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Books > Social sciences > Education > Educational resources & technology > General
The adequate integration of information and communication technologies (ICT) in educational and training processes is one of the biggest current challenges in education. The classroom of the present is very different from just a few decades ago, new technological tools are completely transforming its characteristics and activities. This internationally authored book offers a timely, effective and practical vision of this new educational scenario. The book takes a multidisciplinary approach in looking at the problems and possible solutions that are faced by the educational professional of the 21st century when, by necessity or obligation, they face the use of ICT in their daily tasks. Divided into two parts, one theoretical and another practical, this book offers the highlights of the most important lines of research that are being developed today in educational technology, and importantly presents the innovations which have had the most impact over recent years. From the profound transformations in the physical classroom to everything that involves new virtual scenarios, where online teaching requires innovative strategies and training processes, this book describes the diverse scenarios that ICT has generated and will continue to generate in the field of education. It presents a new and a very different type of education that can be adapted to the needs of the citizen of the digital society.
The book focuses on effective technology use and diffusion. Theoretical principles such as SAMR and TPACK are discussed and connected to real-world scenarios, emphasizing leadership in implementing classroom and school-wide technology implementation to support student learning. Theories and practices for providing professional development for technology implementation are addressed. Activities to be completed in small groups or individually, as well as examples of technology tools, are provided to further underscore the application of key concepts.
The book focuses on effective technology use and diffusion. Theoretical principles such as SAMR and TPACK are discussed and connected to real-world scenarios, emphasizing leadership in implementing classroom and school-wide technology implementation to support student learning. Theories and practices for providing professional development for technology implementation are addressed. Activities to be completed in small groups or individually, as well as examples of technology tools, are provided to further underscore the application of key concepts.
"In order to enable the widespread adoption of online education, faculty must be trained in the pedagogy of teaching in this medium. This book offers an understanding of how cognition and learning theory applies to an online learning environment. Through behaviorist, constructivist, and cognitive approaches it provides strategies for incorporating this knowledge into effective learner-centered teaching practice. Each chapter contains reflection and discussion questions and, with the use of the accompanying CD, can be used for self-directed learning. It is ideal for new instructors or those new to online teaching."--
It is not that public schools don't know the importance of technology integration, it's the barriers to integrating that result in schools not having the latest, greatest, or fastest technology for their students. This book not only addresses these barriers, but offers researched solutions that are of low to no cost.
This book offers a much-needed resource for faculty and professional staff to build quality online courses by focusing on quality standards in instructional design and transparency in learning outcomes in the design of online courses. It includes effective instructional strategies to motivate online learners, help them become more self-directed, and develop academic skills to persist and successfully complete a program of study online. It also includes a more in-depth understanding of instructional design principles to support faculty as they move their face-to-face courses to the online environment.
Changes in the discipline of english language arts teacher education have produced a much more expansive understanding of literacy and of what teachers of English language arts do. This volume addresses these changes by featuring innovation-both theoretical and applied-in the field itself. Changes in the field of English language arts teacher education suggest a need to also examine how teachers approach learning to teach in a field that has so quickly evolved. This book seeks to understand how a future teaching force will approach this changing landscape and how we, as English teacher educators, might effectively prepare them to do so.
It is not that public schools don't know the importance of technology integration, it's the barriers to integrating that result in schools not having the latest, greatest, or fastest technology for their students. This book not only addresses these barriers, but offers researched solutions that are of low to no cost.
Game-based learning environments and learning analytics are attracting increasing attention from researchers and educators, since they both can enhance learning outcomes. This book focuses on the application of data analytics approaches and research on human behaviour analysis in game-based learning environments, namely educational games and gamification systems, to provide smart learning. Specifically, it discusses the purposes, advantages and limitations of applying such approaches in these environments. Additionally, the various smart game-based learning environments presented help readers integrate learning analytics in their educational games and gamification systems to, for instance, assess and model students (e.g. their computational thinking) or enhance the learning process for better outcomes. Moreover, the book presents general guidelines on various aspects, such as collecting data for analysis, game-based learning environment design, system architecture and applied algorithms, which facilitate incorporating learning analytics into educational games and gamification systems. After a general introduction to help readers become familiar with the subject area, the individual chapters each discuss a different aim of applying data analytics approaches in educational games and gamification systems. Lastly, the conclusion provides a summary and presents general guidelines and frameworks to consider when designing smart game-based learning environments with learning analytics.
