchy Online," "Entropia Universe," "Star Trek Online," "EVE Online, Star Wars Galaxies," "World of Warcraft: Burning Crusade," and "The Chronicles of Riddick." Each presents a different picture of how technology and society could evolve in coming centuries, but one theme runs through all of them, the attempt to escape the Earth and seek new destinies among the stars. Four decades after the last trip to the moon, a new conception of spaceflight is emerging. Rather than rockets shooting humans across vast physical distances to sterile rocks that lack the resources to sustain life, perhaps robot space probes and orbiting telescopes will glean information about the universe, that humans can then experience inside computer-generated environments much closer to home. All nine of these fantastically rich multiplayer masterpieces have shown myriads of people that really radical alternatives to contemporary society could exist, and has served as a laboratory for examining the consequences. Each is a prototype of new social forms, a utopian subculture, and a simulation of technologies that have yet to be invented. They draw upon several different traditions of science fiction and academic philosophy, and they were created in several nations. By comparing these nine role-playing fantasies, we can better consider what kind of world we want to inhabit in the real future."
This book provides scholars, teacher educators, as well as reflective school leaders and teachers with valuable insights into what it is to be a teacher in the 21st century. It does so by presenting original research based on a study of several New Zealand schools between 2013 and 2015, and in particular, a focussed study of four of those schools in 2015. The book draws on the findings to take stock of some of the central manifestations of 21st-century learning, especially digital pedagogies and the collaborative practices associated with teaching and learning in modern learning environments. It reflects on the mental shifts and sometimes-painful transitions teachers and leaders are making and experiencing as they enter uncharted waters, moving from traditional classroom practices to ones that emphasise collaboration, teamwork and the radical de-centring of their personal roles. It outlines a blueprint for understanding how to navigate these changes, and describes and explains the nature of pedagogical shifts apparent in digital classrooms and modern learning environments.
This volume is a compilation of selected papers that were presented at the annual conference of the International Council of Educational Media (ICEM) in Tallinn, Estonia, on September 5 - 7, 2018. The book reports on recent interdisciplinary research and innovative practices regarding school-wide implementation of digital innovation and connects it with recent developments in the field of educational media. The key concept is "Digital Turn," which is understood as a socio-technical transition towards next-generation digital learning ecosystems in education. Although Digital Turn can also be implemented at the classroom or national levels, most of the contributions in this volume take a whole-school perspective on the policies and practices regarding digital innovation, educational media, e-assessment, digital competences of teachers and students as well as learning design and learning analytics.
This book examines the unexpected convergence between the higher education systems of India and France. This has resulted due to links between higher education investment and economic growth in the light of the knowledge triangle and the Lisbon strategy, which has recently been replaced by the Horizon 2020 scheme. The current state of Indo-French cooperation is highlighted and discussed in detail, with chapter 4 co-authored by prominent Indian scholar Geeta Nair, and it is suggested that the prospective Indo-French knowledge management system will provide a competitive advantage in the contemporary knowledge economy.
Educational Technology is the right couple to a radical innovation. Thanks to the appropriate technology in the right context with the best fit to the target audience, education can be drastically improved, meaning a better performance, competence achievement, match with the user's expectations and with the market needs. Serious games, Virtual reality, Augmented reality, Remote labs, Online learning, Blockchain, Mobile learning and many other key technologies allow for a better explanation of so many subjects, and even more: for a complete student involvement and a full teacher engagement into the educational system. Technology gives another angle to the same content, provides the user with a personalised experience and pushes the limits of knowledge a little further, every time. This book presents a number of radical innovations through technology, from experienced cases studies, to be replicated and inspired by; a powerful resource handbook for cutting-edge education.
How are expert educators using games in their classrooms to give students agency, while also teaching twenty-first century skills, like empathy, systems thinking, and design thinking? This question has motivated Matthew Farber's Game-Based Learning in Action: How an Expert Affinity Group Teaches With Games showcasing how one affinity group of K12 educators-known as "The Tribe"-teaches with games. They are transformational leaders outside the classroom, in communities of practice. They mentor and lead newcomers to game-based learning, as well as advise game developers, academics, and policymakers. Teachers in "The Tribe" do not teach in isolation-they share, support, and mentor each other in a community of practice. Farber shares his findings about the social practices of these educators. Game-Based Learning in Action details how the classrooms of expert game-based learning teachers function, from how they rollout games to how they assess learning outcomes. There are plenty of lessons to be learned from the best practices of expert educators. These teachers use games to provide a shared meaningful experience for students. Games are often the focal point of instruction. Featuring a foreword from James Paul Gee (Mary Lou Fulton Presidential Professor of Literacy Studies, and Regents' Professor), this book comments on promises and challenges of game-based learning in twenty-first century classrooms. If you are looking to innovate your classroom with playful and gameful learning practices, then Game-Based Learning in Action is for you! |
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