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Books > Social sciences > Education > Educational resources & technology > General
This volume takes a comprehensive and broad look at e-text programs across a wide spectrum of programs, institutions, and policies in three parts. The first part showcases several policy papers to contextualize the discussion and highlight the reasons for IAE programs' structure and the obstacles they face for implementation. The second part is an in-depth exploration of various case studies that provide a detailed description of IAE programs, including information about program elements, program structure, program size, and insights into how programs are operationalized, and their shortcomings and benefits to students and stakeholders. The final part is a selection of research papers that offer evidence-based support for the adoption of IAE programs in terms of student success, access, engagement, costs, and a variety of other student and institutional outcomes. There are approximately 300 institutions of higher education that currently have some form of Inclusive Access or Open Educational Resources E-text (IAE) program in the United States, but there is little scholarship that engages on the topic of assessing these programs' effect on student success. The results of the research studies included in this volume will inform faculty, administrators, and policy-makers who seek to support the development, adoption, and implementation of IAE programs based on their potential positive effects on student success and other outcomes.
This book is an exposition of a curriculum innovation within the complex yet fertile ground of school-based education in Singapore. Beyond straightforward descriptions and protocols, this book purposefully connects classroom practices with theories in a clear, uncomplicated way. The result provides a series of rationales for action, reflection and understanding that other publications in digital storytelling sometimes fail to cover or explain in sufficient detail. Broadly, these include digital multimodal authorship; teachers' and students' storytelling task design and assessment; the use of digital storytelling as a reflective and reflexive expression of teachers' professionalism; and dialogism in classroom practice.
Do new technologies mean the end of the university as we know it? Or can they be shaped in a way that balances innovation and tradition? This volume explores these questions through a critical history of online education.
This book gathers the best papers from the HKAECT-AECT 2017 Summer International Research Symposium. Revealing the complex interactions between communication and learning, which are represented by the symbol "X" in the title, it provides a platform for knowledge exchange on the new ecology for education in the digital era. It also equips readers to handle complex issues in both communication and education, and clarifies the difference between practitioners and academics in communication and in education.
Managing the New Tools in K-12 Teaching and Learning: How Technology Can Enable School Improvement is about how to manage technology for learning at the district and school levels. It provides an overview of the components of learning technology; these include student devices, networking, software productivity toolkits, electronic curricula and resources, and data system infrastructure. And, it discusses how we can manage our technology efforts more effectively to help our students attain the benefits of this technology. The book concludes with case studies of how this is being done at pioneering districts. We are now at a tipping point in implementing learning technology on a larger scale. This is happening very quickly! Historically, learning technology was driven by a strategy of "technology integration," where we called on individual teachers to each determine how to use technology in their classes and make changes in their own ways of working. But to successfully implement technology on the scale we need requires top-down as well as bottom-up efforts. Managing the New Tools in K-12 Teaching and Learning focuses on how districts and schools can now use technology to bring about the big improvements in learning we are all striving for.
This book is an investigation into the role which social presence and identity play in online learning environments. Scholars across disciplines have grappled with the questions of what it means for a person to be and to interact online. In the context of online learning, these questions reflect specific concerns related to how well people can learn in a setting limited to mediated interactions and lacking various communication cues. For example, how can a teacher and students come to know each other if they cannot see each other? How can they effectively understand and communicate with each other if they are separated by space and, in many instances, time? These concerns are related to social presence and identity, both of which are complex, multi-faceted, and closely interrelated constructs. The chapters in this book consider how online learning has developed and changed over time in terms of technology, pedagogy, and familiarity. Collectively these chapters show the diverse ways that educational researchers have explored social presence and identity. They also highlight some of the nuanced concerns online educators might have in these areas. This book was originally published as a special issue of Distance Education.
The wide availability of digital educational resources for mathematics teaching and learning is indisputable, with some notable genres of technologies having evolved, such as graphing calculators, dynamic graphing, dynamic geometry and data visualization tools. But what does this mean for teachers of mathematics, and how do their roles evolve within this digital landscape? This essential book offers an international perspective to help bridge theory and practice, including coverage of networking theories, curriculum design, task implementation, online resources and assessment. Mathematics Education in the Digital Age details the impacts this digital age has, and will continue to have, on the parallel aspects of learning and teaching mathematics within formal education systems and settings. Written by a group of international authors, the chapters address the following themes: Mathematics teacher education and professional development Mathematics curriculum development and task design The assessment of mathematics Theoretical perspectives and methodologies/approaches for researching mathematics education in the digital age This book highlights not only the complex nature of the field, but also the advancements in theoretical and practical knowledge that is enabling the mathematics education community to continue to learn in this increasingly digital age. It is an essential read for all mathematics teacher educators and master teachers.
