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Books > Social sciences > Education > Educational resources & technology > General
Teachers are now expected to use technology to enhance students' learning, but what does this mean in the classroom and how can you apply it effectively to subject teaching? This book, for pre-service and qualified teachers, offers you a guide for using technology in primary and secondary schools, including how to decide which technology resource to use, safeguarding and ethical considerations and computer coding in the classroom. Further guidance is provided on using technology across the learning areas of literacy, mathematics, STEM and the arts. Key features include: * Classroom scenarios which tackle common challenges faced by teachers and how to resolve them * Examples of best practice technology use in early childhood settings, primary and secondary classrooms * A future-proofed approach focusing on theory-informed best practice in an ever-changing world of devices and software Essential reading for pre-service teacher education students in both primary and secondary education courses on undergraduate and postgraduate routes into teaching and for qualified teachers looking to deepen their professional knowledge. Joanne Blannin is Senior Lecturer in Digital Transformations at Monash University.
Since its inception, eye-tracking technology has evolved into a critical device in psychological and sociological settings. By tracking eye movement, one can conduct lie detection, learn about neuropsychology, and measure reading response. Recently, these technologies have been implemented in Educational and School Psychology as a way to assess how students interact with content. Eye-Tracking Technology Applications in Educational Research enriches the current pool of educational research with cutting-edge applications of eye tracking in education. Seeking to advance this emergent, interdisciplinary field, this publication collects a diverse group of researchers exploring all aspects of this technology as an essential reference for educators, researchers, administrators, and advanced graduate students.
The Internet of Toys (IoToys) is a developing market within our Internet of Things (IoT) ecosystem. This book examines the rise of internet-connected toys and aims to anticipate the opportunities and risks of IoToys before their widespread diffusion. Contributors to this volume each provide a critical analysis of the design, production, regulation, representation and consumption of internet-connected toys. In order to address the theoretical, methodological and policy questions that arise from the study of these new playthings, and contextualise the diverse opportunities and challenges that IoToys pose to educators, families and children themselves, the chapters engage with notions of mediatization, datafication, robotification, connected and post-digital play. This timely engagement with a key transformation in children's play will appeal to all readers interested in understanding the social uses and consequences of IoToys, and primarily to researchers and students in children and media, early childhood studies, media and communications, sociology, education, social psychology, law and design.
Teachers' active online participation and engagement with students are critical factors to the success of online courses. Essentials of Online Teaching is a standards-based, straightforward guide to teaching online in higher education, high school and vocational training, or corporate learning environments. This brief but powerful book encourages immediate application of concepts with the help of real-world examples, technical insights, and professional advice. The guide includes: a practical approach informed by, but not about, relevant learning theories; clear models and examples from a wide variety of online courses; teachers' reflections about their online practice; a checklist of standards to help guide teaching decisions; and an accompanying website (www.essentialsofonlineteaching.com) with additional resources. Essentials of Online Teaching addresses key instructional challenges in online teaching and presents the reader with practical solutions for each phase of a course-preparation, beginning, middle, and end.
This book looks at the value of integrating the arts and sciences in the school curriculum. It argues that this will help students further their understanding of analytical concepts through the use of creativity. The authors illustrate how schools can work towards presenting common practices, concepts, and content. Coverage features case studies and lessons learned from classrooms across the United States. The notion of STEAM (Science, Technology, Engineering, Arts, and Mathematics) is an emerging discipline unique in its desire to provide a well-rounded approach to education. The chapters of this volume examine STEAM in a variety of settings, from kindergarten to higher education. Readers will learn about the practical considerations involved when introducing the arts and creativity into traditionally left brain processes. This includes best practices for creating and sustaining successful STEAM initiatives in any school, college, or university. For instance, one chapter discusses novel approaches to teach writing with the scientific method in order to help students better present their ideas. The authors also detail how the arts can engage more diverse learners, including students who are not traditionally interested in STEM subjects. They provide three concrete examples of classroom-tested inquiries: designing a prosthetic arm for a child, making a paleontology investigation, and taking a closer look at the arts within roller coaster engineering. This book is an invaluable resource for teachers and teacher trainers, university faculty, researchers, and school administrators. It will also be of interest to science, mathematics, engineering, computer science, information technology, arts and design and technology teachers.
