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Books > Social sciences > Education > Educational resources & technology > General
The International Encyclopedia of Educational Technology presents a comprehensive collection of state-of-the-art reports which cover the whole field of educational technology throughout the world. This Encyclopedia consists of articles which have been drawn from The International Encyclopedia of Education, with revisions and updates, as well as new articles specially commissioned to cover recent developments in the field of educational technology. These articles are thematically organized within five interrelated sections, each section having its own introduction outlining the scope and range of ideas and applications covered. Within the sections, extensive coverage is given to conceptual frameworks, technical developments, the design and distribution of instructional resources, the organization and professionalization of educational technology, the potential and impact of new technology, and practical problems of classroom use. This substantial reference work offers authoritative reviews of the field as well as pointing to new directions in educational technology and its applications worldwide. It is envisaged that the "Encyclopedia" will become an essential part of the education technologist's personal library and an invaluable aid to educational technology students, as well as being of interest to all concerned with contemporary developments in the field.
How can we make sure that our children are learning to be creative thinkers in a world of global competition - and what does that mean for the future of education in the digital age? David Williamson Shaffer offers a fresh and powerful perspective on computer games and learning. How Computer Games Help Children Learn shows how video and computer games can help teach children to build successful futures - but only if we think in new ways about education itself. Shaffer shows how computer and video games can help students learn to think like engineers, urban planners, journalists, lawyers, and other innovative professionals, giving them the tools they need to survive in a changing world. Based on more than a decade of research in technology, game science, and education, How Computer Games Help Children Learn revolutionizes the ongoing debate about the pros and cons of digital learning.
This is the first comprehensive research monograph devoted to the use of augmented reality in education. It is written by a team of 58 world-leading researchers, practitioners and artists from 15 countries, pioneering in employing augmented reality as a new teaching and learning technology and tool. The authors explore the state of the art in educational augmented reality and its usage in a large variety of particular areas, such as medical education and training, English language education, chemistry learning, environmental and special education, dental training, mining engineering teaching, historical and fine art education. Augmented Reality in Education: A New Technology for Teaching and Learning is essential reading not only for educators of all types and levels, educational researchers and technology developers, but also for students (both graduates and undergraduates) and anyone who is interested in the educational use of emerging augmented reality technology.
This book fulfills a need for planning in higher education due to the impending impact of ten twenty-first century technologies: 3D printing, artificial intelligence, autonomous vehicles, bitcoin/blockchain, genome development: agricultural, genome: medical, internet of things, nanotechnology, personal robot, and quantum computing. Each of these technologies develop in a two-stage manner: Stage 1, Linear, and Stage 2, Exponential. Uber and Airbnb are excellent examples that developed for a short time in Stage 1, a step-by-step manner, before then reaching Stage 2, where they accelerated with exponential velocity. Both were able to accomplish rapid development through the use of digital support. The ten technologies listed above are all currently developing in Stage 1; however, each will reach Stage 2, and when they do, they will have powerful impacts on community colleges and universities. Their extremely rapid development in the second stage could take higher education by storm if the leaders, faculty, and staff are not prepared for them. This book presents ARPAC, a planning method to successfully deal with the impact of these technologies. This planning method is critical for the future viability and success of community colleges and universities.
How can you shift from a focus on content to the creation of active learning experiences? In this practical resource, author Jason Kennedy provides a blueprint to help you stop "teaching" and start designing learning, so you can improve students' critical thinking, decision making, problem solving, and collaboration with others, preparing them for their futures beyond school doors. The framework for learning design covers components of planning (learning targets), of instruction (the opening, learning task, skills, tools, and success criteria), and of the work session (choices, pathways, feedback, and assessment). Appropriate for teachers of any subject area, the book also offers wide variety of tools to help you implement the ideas in your own setting.
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.
