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Books > Social sciences > Education > Educational resources & technology > General
Distrusting Educational Technology critically explores the optimistic consensus that has arisen around the use of digital technology in education. Drawing on a variety of theoretical and empirical perspectives, this book shows how apparently neutral forms of educational technology have actually served to align educational provision and practices with neo-liberal values, thereby eroding the nature of education as a public good and moving it instead toward the individualistic tendencies of twenty-first century capitalism. Following a wide-ranging interrogation of the ideological dimensions of educational technology, this book examines in detail specific types of digital technology in use in education today, including virtual education, 'open' courses, digital games, and social media. It then concludes with specific recommendations for fairer forms of educational technology. An ideal read for anyone interested in the fast-changing nature of contemporary education, Distrusting Educational Technology comprises an ambitious and much-needed critique.
An engaging and authoritative guide to the impact of reading medium on learning, from a foremost expert in the field We face constant choices about how we read. Educators must select classroom materials. College students weigh their textbook options. Parents make decisions for their children. The digital revolution has transformed reading, and with the recent turn to remote learning, onscreen reading may seem like the only viable option. Yet selecting digital is often based on cost or convenience, not on educational evidence. Now more than ever it is imperative to understand how reading medium actually impacts learning-and what strategies we need in order to read effectively in all formats. In How We Read Now, Naomi Baron draws on a wealth of knowledge and research to explain important differences in the way we concentrate, understand, and remember across multiple formats. Mobilizing work from international scholarship along with findings from her own studies of reading practices, Baron addresses key challenges-from student complaints that print is boring to the hazards of digital reading for critical thinking. Rather than arguing for one format over another, she explains how we read and learn in different settings, shedding new light on the current state of reading. The book then crucially connects research insights to concrete applications, offering practical approaches for maximizing learning with print, digital text, audio, and video. Since screens and audio are now entrenched-and invaluable-platforms for reading, we need to rethink ways of helping readers at all stages use them more wisely. How We Read Now shows us how to do that.
The climate of Higher Education is changing rapidly. The students are more likely to see themselves as consumers and have increasingly high expectations regarding teaching and learning. Universities are in part aiming to meet this need by increasing the use of technology; for example, whether to increase access to teaching materials outside the classroom or to make lectures more interactive. Although there is no illusion amongst Higher Education intuitions that technology is a panacea, it is clear that technology is a vital tool in meeting expectations and one that will be used more and more. Consequently the context of this book is one in which technology needs to be understood as part of an overall teaching practice. Technology continues to move on a pace and is used increasingly within Higher Education to support and enhance teaching and learning. There are books which are steeped in technical detail and books which are steeped in theoretical pedagogy with little discussion about the impact on learning and student/teacher behaviour. Using Technology to Support Learning and Teaching fills a gap in the market by providing a jargon free (but pedagogically informed) set of guidance for teaching practitioners who wish to consider a variety of ways in which technology can enrich their practice and the learning of their students. It integrates a wide range of example cases from different kinds of HE institutions and different academic disciplines, illustrating practicable pedagogies to a wide range of readers. It is full of advice, hints and tips for practitioners wanting to use technology to support a style of teaching and learning that is also built on sound pedagogical principles. It will provide a quick user-friendly reference for practitioners wanting to incorporate technology into Higher Education in a way that adheres to their learning principles and values . This book is primarily for teaching practitioners, particularly those who are new to the industry.This book would also prove useful on training courses for practitioners; such as the Postgraduate Certificate for Higher Education. The authors also intend that the book be of value to newer teachers (perhaps taking teacher training programmes) who wish to see where recommended approaches link to pedagogy.
The two volumes IFIP AICT 551 and 552 constitute the refereed proceedings of the 15th IFIP WG 9.4 International Conference on Social Implications of Computers in Developing Countries, ICT4D 2019, held in Dar es Salaam, Tanzania, in May 2019. The 97 revised full papers and 2 short papers presented were carefully reviewed and selected from 185 submissions. The papers present a wide range of perspectives and disciplines including (but not limited to) public administration, entrepreneurship, business administration, information technology for development, information management systems, organization studies, philosophy, and management. They are organized in the following topical sections: communities, ICT-enabled networks, and development; digital platforms for development; ICT for displaced population and refugees. How it helps? How it hurts?; ICT4D for the indigenous, by the indigenous and of the indigenous; local technical papers; pushing the boundaries - new research methods, theory and philosophy in ICT4D; southern-driven human-computer interaction; sustainable ICT, informatics, education and learning in a turbulent world - "doing the safari way".