The future of education goes beyond classes, textbooks, and tests - and the future is here. Academy of One introduces readers to Open-Source Learning, a model designed to transform K-12 education as we know it. Using Open-Source Learning, Teachers and students create experiences together - and anyone can create all on their own. Learners ask big, interdisciplinary questions, consult the experts, and use the internet to collaborate with people around the world, get feedback that supports improvement, and distribute their work worldwide in ways that provide value far beyond a course grade. Open-Source Learning is a strategic framework that students, parents, and teachers use to explore interdisciplinary questions, create communities of critique and support, and achieve extraordinary outcomes. Open-Source Learning is free and easy to implement; Academy of One features case studies and practical steps to help you get started today.
This book provides the theory behind integration of technology, provides a rationale for that integration, and explores resources and methods for supporting others in their growth in technology integration. Educational leaders will be a particular focus of the book as the need to be prepared to help their faculty integrate technology into their institutions. They are knowledgeable about administrative responsibilities, but not always as knowledgeable about theories and best practices of technology integration. Each chapter begins with a scenario or example from K-12 or higher education to illustrate the ideas presented in the chapter, then the chapter delves into the theoretical background, followed by a technology example, and concluding with activities readers could engage in to deepen their understanding of the concepts presented.
Make the most of today's technology to give your students a more interactive, authentic, global learning experience! Connecting Your Students with the Virtual World shows you how to plan themed projects for every season, embark on virtual field trips, and get students in touch with other classrooms worldwide. This updated edition includes a key new chapter on taking video conferencing to the next level for optimal student engagement and collaboration, as well as new chapters on connecting through games and esports and connecting with parents. The book includes a wide variety of standards-based, step-by-step activities you can implement immediately.
Make the most of today's technology to give your students a more interactive, authentic, global learning experience! Connecting Your Students with the Virtual World shows you how to plan themed projects for every season, embark on virtual field trips, and get students in touch with other classrooms worldwide. This updated edition includes a key new chapter on taking video conferencing to the next level for optimal student engagement and collaboration, as well as new chapters on connecting through games and esports and connecting with parents. The book includes a wide variety of standards-based, step-by-step activities you can implement immediately.
The monograph Social Clustering: Paradigm of Trust combines smart education strategies, social clustering and innovative educational practices. Networking and intersectoral empowerment help leaders operate the multifunctional, multicriterion, multisector approach and develop trust-based family, community, and regional and national prosperity. Aspiration for common objective; consensus on the most important priorities of the public interest; successful social partnership between the public, private, civic (NGO) sector; and scientific organizations and stakeholders help us create a modern and sustainable society. Trust-based social economy, smart education and social partnership research, and services models have been developed by university researchers together with social partners.
The ?rst and foremost goal of this lecture series was to show the beauty, depth and usefulness of the key ideas in computer science. While working on the lecture notes, we came to understand that one can recognize the true spirit of a scienti?c discipline only by viewing its contributions in the framework of science as a whole. We present computer science here as a fundamental science that, interacting with other scienti?c disciplines, changed and changes our view on the world, that contributes to our understanding of the fundamental concepts of science and that sheds new light on and brings new meaning to several of these concepts. We show that computer science is a discipline that discovers spectacular, unexpected facts, that ?nds ways out in seemingly unsolvable s- uations, and that can do true wonders. The message of this book is that computer science is a fascinating research area with a big impact on the real world, full of spectacular ideas and great ch- lenges. It is an integral part of science and engineering with an above-average dynamic over the last 30 years and a high degree of interdisciplinarity. The goal of this book is not typical for popular science writing, whichoftenrestrictsitselftooutliningtheimportanceofaresearch area. Whenever possible we strive to bring full understanding of the concepts and results presented.