Changing student demographics demand that colleges and universities meet the special needs of a new population, and libraries will play an increasingly important role in facing these challenges of the future. This professional reference is intended for academic librarians interested in establishing peer outreach programs for minority students. The volume includes an overview of the unique challenges facing academic institutions and libraries today in serving a diverse student population, suggestions on working effectively in the current academic environment, and practical guidelines for specific program design, implementation, and evaluation. Topics considered include performing a community analysis, the politics of program development, budgeting, personnel management, and program evaluation. Model program materials are included to assist librarians in establishing similar programs, and a bibliography provides a list of additional information sources.
Teaching and Learning with Technology sets out key principles for digital learning underpinned by research evidence. It explores the ways in which technology can help teachers to achieve their goals and support good pedagogy and offers practical strategies for using technology when planning and delivering effective lessons. Drawing on examples from across the curriculum and highlighting a wide range of key technologies, chapters cover: Live remote teaching Delivering content and instruction Using technology to assess learning Alternative learning platforms Ensuring accessibility and personalising learning E-safety, safeguarding and legal compliance Written by a leading expert in digital education and filled with easy to implement tips, this book is an essential guide for all teachers delivering lessons online.
This book explores the efficacy of game-based learning to develop university students' skills and competencies. While writing on game-based learning has previously emphasised the use of games developed specifically for educational purposes, this book fills an important gap in the literature by focusing on commercial games such as World of Warcraft and Minecraft. Underpinned by robust empirical evidence, the author demonstrates that the current negative perception of video games is ill-informed, and in fact these games can be important tools to develop graduate skills related to employability. Speaking to very current concerns about the employability of higher education graduates and the skills that university is intended to develop, this book also explores the attitudes to game-based learning as expressed by instructors, students and game developers.
Teaching Computational Creativity examines the new interdisciplinary pedagogies of today's coding-intensive interactive media and design curricula. Students, researchers and faculty will find a comprehensive overview of educational practices pertaining to innovation fields such as digital media, 3D printing, agile development, physical computing, games, dance, collaboration, teacher education and online learning. This volume fills an important gap in the literature on creative computation, as practitioners are rarely challenged to reflect on or share their teaching practices. How do we design effective inter-, multi-, cross- and trans-disciplinary pedagogy and curricula? Brought together here are essays on the pedagogies that produce the so-called 'unicorns' - graduates who can code and create. Here, the intertwining of (what many consider mutually exclusive) artistic sensitivities and computational skills plays an essential role, calling forth a new kind of undergraduate curriculum attuned to the interweaving of skillsets and theoretic knowledge needed to create and innovate with ever-changing technologies.
This book describes and outlines the theoretical foundations of system simulation in teaching, and as a practical contribution to teaching-and-learning models. It presents various methodologies used in teaching, the goal being to solve real-life problems by creating simulation models and probability distributions that allow correlations to be drawn between a real model and a simulated model. Moreover, the book demonstrates the role of simulation in decision-making processes connected to teaching and learning.
The 27th volume of the Educational Media and Technology Yearbook describes current developments and trends in the field of instructional technology. Prominent themes for this volume include e-learning, collaboration, the standards reform movement, and a critical look at the field in its historical context. The audience for the Yearbook consists of media and technology professionals in schools, higher education, and business contexts, including instructional technology faculty, school library media specialists, curriculum leaders, business training professionals, and instructional designers. The Educational Media and Technology Yearbook has become a standard reference in many libraries and professional collections. Examined in relation to its companion volumes of the past, it provides a valuable historical record of current ideas and developments in the field.