This book examines educational semiotics and the representation of knowledge in school science. It discusses the strategic integration of animation in science education. It explores how learning through the creation of science animations takes place, as well as how animation can be used in assessing student's science learning. Science education animations are ubiquitous in a variety of different online sites, including perhaps the most popularly accessed YouTube site, and are also routinely included as digital augmentations to science textbooks. They are popular with students and teachers and are a prominent feature of contemporary science teaching. The proliferation of various kinds of science animations and the ready accessibility of sophisticated resources for creating them have emphasized the importance of research into various areas: the nature of the semiotic construction of knowledge in the animation design, the development of critical interpretation of available animations, the strategic selection and use of animations to optimize student learning, student creation of science animations, and using animation in assessing student science learning. This book brings together new developments in these research agendas to further multidisciplinary perspectives on research to enhance the design and pedagogic use of animation in school science education. Chapter 1 is available open access under a Creative Commons Attribution 4.0 International License via link.springer.com.
This volume collects most recent work on the role of technology in mathematics education. It offers fresh insight and understanding of the many ways in which technological resources can improve the teaching and learning of mathematics. The first section of the volume focuses on the question how a proposed mathematical task in a technological environment can influence the acquisition of knowledge and what elements are important to retain in the design of mathematical tasks in computing environments. The use of white smart boards, platforms as Moodle, tablets and smartphones have transformed the way we communicate both inside and outside the mathematics classroom. Therefore the second section discussed how to make efficient use of these resources in the classroom and beyond. The third section addresses how technology modifies the way information is transmitted and how mathematical education has to take into account the new ways of learning through connected networks as well as new ways of teaching. The last section is on the training of teachers in the digital era. The editors of this volume have selected papers from the proceedings of the 65th, 66th and 67th CIEAEM conference, and invited the correspondent authors to contribute to this volume by discussing one of the four important topics. The book continues a series of sourcebooks edited by CIEAEM, the Commission Internationale pour l'Etude et l'Amelioration de l'Enseignement des Mathematiques / International Commission for the Study and Improvement of Mathematics Education.
This book explores the potential of social media as a space for teaching and bringing about sustainable peace. Using cutting-edge research, the editors and authors analyze the fundamental transformations taking place in the digital and interactive public sphere, most recently with the advent of the 'post-truth' age and the impact of this upon young people's perceptions of 'friend' and 'foe'. Peace initiatives at almost every level recognize the importance of education for sustainable peace: this volume examines the opportunities emerging from these societal transformations for both formal and informal education. This book will appeal to students and scholars of social media, peace education and the post-truth age.
The first book to systematically discuss the skills and literacies needed to use digital media, particularly the Internet, van Dijk and van Deursen's clear and accessible work distinguishes digital skills, analyzes their roles and prevalence, and offers solutions from individual, educational, sociological, and policy perspectives.
Technology and Workplace Skills for the Twenty-First Century examines many of the rapid changes taking place at the intersection of workplace demands and higher education throughout the Asia Pacific region. The globalized, interdependent twenty-first century workforce is built around computing, communication, and automation. These characteristics have changed the ways in which higher education is connected to the workforce and raised the stakes for educating students for the changing workforce. In this book, scholars and education leaders throughout Asia Pacific and the US investigate how the changing needs of the workforce have shaped higher education's curriculum, methods, and orientation, and show how different Asia Pacific countries have responded differently to these challenges.
This book addresses how forward-thinking local communities are integrating pre-college STEM education, STEM pedagogy, industry clusters, college programs, and local, state and national policies to improve educational experiences, drive local development, gain competitive advantage for the communities, and lead students to rewarding careers. This book consists of three sections: foundational principles, city/regional case studies from across the globe, and state and national context. The authors explore the hypothesis that when pre-college STEM education is integrated with city and regional development, regions can drive a virtuous cycle of education, economic development, and quality of life. Why should pre-college STEM education be included in regional technology policy? When local leaders talk about regional policy, they usually talk about how government, universities and industry should work together. This relationship is important, but what about the hundreds of millions of pre-college students, taught by tens of millions of teachers, supported by hundreds of thousands of volunteers, who deliver STEM education around the world? Leaders in the communities featured in STEM in the Technopolis have recognized the need to prepare students at an early age, and the power of real-world connections in the process. The authors advocate for this approach to be expanded. They describe how STEM pedagogy, priority industry clusters, cross-sector collaboration, and the local incarnations of global development challenges can be made to work together for the good of all citizens in local communities. This book will be of interest to government policymakers, school administrators, industry executives, and non-profit executives. The book will be useful as a reference to teachers, professors, industry professional volunteers, non-profit staff, and program leaders who are developing, running, or teaching in STEM programs or working to improve quality of life in their communities.
