![]() |
Welcome to Loot.co.za!
Sign in / Register |Wishlists & Gift Vouchers |Help | Advanced search
|
Your cart is empty |
||
|
Books > Social sciences > Education > Educational resources & technology > General
There have been many attempts to define the generation of students who emerged with the Web and new digital technologies in the early 1990s. The term "digital native" refers to the generation born after 1980, which has grown up in a world where digital technologies and the internet are a normal part of everyday life. Young people belonging to this generation are therefore supposed to be "native" to the digital lifestyle, always connected to the internet and comfortable with a range of cutting-edge technologies. Deconstructing Digital Natives offers the most balanced, research-based view of this group to date. Existing studies of digital natives lack application to specific disciplines or conditions, ignoring the differences of educational fields and gender. How, and how much, are learners changing in the digital age? How can a more pluralistic understanding of these learners be developed? Contributors to this volume produce an international overview of developments in digital literacy among today's young learners, offering innovative ways to steer a productive path between traditional narratives that offer only complete acceptance or total dismissal of digital natives.
Stanford mathematician and NPR Math Guy Keith Devlin explains why, fun aside, video games are the ideal medium to teach middle-school math. Devlin spent five years as the lead mathematical advisor on a project to develop an MMO game that would teach mathematics to children aged 9 to 12 and be sufficiently compelling that they would actually want to play it. He worked with some very distinguished mathematics educators and videogame designers, and during that time the team learned how to design videogames that do more than try to entice children to practice their basic math skills. Aimed primarily at teachers and education researchers, and game developers who want to produce videogames for mathematics education, Mathematics Education and Video Games describes exactly what is involved in designing and producing successful math educational videogames that foster the innovative mathematical thinking skills necessary for success in a global economy.
As technological innovation continues to affect language pedagogy, there is an increasing demand for information, exemplars, analysis and guidance. This edited volume focuses on international perspectives in Computer-Assisted Language Learning (CALL) in all of its forms, including Technology Enhanced Language Learning, Network-Based Language Learning, Information and Communication Technologies for Language Learning.
Technology in schools has evolved from the predominance of
stand-alone computers to a blend of computer, media,
communications, and other forms of technology dominated by the
ubiquitous Internet and World Wide Web. In addition, K-12 education
has evolved into a much more outcomes-driven enterprise that
depends upon technology and data to perform many of its basic
functions. The newly revised fifth edition of "Educational
Leadership and Planning for Technology" provides educators with
both the theoretical and the practical considerations for planning
and implementing technology in today's schools, with an emphasis on
the total application of technology including both administrative
and instructional uses. Designed for preservice and inservice
educators such as administrators, teachers, technology
coordinators, and media specialists, this fifth edition text builds
a strong foundation from which educators may provide informed
leadership and become agents for realizing the powerful potential
of technology in their schools. "I have used the textbook in
teaching my course, Leadership in Educational Technology, in an
online format the past four springs. I began the course and found
this text to be the best available. I am still of that opinion."
--Patrick Durow, Creighton University
In this book, we review many examples of multimedia item types for testing. We also outline how games can be used to test physics concepts -- discuss designing chemistry item types with interactive graphics; study how culture-specific linguistics can help inner-city kids and new immigrants learn better; suggest approaches for automatically adjusting difficulty level in interactive graphics-based questions; and propose strategies for giving partial marks for incorrect answers. We also study how to test different cognitive skills, such as music, using multimedia interfaces and also evaluate the effectiveness of our model. Methods for estimating difficulty levels of mathematical item types using Item Response Theory (IRT) will be discussed. Examples of item shells for human computer interaction and cell phones will be shown.
Whereas traditional classroom instruction requires pilots to be pulled 'off the line', a training facility to be maintained and instructors to be compensated, e-learning is extremely cost-effective and therefore an attractive alternative. However, e-learning only saves money if the training is effective. Eager to reap financial benefits, e-learning courses have a history of varying dramatically in quality. The poorest courses are those that directly convert classroom-based presentations to an online format, not recognizing that computer-based instruction is an entirely different medium. Addressing this issue directly, e-Learning in Aviation explores the characteristics of computer-based course design and multimedia that are associated with improved learning. It then provides guidance regarding how to use research-based instructional design principles to plan, design, develop, and implement an e-Learning course within an aviation organization and continually evaluate whether or not the course is accomplishing instructional goals. A blended learning strategy, which incorporates both face-to-face and computer-based instruction, is suggested as the most appropriate choice for the majority of aviation companies. The goal of this approach is to utilize e-Learning as a tool to reduce time at the training centre and thereby increase pilot productivity and potentially improve the quality of training. Although the examples within this book focus on pilot training, the suggestions and guidelines are applicable to all employee groups within the industry.