Blended learning, which combines the strength of face-to-face and technology-enhanced learning, is increasingly being seen as one of the most important vehicles for education reform today. Blended learning allows both teacher and learner access to radically increased possibilities for understanding how we transmit and receive information, how we interact with others in educational settings, how we build knowledge, and how we assess what we have taught or learned. Blended Learning: Research Perspectives, Volume 2 provides readers with the most current, in-depth collection of research perspectives on this vital subject, addressing institutional issues, design and adoption issues, and learning issues, as well as an informed meditation on future trends and research in the field. As governments, foundations, schools, and colleges move forward with plans and investments for vast increases in blended learning environments, a new examination of the existing research on the topic is essential reading for all those involved in this educational transformation.
A growing interest in the use of games-based approaches for learning has been tempered in many sectors by budget or time constraints associated with the design and development of detailed digital simulations and other high-end approaches. However, a number of practitioners and small creative groups have used low-cost, traditional approaches to games in learning effectively - involving simple card, board or indoor/outdoor activity games. New Traditional Games for Learning brings together examples of this approach, which span continents (UK, western and eastern Europe, the US, and Australia), sectors (education, training, and business) and learner styles or ages (primary through to adult and work-based learning or training). Together, the chapters provide a wealth of evidence-based ideas for the teacher, tutor, or trainer interested in using games for learning, but turned off by visible high-end examples. An editors' introduction pulls the collection together, identifying shared themes and drawing on the editors' own research in the use of games for learning. The book concludes with a chapter by a professional board game designer, incorporating themes prevalent in the preceding chapters and reflecting on game design, development and marketing in the commercial sector, providing valuable practical advice for those who want to take their own creations further.
In his famous classification of the sciences, Francis Bacon not
only catalogued those branches of knowledge that already existed in
his time, but also anticipated the new disciplines he believed
would emerge in the future: the "desirable sciences." Mikhail
Epstein echoes, in part, Bacon's vision and outlines the
"desirable" disciplines and methodologies that may emerge in the
humanities in response to the new realities of the twenty-first
century. Are the humanities a purely scholarly field, or should
they have some active, constructive supplement? We know that
technology serves as the practical extension of the natural
sciences, and politics as the extension of the social sciences.
Both technology and politics are designed to transform what their
respective disciplines study objectively.
Rethinking Online Education Resources analyses online educational materials on the recent Iraq war aimed to be used by US educators in elementary and secondary schools. It is suggested that far from being ideologically neutral, these educational materials weave together resources which provide a coherent view of the Iraq war theme, and can thus been seen as constituting a kind of an informal curriculum. Mitsikoupoulou argues that the teacher resources adhere to different pedagogical discourses and constitute materialisations of two broad approaches to education. A number of pedagogical issues are also raised in the discussion: What is the difference between critical thinking and critical pedagogy? How is the genre of lesson plan realised in different teaching philosophies and how do curricular texts change when they are delivered online? This important book highlights the need to explore the new forms of textuality which emerge from online curricular materials and to develop an understanding of the processes of text composition, distribution and consumption.
Digital Solidarity in Education is a book for educators, scholars, and students interested in better understanding both the role technology can play in schools and its potential for strengthening communities, optimizing the effects of globalization, and increasing educational access. The digital solidarity movement prioritizes the engagement and mobilization of students from diverse racial, ethnic, linguistic, and economic backgrounds, and with giftedness and/or disabilities, to utilize and apply technologies. This powerful book introduces innovative technological programs including virtual schools, e-tutoring, and interactive online communities for K-12 students that can: * increase students' knowledge and understanding of advanced concepts while reinforcing their basic skills; * reinforce students' communication in their first language while introducing second and third language possibilities; * nurture students' capabilities to think analytically, while using creative and innovative ideas to think simultaneously "outside of the box." The experienced author team shows how collaborative partners from the private sector can assist public school systems and educators in creating access for all students to technological innovations, with a goal of increasing individual opportunities for future college and career success. Combining theoretical scholarship and research with the personal perspectives of practitioners in the field, this volume shares with readers both the nuts and bolts of using technology in education, and the importance of doing so.