Augmented Education in the Global Age: Artificial Intelligence and the Future of Learning and Work is an edited collection that explores the impact of Artificial Intelligence on learning and work, and how this emerging technology will transform and disrupt our current institutions. Chapters in this book discuss the history of technological revolutions and consider the anxieties and social challenges of lost occupations as well as the new economic and labor opportunities in the evolution of industries. Chapter authors unpack the nature of augmented education, from revamping curriculum and personalizing education, to redesigning learning spaces and redefining teaching in a computational era. Ultimately the book discusses policy and planning for an augmented future, arguing that education systems are undergoing a metamorphosis and will need to adapt in order to support competitive labor systems amid global competition and the race against automating technologies. Bringing together expert perspectives from around the world, this is the exciting, informative collection of research and analysis surrounding the future of work and learning amid rapid, accelerating technological change.
This book introduces the reader to evidence-based non-formal and informal science learning considerations (including technological and pedagogical innovations) that have emerged in and empowered the information and communications technology (ICT) era. The contributions come from diverse countries and contexts (such as hackerspaces, museums, makerspaces, after-school activities) to support a wide range of educators, practitioners, and researchers (such as K-12 teachers, learning scientists, museum curators, librarians, parents, hobbyists). The documented considerations, lessons learned, and concepts have been extracted using diverse methods, ranging from experience reports and conceptual methods to quantitative studies and field observation using qualitative methods. This volume attempts to support the preparation, set-up, implementation, but also evaluation of informal learning activities to enhance science education.
Online and virtual learning has developed into an essential aspect of learning technologies. A transdisciplinary perspective is needed to evaluate the interplay between social awareness and online virtual environments. Recent Advances in Applying Identity and Society Awareness to Virtual Learning is a critical academic publication that provides a robust examination of the social aspects of virtual learning by providing groundbreaking research on the use of 3D design thinking and cognitive apprenticeship in virtual learning spaces for team science, transdisciplinarity, idea incubation, and curation. It also identifies new patterns, methods, and practices for virtual learning using enhanced educational technology that leverages artificial intelligence, cloud computing, and the Internet of Things (IoT) to integrate 3D immersive environments, augmented reality, games, simulations, and wearable technology, while also evaluating the impact of culture, community, and society on lifelong learning and self-determinism to address critical problems in education, such as STEM. Focusing on a broad range of topics including learning spaces, cloud computing, and organizational strategy, this publication is ideal for professionals, researchers, educators, and administrators.
Mapping Holistic Learning: An Introductory Guide to Aesthetigrams introduces the concept of aesthetigrams. These are participant-produced visual maps of aesthetic engagement. The map-making strategy was originally developed by one of the authors, Boyd White, to assist him in understanding what his university-level students were experiencing as they interacted with artworks. Such interactions are, after all, private, individualistic, and fleeting. How can a teacher foster student/teacher dialogue that might lead to enhanced engagement, much less do research, without a concrete record of such engagement? Aesthetigrams provide that record. Recently, the strategy has been adapted to other fields of study-the teaching of literature, and philosophy for children, as well as the writing of poetry. Boyd White and Amelie Lemieux are persuaded that the strategy could be expanded into other disciplines. For example, might it not be useful for a teacher to know what a student is feeling and thinking as she struggles with a mathematical concept? Mapping Holistic Learning is divided into three sections. Chapter 1 addresses the theoretical framework that underpins the authors' research. The second section, Chapters 2 to 5, provides examples of aesthetigram usage within the formal education environment, in art and literature classrooms. The third section, Chapters 6 and 7, introduces two recent experiments in informal settings-one in an adult poetry workshop, the other in a philosophy-for-children workshop. It is not necessary to follow the book in chronological order. Readers are invited to attend to the chapters that most closely address their individual interests.