Confucius in the Technology Realm is a ground-breaking new approach to the dynamic world of Education Technology. In this work, the author has decided to soften on structure and focus on art - to take a philosophical approach to the planning and management of the chaotic and ever-changing realm of Educational Technology - what would Confucius think about Ed Tech? But while providing a method of inquiry for philosophical guidance, the book is also meant to reinforce the ethereal concepts with real-world, Ed Tech examples. The ultimate objectives of impacting student learning and achievement and mastery of philosophical self-discipline becomes one and the same - thus, the Tao of Education Technology may be seen as Confucius' viewpoint, helping identify the path to transcending the organization's people, policies, and processes to attain a state where the whole is greater than the sum of its parts - where the education technology infrastructure and operational support structure are ingrained and embodied within the organization as a whole.
This book is a result of research into ten technologies currently under development that will directly affect community colleges and universities, most within the next 5-20 years and a few within the next 20-30 years. The research conducted on each of the technologies provides a baseline of current development, and predictions of when they may impact institutions of higher education. These technologies develop in two phases, first, in a linear manner, and second, following up with an exponential velocity. The development of Uber and Airbnb are good examples of the speed of exponential development. Institutions of higher education need to be prepared for the disruptions that the ten technologies discussed will create.
Education and Its Discontents: Teaching, the Humanities, and the Importance of a Liberal Education in the Age of Mass Information, by Mark Moss, is an exploration of how the traditional educational environment, particularly in the post-secondary world, is changing as a consequence of the influx of new technology. Students come to the classroom or lecture hall expecting to have their habits and tastes, gleaned from the online world, replicated in an Educational environment. Faculty who do not adapt face enormous obstacles, and faculty that do adapt run the risk of eroding the integrity of what they have been trained to teach. Students now have access to myriad of technologies that instead of supplementing the educational process, have actually taken it over. Issues that run from plagiarism to the erosion of the humanities are now rampant concerns in the post secondary world. Behavior issues, YouTube videos, cell phones, and the incessant clicking of the computer keys are just a few of the technologies altering the educational landscape. Moss discusses that it is now not only how we learn, but what we continue to teach, and how that enormously important legacy is protected. Education and Its Discontents: Teaching, the Humanities, and the Importance of a Liberal Education in the Age of Mass Information, by Mark Moss, argues that education has changed and the supremacy of the book and the lecture is now open for debate. What has been gained over the last five hundred years is now susceptible to the vagaries of technology, which compel us to question their continuing relevance.
This book takes as its starting point the assumption that interpersonal communication is a crucial aspect of successful language learning. Following an examination of different communicative models, the authors focus on traditional face-to-face (F2F) interactions, before going on to compare these with the forms of computer-mediated communication (CMC) enabled by recent developments in educational technology. They also address the question of individual differences, particularly learners' preferred participation styles, and explore how F2F and CMC formats might impact learners differently. This book will be of interest to students and scholars of computer-mediated communication (CMC), computer-assisted language learning (CALL), technology-enhanced language learning (TELL), language acquisition and language education more broadly.
As we have come to accept the duality of physical and virtual learning spaces as a permanent feature of our educational landscape, we begin to question its validity. Is this really a dichotomy, or is it a continuum? Should this be the primary dimension around which we cluster educational experiences - how does it intersect and interact with other axes, such as formal-informal, vocational-recreational, open-closed, teacher-student? How do we adapt, as teachers, learners, designers, policy makers, to this changing landscape? How do we shape it to offer an optimal learning experience? Such questions led us to conduct a series of academic and professional events on the theme of Hybrid Learning Spaces (HLS) - spaces which challenge and defy the dichotomies above. This edited book collates some of the products of that endeavor, offering a multi-vocal, interdisciplinary approach to hybridity in education. It connects practical examples, design directives and theoretical analysis, combining perspectives from technology research and development, educational theory and practice, architecture and space and product design. This book addresses researchers, practitioners, innovators and policy makers in education, technology and design, offering broad perspectives and then distilling practical insights in the form of design principles and patterns, pedagogical models, and predictions of future trends.
This book discusses three important, hot research issues: social networking-based learning, machine learning-based user modeling and sentiment analysis. Although these three technologies have been widely used by researchers around the globe by academic disciplines and by R&D departments in the IT industry, they have not yet been used extensively for the purposes of education. The authors present a novel approach that uses adaptive hypermedia in e-learning models to personalize educational content and learning resources based on the needs and preferences of individual learners. According to reports, in 2018 the vast majority of internet users worldwide are active on social networks, and the global average social network penetration rate as of 2018 is close to half the population. Employing social networking technologies in the field of education allows the latest technological advances to be used to create interactive educational environments where students can learn, collaborate with peers and communicate with tutors while benefiting from a social and pedagogical structure similar to a real class. The book first discusses in detail the current trend of social networking-based learning. It then provides a novel framework that moves further away from digital learning technologies while incorporating a wide range of recent advances to provide solutions to future challenges. This approach incorporates machine learning to the student-modeling component, which also uses conceptual frameworks and pedagogical theories in order to further promote individualization and adaptivity in e-learning environments. Moreover, it examines error diagnosis, misconceptions, tailored testing and collaboration between students are examined and proposes new approaches for these modules. Sentiment analysis is also incorporated into the general framework, supporting personalized learning by considering the user's emotional state, and creating a user-friendly learning environment tailored to students' needs. Support for students, in the form of motivation, completes the framework. This book helps researchers in the field of knowledge-based software engineering to build more sophisticated personalized educational software, while retaining a high level of adaptivity and user-friendliness within human-computer interactions. Furthermore, it is a valuable resource for educators and software developers designing and implementing intelligent tutoring systems and adaptive educational hypermedia systems.