Online and Social Networking Communities is a professional guide written for educational practitioners and trainers who wish to use online communication tools effectively in their teaching. Focusing on the student experience of learning in online communities, it addresses 'web 2.0' and other 'social software' tools and considers the role these technologies play in supporting student learning and building learning communities. The guide offers: real-world case studies and quality research a must-have list of useful resources guidance on building and supporting online learning communities information on how collaborative learning assessment differs from assessment of individual learning coverage of wikis, forums, blogging and micro-blogging, instant messaging, YouTube, Facebook, Second Life, Twitter, Flicker, desktop audio, videoconferencing, and social networking sites. Online and Social Networking Communities helps educators and trainers develop a critical approach by exploring online teaching from both the student and educator's perspective.This practical guide provides the tools to become a confident and thoughtful online educator, able to create successful and enjoyable learning experiences for your students.
Online and Social Networking Communities is a professional guide written for educational practitioners and trainers who wish to use online communication tools effectively in their teaching. Focusing on the student experience of learning in online communities, it addresses web 2.0 and other social software tools and considers the role these technologies play in supporting student learning and building learning communities. The guide offers:
Online and Social Networking Communities helps educators and trainers develop a critical approach by exploring online learning from both the student s and educator s perspective. This practical guide provides the tools to help develop confident and thoughtful online educators, able to create successful and enjoyable learning experiences for their students."
The Decentring of the Traditional University provides a unique perspective on the implications of media change for learning and literacy that allows us to peer into the future of (self) education. Each chapter draws on socio-cultural and activity theory to investigate how resourceful students are breaking away from traditional modes of instruction and educating themselves through engagement with a globally interconnected web-based participatory culture. The argument is developed with reference to the findings of an ethnographic study that focused on university students? informal uses of social and participatory media. Each chapter draws attention to the shifting locus of agency for regulating and managing learning and describes an emergent genre of learning activity. For example, Francis explores how students are cultivating and nurturing globally distributed funds of living knowledge that transcend institutional boundaries and describes students learning through serious play in virtually figured worlds that support radically personalised lifelong learning agendas. These stories also highlight the challenges and choices learners confront as they struggle to negotiate the faultlines of media convergence and master the new media literacies required to exploit the full potential of Web 2.0 as a learning resource. Overall, this compelling argument proposes that we are witnessing a period of historic systemic change in the culture of university learning as an emergent web-based participatory culture starts to disrupt and displace a top-down culture industry model of education that has evolved around the medium of the book. As a result, Francis argues that we need to re-conceive higher education as an identity-project in which students work on their projective identities (or imagined future selves) through engagement with both formal and informal learning activities.
This book presents a wide-ranging and critical exploration of a topic that lies at the heart of contemporary education. The use of digital technology is now a key feature of schools and schooling around the world. Yet despite its prominence, technology use continues to be an area of education that rarely receives sustained critical attention and thought, especially from those people who are most involved and affected by it. Technology tends to be something that many teachers, learners, parents, policy-makers and even academics approach as a routine rather than reflective matter. Tackling the wider picture, addressing the social, cultural, economic, political and commercial aspects of schools and schooling in the digital age, this book offers to make sense of what happens, and what does not happen, when the digital and the educational come together in the guise of schools technology. In particular, the book examines contemporary schooling in terms of social justice, equality and participatory democracy. Seeking to re-politicise an increasingly depoliticised area of educational debate and analysis, setting out to challenge the many contradictions that characterise the field of education technology today, the author concludes by suggesting what forms schools and schooling in the digital age could, and should, take. This is the perfect volume for anyone interested in the application and use of technology in education, as well as the education policy and politics that surround it; many will also find its innovative proposals for technology use an inspiration for their own teaching and learning.