Producing Video for Teaching and Learning: Planning and Collaboration provides lecturers, researchers, professors, and technical staff in educational settings with a framework for producing video resources for teaching and learning purposes. This highly useful guide brings together the literature from the field into a constructive, developmental framework, prompting users to reflect on their own ideas at each stage of the production process. O'Donoghue makes clear distinctions between related aspects of video production, and offers working definitions where appropriate in order to address the academic and tertiary support technical audience. Interviews with established professionals in the field illustrate the possibilities-and limitations-of video for teaching and learning. Producing Video for Teaching and Learning gives readers the power to enhance the learning capacity of their own video materials.
A growing interest in the use of games-based approaches for learning has been tempered in many sectors by budget or time constraints associated with the design and development of detailed digital simulations and other high-end approaches. However, a number of practitioners and small creative groups have used low-cost, traditional approaches to games in learning effectively - involving simple card, board or indoor/outdoor activity games. New Traditional Games for Learning brings together examples of this approach, which span continents (UK, western and eastern Europe, the US, and Australia), sectors (education, training, and business) and learner styles or ages (primary through to adult and work-based learning or training). Together, the chapters provide a wealth of evidence-based ideas for the teacher, tutor, or trainer interested in using games for learning, but turned off by visible high-end examples. An editors' introduction pulls the collection together, identifying shared themes and drawing on the editors' own research in the use of games for learning. The book concludes with a chapter by a professional board game designer, incorporating themes prevalent in the preceding chapters and reflecting on game design, development and marketing in the commercial sector, providing valuable practical advice for those who want to take their own creations further.
Inclusive Technology Enhanced Learning draws together a remarkable breadth of research findings from across the field, providing useful data on the power of technology to solve cognitive, physical, emotional or geographic challenges in education. A far-ranging assessment, this book combines research, policy, and practical evidence to show what digital technologies work best for which learners and why. Inclusive Technology Enhanced Learning takes a number of unique perspectives, looking at uses of digital technologies through a detailed learning framework; considering different groups of users and how they can be individually supported through digital technologies; and exploring how those who support different categories of learners can apply technologies to their specific support needs. This powerful meta-analysis of research on technology enhanced learning will be invaluable reading for anyone concerned with the impacts of digital technologies on learning across subject areas, age ranges, and levels of ability.
Although Japanese universities have relied on information technology to resolve numerous problems, their high expectations are undermined by lags in implementing that technology. This innovative edited volume argues that lags in IT implementation in Japanese education are created by contradictory and challenging responses of the social environment. If this dialectic can be visualized as having hands, the right avidly promotes IT, while the left hand simultaneously blocks it. The result, of course, is an impasse. The issues central to this stalemate are significant because they point beyond the schools, to a broader set of problem areas in Japanese society. The contributors to Roadblocks on the Information Highway discover and discuss the contradictions inherent in Japanese society and culture as they are played out in the social contexts of IT service providers, web masters, and classroom teachers who implement IT. They then show how these contradictions indicate broader, structural problems that pervade the dynamic between Japanese education and the state and business sectors. Ultimately, in a reach that goes beyond Japan, this book examines relationships between technology and society, persuasively convincing readers that the modern age has created an inextricable link between the two.
The Handbook of Design in Educational Technology provides up-to-date, comprehensive summaries and syntheses of recent research pertinent to the design of information and communication technologies to support learning. Readers can turn to this handbook for expert advice about each stage in the process of designing systems for use in educational settings; from theoretical foundations to the challenges of implementation, the process of evaluating the impact of the design and the manner in which it might be further developed and disseminated. The volume is organized into the following four sections: Theory, Design, Implementation, and Evaluation. The more than forty chapters reflect the international and interdisciplinary nature of the educational technology design research field.