This book includes more than twenty computer games and simulations for use in teacher training. Each of these simulations is innovative and presents an opportunity for pre-service teachers to have hands-on experience in an area of need prior to teaching in the classroom. Information on the simulation origins, including theoretical underpinnings, goals, characteristics, relevant research/program evaluation results, discussion of benefits and limitations as well as dissemination, recommended use, scope of practice, etc. of each game or simulation are included. Pre-service and new teachers will gain a number of useful skills through completion of these simulations and higher education faculty and administrators will gain a plethora of research-based and effective training tools for use in their teacher training programs.
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.
Technology is constantly evolving and can now aid society with the quest for knowledge in education systems. It is important to integrate the most recent technological advances into curriculums and classrooms, so the learning process can evolve just as technology has done. The Handbook of Research on Transformative Digital Content and Learning Technologies provides fresh insight into the most recent advancements and issues regarding educational technologies in contemporary classroom environments. Featuring detailed coverage on a variety of topics, such as mobile technology integration, ICT literacy integration, digital wellness, online group counseling, and distance learning, this publication will appeal to researchers and practitioners who are interested in discovering more about technological integration in education.
The field of Games is rapidly expanding, prompting institutions throughout the world to create game development programs and courses focusing on educational games. As a result, games have also become a hot topic in the area of educational technology research. This increased interest is due to the technological advancement of digital games and the fact that a new, digital generation is emerging with a strong gaming background. Games: Purpose and Potential in Education focuses on the issues of incorporating games into education and instructional design. Ideas of identity development, gender diversity, motivation, and integrating instructional design within game development are addressed since each of these areas is important in the field of instructional design and can have a significant impact on learning. This volume brings together leading experts, researchers, and instructors in the field of gaming and explores current topics in gaming and simulations, available resources, and the future of the field.
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.
This book illustrates the latest developments in literacy and language assessment in the digital context, and subsequently presents a rigorous validation study on a newly proposed form of assessment (scenario-based assessment, SBA) that seeks to respond to the contextual change of literacy activities. It combines theories and innovative practices in both the literacy and language assessment sectors. The empirical validation study on SBA, presented here, can help readers understand how digital scenarios can be realized in assessment practices with the aid of computer technology, and how the scenario settings in the digital context can affect EFL learners' reading-to-writing performance. In this way, it can facilitate the reconceptualization of L2 literacy in the digital context. Moreover, the evidence and critical examination presented here can offer readers more comprehensive insights into the value or validity of a given innovative approach before it is adopted in their contexts.
This book gathers work from over a decade of study, and seeks to better understand and support how learners become tradespeople. The research programme applies recent concepts from neuroscience, educational psychology and technology-enhanced learning to explain and help overcome the challenges of learning in trades-learning contexts. Due to the complex and multifarious nature of the work characterising trade occupations, learning how to become a tradesperson requires a significant commitment in terms of time, along with physical and cognitive effort. All modalities (visual, aural, haptic etc.) and literacies (text, numerical, spatial etc.) are required when undertaking trade work. Manual dexterity and strength, coupled with the technical and tacit knowledge required for complex problem solving, not to mention suitable dispositional approaches, must all be learnt and focused on becoming a tradesperson. However, there is a substantial gap in the literature on 'how people learn a trade' and 'how to teach a trade'. In this book, contemporary teaching and learning approaches and strategies, as derived through practice-based participatory research, are used to highlight and discuss pragmatic solutions to facilitate the learning and teaching of trade skills, knowledge and dispositions. The approaches and strategies discussed include the implementation of technology-enhanced learning; project-based inquiry/problem-based learning; and recommendations to ensure learners are prepared for the future of work.
The progress of ubiquitous information technologies has led to the arrival of entirely new environments where interaction amongst its users takes place. The means of communication, learning environments and methods of enhancing students' competence have changed in both academic and professional settings. The book aims to investigate if the implementation of a virtual learning environment into regular foreign language instruction, as an augmentation of the regular classroom practice, has an impact on adult learners' speaking (productive skills), listening (receptive skills) and grammatical competence. However, what was meant as a localised study became the new normal and a global reality as the coronavirus impacted all aspects of education.
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.
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.
This second edition is a practical, easy-to-read resource on web-based learning. The book ably and clearly equips readers with strategies for designing effective online courses, creating communities of web-based learners, and implementing and evaluating based on an instructional design framework. Case example, case studies, and discussion questions extend readers skills, inspire discussion, and encourage readers to explore the trends and issues related to online instructional design and delivery. |
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