In both education and training, teachers are faced with many and varied problems relating to their teaching and their students' learning. Educational technology, in its widest sense, provides teachers with methods and tools which, if properly used, can alleviate some of these problems. The computer is one such tool, offering, within certain limitations, some possible solutions. Originally published in 1979, this book describes the use of the computer as a resource and as a manager in education and training. It discusses the use, potential and limitations of this technology in helping the teacher and trainer. Beginning with a consideration of the role of the computer as a mediator in the flow of information between the student and his learning environment, the book goes on to look at Computer Assisted Learning from an educational viewpoint, the strength and weaknesses of a number of different media, and the problems of managing modular courses and course structures and handling information on students' performance and progress. A chapter on informatics and education addresses the problem of what both teachers and students should know about computers, while the final chapter examines the practical problems of prompting and organising the appropriate use of this technology.
The future of education goes beyond classes, textbooks, and tests - and the future is here. Academy of One introduces readers to Open-Source Learning, a model designed to transform K-12 education as we know it. Using Open-Source Learning, Teachers and students create experiences together - and anyone can create all on their own. Learners ask big, interdisciplinary questions, consult the experts, and use the internet to collaborate with people around the world, get feedback that supports improvement, and distribute their work worldwide in ways that provide value far beyond a course grade. Open-Source Learning is a strategic framework that students, parents, and teachers use to explore interdisciplinary questions, create communities of critique and support, and achieve extraordinary outcomes. Open-Source Learning is free and easy to implement; Academy of One features case studies and practical steps to help you get started today.
An essential text for researchers and academics seeking the most comprehensive and up-to-date coverage of all aspects of e-learning and ICT in education, this book is a multidisciplinary forum covering technical, pedagogical, organizational, instructional and policy aspects of the topic. Representing the best peer-reviewed papers from the 8th Panhellenic Conference on ICT in Education, special emphasis is given to applied research relevant to educational practice and guided by the educational realities in schools, colleges, universities and informal learning organizations. The volume encompasses the current trends and issues which determine and inform the integration of ICT in educational practice, including educational software, educational games, collaborative learning, virtual learning environments, social networks, learning analytics, digital museums, as well as the evolution of e-learning.
More and more educational scenarios and learning landscapes are developed using blogs, wikis, podcasts and e-portfolios. Web 2.0 tools give learners more control, by allowing them to easily create, share or reuse their own learning materials, and these tools also enable social learning networks that bridge the border between formal and informal learning. However, practices of strategic innovation of universities, faculty development, assessment, evaluation and quality assurance have not fully accommodated these changes in technology and teaching. Ehlers and Schneckenberg present strategic approaches for innovation in universities. The contributions explore new models for developing and engaging faculty in technology-enhanced education, and they detail underlying reasons for why quality assessment and evaluation in new - and often informal - learning scenarios have to change. Their book is a practical guide for educators, aimed at answering these questions. It describes what E-learning 2.0 is, which basic elements of Web 2.0 it builds on, and how E-learning 2.0 differs from Learning 1.0. The book also details a number of quality methods and examples, such as self-assessment, peer-review, social recommendation, and peer-learning, using illustrative cases and giving practical recommendations. Overall, it offers a step-by-step guide for educators so that they can choose their own quality assurance or assessment methods, or develop their own evaluation methodology for specific learning scenarios. The book addresses everyone involved in higher education - university leaders, chief information officers, change and quality assurance managers, and faculty developers. Pedagogical advisers and consultants will find new insights and practices for the integration and management of novel learning technologies in higher education. The volume fosters in lecturers and teachers a sound understanding of the need and strategy for change, and it provides them with practical recommendations on competence and quality methodologies.