Written for educators seeking to engage students in collaboration and communication about authentic scenarios, The power of role-based e-learning offers helpful, accessible advice on the practice and research needed to design online role play. Drawing on the experiences of world-leading practitioners and citing an array of worldwide examples, it is a readable, non-technical, and comprehensive guide to the design, implementation, and evaluation of this exciting teaching approach. Issues discussed include: * designing effective online role plays * defining games, simulations and role plays * moderating engaging and authentic role-based e-learning activities * assessment and evaluation. The power of role-based e-learning offers a careful analysis of the strengths and learning opportunities of online role play, and is realistic about possible difficulties. Providing guidance for both newcomers and experienced professionals who are developing their online teaching repertoire, it is an invaluable resource for teachers, trainers, academics, and educational support staff involved in e-learning.
This book presents a wide-ranging and critical exploration of a topic that lies at the heart of contemporary education. The use of digital technology is now a key feature of schools and schooling around the world. Yet despite its prominence, technology use continues to be an area of education that rarely receives sustained critical attention and thought, especially from those people who are most involved and affected by it. Technology tends to be something that many teachers, learners, parents, policy-makers and even academics approach as a routine rather than reflective matter. Tackling the wider picture, addressing the social, cultural, economic, political and commercial aspects of schools and schooling in the digital age, this book offers to make sense of what happens, and what does not happen, when the digital and the educational come together in the guise of schools technology. In particular, the book examines contemporary schooling in terms of social justice, equality and participatory democracy. Seeking to re-politicise an increasingly depoliticised area of educational debate and analysis, setting out to challenge the many contradictions that characterise the field of education technology today, the author concludes by suggesting what forms schools and schooling in the digital age could, and should, take. This is the perfect volume for anyone interested in the application and use of technology in education, as well as the education policy and politics that surround it; many will also find its innovative proposals for technology use an inspiration for their own teaching and learning.
Considering the permeation of various mobile and internet technologies into daily life, their extension into the context of learning and work is unsurprising. With a global push in universities to blend and deepen their learning and delivery methods, effective application of mobile and internet technologies is essential for the promotion of student success. Technology-Enhanced Formative Assessment Practices in Higher Education is a comprehensive scholarly book that aims to explore the current impact of mobile technologies and the use of video capture via mobile devices on the learning and assessment of students in higher education, particularly where practical performance examples of their work are required as evidence of attaining competence. Featuring a wide range of topics such as course development, teacher evaluation, and higher education, this book is ideal for deans, educators, academicians, educational administrators, curriculum developers, researchers, students, and higher education professionals.
How is information and communication technology (ICT) changing teaching and learning practices in secondary schools worldwide in the 21st century? This is the central question addressed by researchers involved in the series of surveys comprising the Second Information Technology in EducationStudy (SITES ). The question is a multifaceted one, with each facet raising additionalq uestions relating to both theory and practice. These include the following: * What traditional and new pedagogiesare evident in the 21st century? * What is the role of ICT in the teaching and learning process? * What ICT infrastructure is available in schools? * How can teachers and their administrators be prepared for effective practice? * How have these conditions and considerations changed since the first SITES survey in 1998? * What are the trends within and between national education systems? * What do the differences and similarities between these systems suggest? * How shouldchange be promoted in education in order to support teachers in their work? * Is there evidence that key strategic factors commonly found in ICT related educational policies do influence teachers' pedagogical use of ICT? Because these questions are interconnected, the SITES 2006 researchers recognized that if we are to make sense of changes in pedagogical practicesas a result of IC T use, then we need to view those practices in terms of the interacting layers in the 22 education systems surveyed.
Rethinking Learning for a Digital Age addresses the complex and diverse experiences of learners in a world embedded with digital technologies. The text combines first-hand accounts from learners with extensive research and analysis, including a developmental model for effective e-learning, and a wide range of strategies that digitally-connected learners are using to fit learning into their lives. A companion to Rethinking Pedagogy for a Digital Age (2007), this book focuses on how learners experiences of learning are changing and raises important challenges to the educational status quo. Rethinking Learning for a Digital Age
Today 's learners are active participants in their learning experiences and are shaping their own educational environments. Professors, learning practitioners, researchers, and policy-makers will find Rethinking Learning for a Digital Age invaluable for understanding the learning experience, and shaping their own responses.