This book provides faculty and instructors with an introductory guide to integrating mobile learning in their courses. Recognizing that a smartphone is the first and main piece of technology anyone owns, with ownership exceeding 95% for those aged 18-29, with a sizable minority of these being smartphone-dependent; and that instructors are relying on technology for teaching and learning more than ever; this book addresses the imperative that course materials and interactions be increasingly available through the technology that students use most often. Dispelling the notion that mobile learning is for the tech-savvy and adventurous, mobile-mindful teaching offers teachers a way to take a few steps at a time, share options with students, and progressively develop ideas and practices. The book invites you to explore your own way into mobile learning. Christina Moore stresses two principles as you engage with mobile learning--intention and fluidity. This begins with mindfully implementing mobile learning opportunities so that students see the usefulness of learning via phone; and recognizing the fluid learning environments in which students learn so you can offer online modalities and functions appropriate to purpose and situations. The book opens with a "start with self" section on How to Be a Mobile Mindful Learner, offering ideas on exploring the almost infinite available online resources in your discipline to curate a rich and ever-expanding compilation of ideas for use in your scholarly work and teaching; and identifying different types of learning (digital reading, audio and visual learning, and social learning) across multiple devices and contexts to consider as you develop your course. The section "Toward Mobile-Mindful Teaching" explores ways to add mobile options to existing learning materials and how they and the LMS functions you use are rendered on a phone by taking a mobile test drive through your course. Christina Moore shows how, by building up your mobile learning skills to be a more productive scholar and developing habits that feed your curiosity and creativity, you can start planning how you can create fluid learning opportunities for your students they can access across devices, time, and space, and take advantage of found moments of time and informal spaces.
This book uncovers the crucial issues in learning technologies in this digital transformation moment, specifically within the COVID-19 umbrella effects. Remote learning, educational technologies, or distance learning are usually used topics by teachers, students, and researchers because the educational context should be transformed and even reinvented itself drastically. Technologies have been used more intensively in the last year than during the last decade. However, what is the effect of these "new" technologies on the teaching and learning methodologies? Are teachers and students fully digital competent to integrate these technologies in their teaching and learning activities? In this book, the authors claim to go forward that the online teaching conception to replicate the face-to-face teaching through a camera. They propose adapting the active methodologies to the online or hybrid context, which is a challenge that must be corroborated with rigorous educational research.
* The book breaks down common assumptions and misconceptions about the utility of educational technologies in effective teaching. * Each chapter uses vivid, accessible classroom scenarios to close the distance between traditional learning and competence in technologies. * After covering a wide array of classroom issues and applicable technologies, the author concludes with a unifying critical position on sound research methods.
This book A Beginner's Guide to Learning Analytics is designed to meet modern educational trends' needs. It is addressed to readers who have no prior knowledge of learning analytics and functions as an introductory text to learning analytics for those who want to do more with evaluation/assessment in their organizations. The book is useful to all who need to evaluate their learning and teaching strategies. It aims to bring greater efficiency and deeper engagement to individual students, learning communities, and educators. Covered here are the key concepts linked to learning analytics for researchers and practitioners interested in learning analytics. This book helps those who want to apply analytics to learning and development programs and helps educational institutions to identify learners who require support and provide a more personalized learning experience. Like chapters show diverse uses of learning analytics to enhance student and faculty performance. It presents a coherent framework for the effective translation of learning analytics research for educational practice to its practical application in different educational domains. This book provides educators and researchers with the tools and frameworks to effectively make sense of and use data and analytics in their everyday practice. This book will be a valuable addition to researchers' bookshelves.
Research on students' media use outside of education is just slowly taking off. Influences of information and communication technologies (ICT) on human information processing are widely assumed and particularly effects of dis- and misinformation are a current threat to democracies. Today, higher education competes with a very diverse (online) media landscape and domain-specific content from sources of varying quality, ranging from high-quality videographed lectures by top-level university lecturers, popular-scientific video talks, collaborative wikis, anonymous forum comments or blog posts to YouTube remixes of discipline factoids and unverified twitter feeds. Self-organizing learners need more knowledge, skills, and awareness on how to critically evaluate quality and select trustworthy sources, how to process information, and what cognitive, affective, attitudinal, behavioral, and neurological effects it can have on them in the long term. The PLATO program takes on the ambitious goal of uniting strands of research from various disciplines to address these questions through fundamental analyses of human information processing when learning with the Internet. This innovative interdisciplinary approach includes elements of ICT innovations and risks, learning analytics and large-scale computational modelling aimed to provide us with a better understanding of how to effectively and autonomously acquire reliable knowledge in the Information Age, how to design ICTs, and shape social and human-machine interactions for successful learning. This volume will be of interest to researchers in the fields of educational sciences, educational measurement and applied branches of the involved disciplines, including linguistics, mathematics, media studies, sociology of knowledge, philosophy of mind, business, ethics, and educational technology.