Inclusive Technology Enhanced Learning draws together a remarkable breadth of research findings from across the field, providing useful data on the power of technology to solve cognitive, physical, emotional or geographic challenges in education. A far-ranging assessment, this book combines research, policy, and practical evidence to show what digital technologies work best for which learners and why. Inclusive Technology Enhanced Learning takes a number of unique perspectives, looking at uses of digital technologies through a detailed learning framework; considering different groups of users and how they can be individually supported through digital technologies; and exploring how those who support different categories of learners can apply technologies to their specific support needs. This powerful meta-analysis of research on technology enhanced learning will be invaluable reading for anyone concerned with the impacts of digital technologies on learning across subject areas, age ranges, and levels of ability.
National governments and multi-national institutions are spending unprecedented amounts of money on ICT on improving the overall quality of school learning, and schools are increasingly expected to prepare young people for a global economy in which inter-cultural understanding will be a priority. This book explores and analyzes the ways ICT has been used to promote citizenship and community cohesion in projects that link together schools in different parts of the world. It examines the theoretical framework behind such work and shows the impact of initiatives in the Middle East, Canada, the USA, England, Northern Ireland, the Republic of Ireland and elsewhere in the European Union. This is a critical examination of the technologies that have been deployed, the professional development that has been provided and an evaluation of what constitutes good practice, particularly in terms of what collaborative learning really means for young people. Many of these initiatives have enabled young people to develop more positive relations with culturally and religiously different neighbours, but this work has just begun. Continuing international tensions over matters of identity and faith require that we better understand the political context for such work so that we might shape future directions more deliberately and more clearly.
The world of learning and teaching is at a watershed; confronted by challenges to previous educational models. One learning future lies in impactful, purposeful, active online activities, or 'e-tivities', that keep learners engaged, motivated, and participating. Grounded in the author's action research, E-tivities, 2nd Edition assuredly illustrates how technologies shape and enhance learning and teaching journeys. In this highly practical book, Gilly Salmon maintains her exceptional reputation, delivering another powerful guide for academics, teaching professionals, trainers, designers and developers in all disciplines. This popular text has been comprehensively updated; addressing key technological changes since 2002, offering fresh case studies and 'Carpe Diem' - a unique approach to learning design workshops. Readers will find E-tivities, 2nd Edition a wonderful resource on its own or as a companion to the author's bestselling e-Moderating, 3rd Edition. Find e-tivities on the web at e-tivities.com or connect at gillysalmon.com
First published in 2013. Routledge is an imprint of Taylor & Francis, an informa company.
Today, new media is both augmenting and extending the traditional classroom with a variety of technology-based tools available to both students and faculty, and has created "new" virtual classrooms for anywhere, anytime availability to education. Despite the enormous potential for technology to support the educational enterprise in this emerging "creative" economy, technologies are still not yet fully integrated in the classroom and their association with educational outcomes is as-yet unclear. This book profiles scholarly work from around the world to examine closely the effectiveness of the newest media in education at bridging the gaps among and between teachers, students and subject matter at all levels, from K-12 through adult education. These pieces are theory-based investigations with implications for future research, theory and application. Contributors examine how the fields of education and new media have evolved and are continuing to evolve pedagogically and practically, from predominantly instructivist, with a passive, one-way teaching format; to constructivist, including teacher- and learner-controlled, sensorially immersive and socially interactive exchanges. This book will be of interest to students and faculty in the areas of new media in education, including distance learning, online learning and "virtual" learning.
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.
This book examines how video game mechanics and narratives can teach players skills associated with increased psychological well-being. It integrates research from psychology, education, ludology, media studies, and communication science to demonstrate how game play can teach skills that have long been associated with increased happiness and prolonged life satisfaction, including flexible thinking, openness to experience, self-care, a growth mindset, solution-focused thinking, mindfulness, persistence, self-discovery and resilience. The chapters in this volume are written by leading voices in the field of game studies, including researchers from academia, the video gaming industry, and mental health practitioners paving the way in the field of "geek therapy." This book will advance our understanding of the potential of video games to increase our psychological well-being by helping to mitigate depression, anxiety, and stress and foster persistence, self-care, and resilience.