Design Literacies: Learning and Innovation in the Digital Age explores new ways of meaning making by examining the practices, stories, and products of new and digital media producers with the goal of understanding the logic of marketplace production. Based on interviews with thirty new media and digital technology producers, including designers of video games, community activists and marketers of digital technologies, Design Literacies looks at the shared patterns and common themes and offers a window into contemporary out-of-school practices, a language to describe these practices and a pedagogy that better meets students needs in this new media and digital age. With a foreword by Gunther Kress and an afterword by James Gee, Design Literacies: Learning and Innovation in the Digital Age will be of interest to postgraduate and graduate students of applied linguistics and education. APPLIED LINGUISTICS/ EDUCATION
The streamlined, simplified, beginner-friendly introduction to instructional design. Instructional Design For Dummies will teach you how to design and build learning content to create effective, engaging learning experiences that lead to improved learning outcomes and skill development. This book breaks down the instructional design process into bite-sized pieces, so you can learn techniques and best practices without getting bogged down in theory. Learn about various instructional design models and frameworks, then discover the different options for designing learning experiences. Take into account learning foundations, goals, and contexts, then create stellar lessons for in-person or virtual delivery. \ This Dummies guide is your starting place for creating impactful courses, without the technical jargon.
This book is perfect for anyone who needs to develop a course, design a curriculum or training program, or provide educational content without being formally trained in instructional design. It’s also a great supplement to college-level instructional design courses. Whatever you’re teaching, Instructional Design For Dummies will help you teach it better.
This book provides a critical commentary on key issues around learning in the digital age in both formal and informal educational settings. The book presents research and thinking about new dynamic literacies, porous expertise, digital making/coding/remixing, curation, storying in digital media, open learning, the networked educator and a number of related topics; it further addresses and develops the notion of a 'third space literacies' in contexts for learning. The book takes as its starting point the idea that an emphasis on technology and media, as part of material culture and lived experience, is much needed in the discussion of education, along with a criticality which is too often absent in the discourse around technology and learning. It constructs a narrative thread and a critical synthesis from a sociocultural account of the memes and stereotypical positions around learning, media and technology in the digital age, and will be of great interest to academics interested in the mechanics of learning and the effects of technology on the education experience. It closes with a conversation as a reflexive 'afterword' featuring discussion of the key issues with, amongst others, Neil Selwyn and Cathy Burnett.
The book presents a cross-disciplinary overview of critical issues at the intersections of biology, information, and society. Based on theories of bioinformationalism, viral modernity, the postdigital condition, and others, this book explores two inter-related questions: Which new knowledge ecologies are emerging? Which philosophies and research approaches do they require? The book argues that the 20th century focus on machinery needs to be replaced, at least partially, by a focus on a better understanding of living systems and their interactions with technology at all scales - from viruses, through to human beings, to the Earth's ecosystem. This change of direction cannot be made by a simple relocation of focus and/or funding from one discipline to another. In our age of the Anthropocene, (human and planetary) biology cannot be thought of without (digital) technology and society. Today's curious bioinformational mix of blurred and messy relationships between physics and biology, old and new media, humanism and posthumanism, knowledge capitalism and bio-informational capitalism defines the postdigital condition and creates new knowledge ecologies. The book presents scholarly research defining new knowledge ecologies built upon emerging forms of scientific communication, big data deluge, and opacity of algorithmic operations. Many of these developments can be approached using the concept of viral modernity, which applies to viral technologies, codes and ecosystems in information, publishing, education, and emerging knowledge (journal) systems. It is within these overlapping theories and contexts, that this book explores new bioinformational philosophies and postdigital knowledge ecologies.
Serious criticisms of research on IT in education have been published recently in both the UK and the USA. Researching IT in Education aims to provoke thought and discussion among practising researchers by considering a range of approaches to undertaking quality research. Establishing priorities and directions for future research in the sub-discipline of IT in education, the book is structured around five foci:
This book argues for the enormous power of IT to enable fundamental research that both refines and develops theory and practice in education. High quality research that advances knowledge and educational practice in this area will generally require longer timelines and more complex data collection and analysis methods. The authors draw attention to the value of theoretical frameworks used in mainstream educational research and highlight the early theoretical work on the subject of IT in education. Researching IT in Education is the only book in its area to focus on methodological and research design issues. The individual chapters are contributed by expert researchers and leaders in the field from ten countries, thus providing an unusually broad but coherent international set of perspectives for the issues examined in the book. This book will benefit anyone interested in or undertaking research on IT in education, including academics, research students, teachers and policy-makers.