In recent years, digital badging systems have become a credible means through which learners can establish portfolios and articulate knowledge and skills for both academic and professional settings. Digital Badges in Education provides the first comprehensive overview of this emerging tool. A digital badge is an online-based visual representation that uses detailed metadata to signify learners' specific achievements and credentials in a variety of subjects across K-12 classrooms, higher education, and workplace learning. Focusing on learning design, assessment, and concrete cases in various contexts, this book explores the necessary components of badging systems, their functions and value, and the possible problems they face. These twenty-five chapters illustrate a range of successful applications of digital badges to address a broad spectrum of learning challenges and to help readers formulate solutions during the development of their digital badges learning projects.
Digital Storytelling in Second and Foreign Language Teaching offers a concise overview of the theoretical underpinnings, rationales, and related pedagogical implications of second and foreign language learning (S/FLL) through digital storytelling for those readers who want to begin experiencing this mode of teaching and learning. It provides educators and language teachers with a research-oriented, evidence-driven knowledge base of the current digital storytelling tools that are apt for learning/teaching different language skills at K-12, college, and university contexts, empirically assessing their effectiveness. In addition to depicting a consolidated picture of digital storytelling (DST) for second and foreign language learning in theory and practice, the book helps readers gain a better understanding of the possible challenges and constraints against the effective integration of these tools for language learning purposes. In addition, case studies conducted in different contexts add to the existing body of research, providing researchers in the fields of language teaching and educational technology with an opportunity to benefit from research designs, findings, and methods. Further, the book expands readers' knowledge base on students and teachers' perception toward language learning by means of digital storytelling tools. The implications discussed in different chapters of this book offer insights for the readers who are interested in conducting further research on this subject in other disciplines. As digital storytelling tools and presentation software which are specifically designed for educational purposes are becoming more accessible and widely applied, a nuanced understanding of how these tools should be best applied for educational purposes including language practice is becoming an imperative. The present publication aims at offering such an understanding, acting as a reference guide, and making DST a tangible instructional design for teachers, educators, learners, curriculum designers, and policy makers in the field of S/FLL and educational technology.
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.
This book constitutes the refereed proceedings of five International Workshops held as parallel events of the 18th IFIP WG 12.5 International Conference on Artificial Intelligence Applications and Innovations, AIAI 2022, virtually and in Hersonissos, Crete, Greece, in June 2022: the 11th Mining Humanistic Data Workshop (MHDW 2022); the 7th 5G-Putting Intelligence to the Network Edge Workshop (5G-PINE 2022); the 1st workshop on AI in Energy, Building and Micro-Grids (AIBMG 2022); the 1st Workshop/Special Session on Machine Learning and Big Data in Health Care (ML@HC 2022); and the 2nd Workshop on Artificial Intelligence in Biomedical Engineering and Informatics (AIBEI 2022). The 35 full papers presented at these workshops were carefully reviewed and selected from 74 submissions.
As communication resource technologies improve and adjust to the needs of the individual, the prevalence of distance learning increases, continuing the development of educational advancements. Second-Language Distance Learning and Teaching: Theoretical Perspectives and Didactic Ergonomics explores the construct of distance second language learning, its defined parameters, theoretical models, and model method validation. This reference work offers educators and practitioners a comprehensive and interdisciplinary perspective, while introducing the principles for understanding, designing, and running learning environments.
This book addresses current issues regarding the ethical use of information technology in a holistic vision, by combining the perspectives of education specialists and those in the field of computer science at the level of higher education. It provides a current ethical perspective on the problems and solutions involved in the use of information technology in higher education. It appeals to readers interested in exploring the problems and appropriate solutions related to the ethical use of new technologies in higher education.
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.
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