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Books > Social sciences > Education > Educational resources & technology > General
The book addresses the main issues concerned with the new development of learning processes, innovative pedagogical changes, the effects of new technologies on education, future learning content, which aims to gather the newest concepts, research and best practices on the frontiers of technology enhanced learning from the aspects of learning, pedagogies and technologies in learning in order to draw a picture of technology enhanced learning in the near future. Some issues like "e-learning ... m-learning ... u-learning - innovative approaches," "the Framework and Method for Understanding the New Generation Students," "Context-aware Mobile Role Playing Game for Learning," " Pedagogical issues in content creation and use: IT literacy through Spoken Tutorials," "Supporting collaborative knowledge construction and discourse in the classroom," "Digital Systems for Hierarchical Open Access to Education," " Using Annotated Patient Records to Teach Clinical Reasoning to Undergraduate Students of Medicine," " Utilizing Cognitive Skills Ontology for Designing Personalized Learning Environments" and "Using Interactive Mobile Technologies to Develop Operating Room Technologies Competency" are discussed in separate chapters.
This book examines the struggles over technology's use in education, digging into what the purpose of education is, how we should achieve it, who the stakeholders are, and whose voices win out. Drawing on theoretical and empirical work, it lays bare the messy realities of technology use in education and their implications for contemporary society.
The information age is changing how we experience the world and interact with it. This has implications for young people and their learning both in and out of the classroom. This book offers practical strategies for working with young people, helping educators and parents understand and react to this changing situation. The print dominated society led to linear thinking while the electronic world is interconnected, dynamic and ever changing. Linear thinking isn't enough anymore. To be successful our children need additional skills. We introduce the concept of a tangible world and virtual world and show how to make the most of both worlds by staying safe, by knowing how to move within the highly stimulating, interconnected world of the internet as well as when to disconnect and think more deeply, to become skilful thinkers, who understand how they think. This book offers practical ways to develop and deepen thinking at home and at school with both curriculum content and real world home issues. We explore the power of well-formed questions and questioning techniques, the concept of mindset, the power of failure and the dangers inherent in the wrong kinds of praise.
Despite the increasing ubiquity of the term, the concept of the digital university remains diffuse and indeterminate. This book examines what the term 'digital university' should encapsulate and the resulting challenges, possibilities and implications that digital technology and practice brings to higher education. Critiquing the current state of definition of the digital university construct, the authors propose a more holistic, integrated account that acknowledges the inherent diffuseness of the concept. The authors also question the extent to which digital technologies and practices can allow us to re-think the location of universities and curricula; and how they can extend higher education as a public good within the current wider political context. Framed inside a critical pedagogy perspective, this volume debates the role of the university in fostering the learning environments, skills and capabilities needed for critical engagement, active open participation and reflection in the digital age. This pioneering volume will be of interest and value to students and scholars of digital education, as well as policy makers and practitioners.
This book examines the increasing popularity of online citizen science projects arising from developments in ICT and rapid improvements in data storage and generation. As these new technologies allow for much higher levels of participation, collaboration and interaction, the author explores what online citizen science projects reveal about the 'democratisation' of science and distributed engagement with authentic research. Analysing the wider appeal of these projects as well as their potential for informal science learning and creating communities of practice, this book asks whether 'citizen' and 'researcher' will ever be on equal footing. Drawn from years of mixed-methods research, this volume sheds light on this under-researched subject area despite its recent growth and enormous potential. It is sure to be of interest to students and scholars of democratised knowledge, citizen science and online learning, as well as those already involved in citizen science.
There has been exponential growth in transnational education (TNE) in the last few years as UK universities have looked to expand their markets. Recipient countries have sought short cuts to developing their higher education provision which has proved a lucrative income stream for some universities. But overseas collaborations are not without risk. Recipient countries can be concerned with external influence over curricula, quality being diluted and higher education being infected by neo-imperialism. These concerns are not without foundation. There are risks for providers too. Reputations can be damaged if academic standards are compromised. Conflicts of interest can occur between quality of provision and the pot of gold on offer. Staff can view overseas collaborations as distracting from their research and commitment to home students. Computing is a particularly popular subject for TNE, but critical thinking, analysis, independent learning, and creativity can be compromised. Preventing plagiarism is difficult. Constant changes in technology result in constant curricula revision which causes severe problems for overseas collaborations. This book focuses on TNE in the computing domain. However cross-cultural issues challenge TNE management and administration whatever the subject area. If the ever present tensions are not continuously monitored they can quickly threaten the sustainability of the collaboration. This book identifies many of the threats and some of the solutions. The readership for this book is truly global. Any international development officer in higher education considering an overseas collaboration will benefit from this book. Any academic becoming engaged in, or already involved with a TNE partnership, either as provider or recipient, will gain information and insight into the practice and issues. Researchers in TNE will discover more lines of enquiry. Students considering a course with an overseas provider or in coming to the UK to study will be better prepared thereby enabling a more fulfilling and rewarding experience. Anyone who has an interest in TNE, whether at the senior executive level, operational level, delivering programmes or as a recipient of TNE should read this book. The wealth of experience gathered here will provoke questions, prompt debate and offer solutions. It has been written by people who know the issues, bear the scars and are happy to share their knowledge. It will greatly benefit future transnational collaborations.
This volume narrates and shares the often-unheard voices of students, parents, and educators during the COVID-19 pandemic. Through close analysis of their lived experiences, the book identifies key patterns, pitfalls, and lessons learnt from pandemic education. Drawing on contributions from all levels of the US education system, the book situates these myriad voices and perspectives within a prismatic theory framework in order to recognise how these views and experiences interconnect. Detailed narrative and phenomenological analysis also call attention to patterns of inequality, reduced social and emotional well-being, pressures on parents, and the role of communication, flexibility, and teacher-led innovation. Chapters are interchanged with interludes that showcase a lyrical and authentic approach to understanding the multiplicity of experience in the text. Providing a valuable contribution to the contemporary field of pandemic education research, this volume will be of interest to researchers, academics, and educators with an interest in the sociology of education, online teaching and eLearning, and those involved with the digitalization of education at all levels. Those more broadly interested in educational research methods and the effects of home-schooling will also benefit.
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.
This book focuses on approaches to teaching and learning that integrate emerging technologies to enhance the quality of education. It brings together conceptual and empirical insights to elaborate on the design of effective programs, educational policies and educational administration requirements. The chapters cover topics such as social media's use in learning, virtual learning, innovative pedagogy, data mining, massive open online courses (MOOCs) and sustainable education. Special emphasis is placed on virtual and augmented reality (VR/AR), and the use of electronic devices such as tablets and smartphones in the classroom. The authors explore how advances in information and communication technology (ICT) can improve opportunities through education for all. It presents an international perspective, with authors from Europe, Asia, the Middle East, and North and South America.
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.
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.
This book explores the concepts of innovation and entrepreneurship through multiple lenses in the context of education. Mixing equal parts of theory and practice, this volume takes a closer look on how innovation and entrepreneurship are approached around the globe as disciplines, methods, and mindsets. Focusing on ubiquitous learning and transcending the borders of formal, informal, and non-formal learning, the book presents theoretical models and case studies of initiatives, practices, and projects on how innovative pedagogies and ICT could support the development of innovation and entrepreneurial skills for business and everyday life. Featured examples illustrate how emerging learning theories and technology could become powerful agents in nurturing creativity, self-efficacy, problem-solving, social connectedness, and inclusion. The book provides a glimpse at the state-of-the-art in innovation and entrepreneurship in education as seen through the latest academic studies and business currents.
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.
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. |
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