This book directs critical attention to one of the most ubiquitous and yet under-analyzed games, Minecraft. Drawing on three years of ethnographic fieldwork into mobile games in Australian homes, the authors seek to take Minecraft seriously as a cultural practice. The book examines how Minecraft players engage in a form of gameplay that is uniquely intergenerational, creative, and playful, and which moves ambivalently throughout everyday life. At the intersection of digital media, quotidian literacy, and ethnography, the book situates interdisciplinary debates around mundane play through the lens of Minecraft. Ultimately, Exploring Minecraft seeks to coalesce the discussion between formal and informal learning, fostering new forms of digital media creativity and ethnographic innovation around the analysis of games in everyday life.
Written for Higher Education teaching and learning professionals, Learning with Digital Games provides an accessible, straightforward introduction to the field of computer game-based learning. Up to date with current trends and the changing learning needs of today's students, this text offers friendly guidance, and is unique in its focus on post-school education and its pragmatic view of the use of computer games with adults. Learning with Digital Games enables readers to quickly grasp practical and technological concepts, using examples that can easily be applied to their own teaching. The book assumes no prior technical knowledge but guides the reader step-by-step through the theoretical, practical and technical considerations of using digital games for learning. Activities throughout guide the reader through the process of designing a game for their own practice, and the book also offers: A toolkit of guidelines, templates and checklists. Concrete examples of different types of game-based learning using six case studies. Examples of games that show active and experiential learning Practical examples of educational game design and development. This professional guide upholds the sound reputation of the Open and Flexible Learning series, is grounded in theory and closely links examples from practice. Higher Education academics, e-learning practitioners, developers and training professionals at all technical skill levels and experience will find this text is the perfect resource for explaining "how to" integrate computer games into their teaching practice. A companion website is available and provides up-to-date technological information, additional resources and further examples.
This book focuses on the interdisciplinary incorporation of place-based learning in faculty teaching strategies at the New York City College of Technology. Contributing authors highlight their creative use of the unique urban environment of Brooklyn, illustrating the integration of urban resources into student research projects and activities in the context of an interdisciplinary course. Beginning with a reflection on the interrelationship between learners and nature, built and virtual environments, contributors then examine the experience of students and faculty in interdisciplinary projects in architecture, the geosciences, economics, computer science, the humanities and medicine. The volume concludes with a synthesis of best practices from these projects, focused on virtual place-based learning. This scholarly book makes a valuable contribution to the literature, offering a model of creative employment of urban spaces to enhance experiential interdisciplinary learning and demonstrating the potential educator application in diverse urban institutions elsewhere.
How have schools been affected by the introduction of computer technology, and has it changed the school life and experience of students? This book uses research from both large and small secondary schools, including those specializing in technology and those with higher numbers of pupils with special needs, to look at the results of all the political initiatives and investment in ICT. The authors found that the ambitious expectations fell short of reality. Their research into the reasons for this shortfall can help teachers understand and develop ways to make the best use of computers in their schools. It is equally informative for educational researchers and policy-makers. |
You may like...
Global Education and the Impact of…
Maria Jose Loureiro, Ana Loureiro, …
Hardcover
R6,648
Discovery Miles 66 480
Research Anthology on Applying Social…
Information R Management Association
Hardcover
R8,997
Discovery Miles 89 970
Online Learning and Assessment in Higher…
Robyn Benson, Charlotte Brack
Paperback
R1,554
Discovery Miles 15 540
Methodologies and Use Cases on Extended…
Anacleto Correia, Vitor Viegas
Hardcover
R5,333
Discovery Miles 53 330
Facilitating Learning in Language…
Rajest S. Suman, Salvatore Moccia, …
Hardcover
R7,394
Discovery Miles 73 940
Digital Learning in Higher Education…
Matt Smith, John Traxler
Hardcover
R2,942
Discovery Miles 29 420
Mathematics for Young Learners - A Guide…
Rosalind Charlesworth, Karen Lind, …
Paperback
R858
Discovery Miles 8 580
Instructional Technologies in Health…
Manuel Bautista Garcia, Mildred Vanessa Lopez Cabrera, …
Hardcover
R11,421
Discovery Miles 114 210
Blockchain Life - Making Sense of the…
Kary Oberbrunner, Lee Richter
Hardcover
R506
Discovery Miles 5 060
|