Learning, Problem Solving, and Mindtools is inspired by the substantial body of learning research by David H. Jonassen in the areas of mind tools and problem solving. The focus of the volume is on educational technology, especially with regard to how new technologies have facilitated and supported problem solving and critical thinking. Each chapter focuses on a particular aspect of learning with technology and elaborates the implications for the design and implementation of learning environments and activities aimed at improving the conceptualization of problems, reasoning and higher-order thinking, and solving challenging problems. This collection of scholarly essays provides a highly engaging treatment of using tools and technologies to improve problem solving; multiple perspectives on integrating educational technology to support learning in complex and challenging problem solving domains; guidance for the design of instruction to support problem solving; a systemic account of the relationships between mental models, instructional models, and assessment models; and a look into the future of educational technology research and practice.
In recent years there has been significant investment by policy makers in the potential of technological tools to transform learning and teaching across a range of professional practitioner groups; education, nursing and social care. There remain, however, outstanding issues concerning the ways educators and professional practitioners harness the potential of technologies to innovate and develop pedagogical practice. With so much attention focusing on technologies themselves, the complexity of what it takes for practitioners to innovate and develop their own pedagogical practice can easily be overlooked. This book promotes a teacher-centred model of professional development and practice; a model that promotes teachers as active agents as they draw upon a range of factors within a narrative ecology framework to inform their development of pedagogical tools. The combination of narrative methodologies with ecological theories offers a much more nuanced view of teachers' professional learning, and Turvey provides an innovative methodological approach to narrative research, supported by an empirical evidence base which crosses educational and socio-cultural contexts. Chapters cover: -Teachers as pedagogical toolmakers -A teacher-centred narrative ecology -Storying teachers' experiences: what can we learn? The narrative ecologies that emerge in this book suggest an incremental process of pedagogical change and development, driven by teachers at the heart of the process. This book will be key reading for postgraduate students and academics focusing on narrative methodologies and aspects of professional learning within contemporary contexts.
Digital media are increasingly interwoven into how we understand society and ourselves today. From lines of code to evolving forms of online conduct, they have become an ever-present layer of our age. The rethinking of education has now become the subject of intense global policy debates and academic research, paralleled by the invention and promotion of new learning identities, which are intended to incite teachers and students to think, feel, and act as social operators in schools and beyond. " Learning Identities in a Digital Age" provides a critical exploration of how education has been reimagined for the digital future. It argues that education is now the subject of a "cybernetic" mode of thought: a contemporary style of thinking about society and identity that is saturated with metaphors of networks, flexibility, interactivity, and connectedness. This book examines how shifts in thought have translated into fresh ideas about creative learning, interactive tools, curriculum reform, and teacher identity. The text identifies how learning identities have been promoted, and position young people as networked learners, equipped for political, economic and cultural participation in the digital age. Included in the text: - mapping the digital age - reconstructing the future of education -making up digital learning identities -assembling creative learning -thinking with digital tools - protoyping the curriculum of the future -being a teacher in a digital age.
Designing Online Information Literacy Games Students Want to Play sets the record straight with regard to the promise of games for motivating and teaching students in educational environments. The authors draw on their experience designing the BiblioBouts information literacy game, deploying it in dozens of college classrooms across the country, and evaluating its effectiveness for teaching students how to conduct library research. The multi-modal evaluation of BiblioBouts involved qualitative and quantitative data collection methods and analyses. Drawing on the evaluation, the authors describe how students played this particular information literacy game and make recommendations for the design of future information literacy games. You ll learn how the game s design evolved in response to student input and how students played the game including their attitudes about playing games to develop information literacy skills and concepts specifically and playing educational games generally. The authors describe how students benefited as a result of playing the game. Drawing from their own first-hand experience, research, and networking, the authors feature best practices that educators and game designers in LIS specifically and other educational fields generally need to know so that they build classroom games that students want to play. Best practices topics covered include pre-game instruction, rewards, feedback, the ability to review/change actions, ideal timing, and more. The final section of the book covers important concepts for future information literacy game design." |
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