This book provides a conceptual and empirical perspective on learning analytics, its goal being to disseminate the core concepts, research, and outcomes of this emergent field. Divided into nine chapters, it offers reviews oriented on selected topics, recent advances, and innovative applications. It presents the broad learning analytics landscape and in-depth studies on higher education, adaptive assessment, teaching and learning. In addition, it discusses valuable approaches to coping with personalization and huge data, as well as conceptual topics and specialized applications that have shaped the current state of the art. By identifying fundamentals, highlighting applications, and pointing out current trends, the book offers an essential overview of learning analytics to enhance learning achievement in diverse educational settings. As such, it represents a valuable resource for researchers, practitioners, and students interested in updating their knowledge and finding inspirations for their future work.
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 cost and impact of the novel coronavirus (COVID-19) on Higher Education in India and provide expert forecasts on the future of higher education in this region. This edited book will provide a critical reflection on the sectoral impact, opportunities and challenges for higher education in post-pandemic India. This book will serve as an opportunity for faculty, researchers and practitioners of education to reconsider and reimagine the governance, financing and management of institutions of higher education in India.
This book constitutes the refereed post-conference proceedings of the IFIP TC 3 Open Conference on Computers in Education, OCCE 2020, held in Mumbai, India, in January 2020. The 11 full papers and 4 short papers included in this volume were carefully reviewed and selected from 57 submissions. The papers discuss key emerging topics and evolving practices in the area of educational computing research. They are organized in the following topical sections: computing education; learners' and teachers' perspectives; teacher professional development; the industry perspective; and further aspects.
Access to big data, the "new commodity" for the 21st century economies, and its uses and potential abuses, has both conceptual and methodological impacts for the field of comparative and international education. This book examines, from a comparative perspective, the impact of the movement from the so-called knowledge-based economy towards the Intelligent Economy, which is premised upon the application of knowledge. Knowledge, the central component of the knowledge-based economy, is becoming less important in an era that is projected to be dominated and defined by the integration of complex technologies under the banner of the fourth industrial revolution. In this new era that blends the physical with the cyber-physical, the rise of education intelligence means that clients including countries, organizations, and other stakeholders are equipped with cutting-edge data in the form of predicative analytics, and knowledge about global educational predictions of future outcomes and trends. In this sense, this timely volume links the advent of this new technological revolution to the world of governance and policy formulation in education in order to open a broader discussion about the systemic and human implications for education of the emerging intelligent economy. By providing a unique comparative perspective on the Educational Intelligent economy, this book will prove invaluable for researchers and scholars in the areas of comparative education, artificial intelligence and educational policy.
This book is a useful guide for the teaching fraternity, administrators and education technology professionals to make good use of AI across outcome-based technical education (OBTE) ecosystem and infuse innovations and affordable digital technologies to traditional pedagogic processes to make teaching-learning more independent of human factor (teacher/student quality), time and place and at the same time more impactful and enjoyable for the learners. Providing access to the digital media and learning tools (even to the extent of mobile apps) to the students would allow them to keep pace with innovations in learning technologies, learn according to their own pace and improve their understanding level and have instantaneous feedback and evaluation. The book explores these new challenges and scope of using computational intelligence in educational technology. The book also addresses how based on the data collected from the outcome of conventional educational system, intelligent diagnostic and feedback system is developed which will change the teaching strategies and corresponding teaching-learning process. The book covers a wider framework of digital pedagogy and its intelligent applications on various sectors of education system.
* 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.
* 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 cutting edge book considers how advances in technologies and new media have transformed our perception of education, and focuses on the impact of the privatisation of digital tools as a mean of knowledge production. Arguing that education needs to adapt to the modern learner, the book's unique approach is based on a disassociation with the deeply ingrained attitude with which people have traditionally viewed education - learning the existing symbolic systems of certain disciplines and then expressing themselves strictly within the operational modes of these systems. The ways of knowledge production - exploring, recording, representing, making meaning of and sharing human experiences - have been fundamentally transformed through the infusion of digital technologies into all aspects of human activity, allowing learners to engage with their immediate natural, social and cultural environments by capitalising on their individual abilities and interests. This book proposes a new approach to teaching and learning termed 'cinematic bricolage', which involves generating knowledge from heterogeneous resources in a 'do-it-yourself' manner while making meaning through multimodal representations. It shows how cinematic bricolage reconnects ways of knowing with ways of being, empowering the individual with a sense of personal identity and responsibility, helping to shape more aware social citizens. |
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