The presence of handheld technologies in the classroom isn't enough - you need to know how to use them to enhance teaching and transform learning. As more and more primary schools acquire devices such as iPads and tablets, it is becoming clear that adding them as a classroom resource is not enough. Teachers and trainees need strategies to integrate these into existing learning contexts in a meaningful way. Without this, these fantastic resources lose their value. This book helps teachers to make the most of these devices in the primary classroom. It offers guidance on: how to use tablets to devise meaningful learning activities embed them in genuine curriculum contexts, drawing upon case studies from existing practice It is written for non-specialists and explains technical terms in an accessible, practical way. Each chapter begins with a case study contributed by a teacher using tablets in schools. Real life examples and comments like this give the text a truly practical focus. The book's Pinterest board includes the apps mentioned in the book as well as a handy infographic for a snapshot guide on starting off your tablet teaching journey. A note from the authors The use of technology in schools continues to evolve rapidly as new devices and tools become available, and the adoption of mobile devices such as iPads and tablets has been a particularly exciting development in recent years. The benefits offered by these technologies, such as their portability, connectivity, accessibility and range of media, present new challenges and opportunities for teaching and learning. As the take up of tablets gathers pace in our schools there is a need for advice on the best approaches and apps to help achieve successful learning outcomes. Teachers need to find meaningful ways to integrate the devices into their own practice and to evaluate which of the many thousands of educational apps might be appropriate for their pupils. This book considers how iPads and tablets can be used to enhance teaching and learning in primary schools. It is especially relevant in the light of the computing curriculum, which puts a new emphasis on children as makers and creators of digital content. Across other curriculum subjects too, the introduction of mobile devices that can be quickly and reliably accessed has precipitated a shift in practice. For example, they have enabled teachers and children to spontaneously pursue lines of inquiry, to connect, collaborate and publish in many different ways, and to use their digital skills to enhance their exploration of the physical world outside the classroom. With these opportunities in mind, we offer anecdotes from the classroom and examples of how tablets might be embedded within current pedagogy and practice as a natural learning tool. Each chapter combines a practical case study with discussion of related pedagogy, and recommends apps to support a personalised, inclusive and active approach to teaching and learning.
Developments in the education field are affected by numerous, and often conflicting, social, cultural, and economic factors. With the increasing corporatization of education, teaching and learning paradigms are continuously altered. Deconstructing the Education-Industrial Complex in the Digital Age is an authoritative reference source for the latest scholarly research on the shifting structure of school models in response to technological advances and corporate presence in educational contexts. Highlighting a comprehensive range of pertinent topics, such as teacher education, digital literacy, and neoliberalism, this book is ideally designed for educators, professionals, graduate students, researchers, and academics interested in the implications of the education-industrial complex.
By showcasing international, European, and community-based projects, this volume explores how online technologies and collaborative and blended learning can be used to bolster social cohesion and increase students' understanding of what it means to be a global citizen. With the pace of technology rapidly increasing, Blended and Online Learning for Global Citizenship draws timely attention to the global lessons being learned from the impact of these technologies on peace building, community development, and acceptance of difference. In-depth case studies showcasing successful projects in Europe, Northern Ireland, and Israel explore blended learning and illustrate how schools and educators have embraced online technologies to foster national and international links both within and beyond communities. This has, in turn, equipped students with experiences that have informed their attitudes to cultural and political conflicts, as well as racial, ethnic, and social diversity. Building on the authors' previous work Online Learning and Community Cohesion (2013), this thought-provoking text will be of interest to researchers, academics, and postgraduate students in the fields of international and comparative education. Educators and school leaders concerned with how multiculturalism and technology play out in the classroom environment will also benefit from reading this text.
The Media-Savvy Middle School Classroom is a practical guide for teachers of Grades 5-8 who want to help their students achieve mastery of media literacy skills. Today's fake news, alternative facts, and digital manipulations are compromising the critical thinking and well-being of middle grade learners already going through significant personal changes. This actionable book prepares teachers to help their students become informed consumers of online resources. Spanning correct source use, personal versus expert opinions, deliberate disinformation, social media, and more, these ready-to-use activities can be integrated directly into existing language arts and mathematics lesson plans.
Coding as a Playground, Second Edition focuses on how young children (aged 7 and under) can engage in computational thinking and be taught to become computer programmers, a process that can increase both their cognitive and social-emotional skills. Learn how coding can engage children as producers-and not merely consumers-of technology in a playful way. You will come away from this groundbreaking work with an understanding of how coding promotes developmentally appropriate experiences such as problem-solving, imagination, cognitive challenges, social interactions, motor skills development, emotional exploration, and making different choices. Featuring all-new case studies, vignettes, and projects, as well as an expanded focus on teaching coding as a new literacy, this second edition helps you learn how to integrate coding into different curricular areas to promote literacy, math, science, engineering, and the arts through a project-based approach and a positive attitude to learning.
Few things are as certain as societal changes-and the pressing
need for educators to prepare students with the knowledge and ways
of thinking necessary for the challenges in a changing world. In
the forward-thinking pages of Designs for Learning Environments of
the Future, international teams of researchers present emerging
developments and findings in learning sciences and technologies at
the infrastructure, curricular, and classroom levels.
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