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Books > Social sciences > Education > Educational resources & technology > General
Web 2.0 technologies, open source software platforms, and mobile applications have transformed teaching and learning of second and foreign languages. Language teaching has transitioned from a teacher-centered approach to a student-centered approach through the use of Computer-Assisted Language Learning (CALL) and new teaching approaches. Engaging Language Learners through Technology Integration: Theory, Applications, and Outcomes provides empirical studies on theoretical issues and outcomes in regards to the integration of innovative technology into language teaching and learning. This reference wok discusses empirical findings and innovative research using software and applications that engage learners and promote successful learning, essential tools for educational researchers, instructional technologists, K-20 language teachers, faculty in higher education, curriculum specialists, and researchers.
As the field of distance and online learning continues to grow, it is important to consider the relationship between students and technology and to find the best possible means to deliver computer-aided instruction. Educational technologists and instructional designers seek to grow the body of research in this field by developing new tools and methodologies that can be implemented in the traditional or virtual classroom. Intelligent Learning Systems and Advancements in Computer-Aided Instruction: Emerging Studies reviews computational models and technologies for distance education, focusing on systems, infrastructures, and frameworks for delivering quality education. Researchers and educators will benefit from this comprehensive insight into new methods and trends in multimedia technology, learning models, and individualized distance learning.
Multiple intelligences (MI) as a cognitive psychology theory has significantly influenced learning and teaching. Research has demonstrated a strong association between individual intelligences and their cognitive processes and behaviors. However, it remains unknown how each of or a combination of these intelligences can be effectively optimized through instructional intervention, particularly through the use of emerging learning technology. On the other hand, while efforts have been made to unveil the relationship between information and communication technology (ICT) and individual learner performance, there is a lack of knowledge in how MI theory may guide the use of ICTs to enhance learning opportunities for students. Examining Multiple Intelligences and Digital Technologies for Enhanced Learning Opportunities is an essential reference book that generates new knowledge about how ICTs can be utilized to promote MI in various formal and informal learning settings. Featuring a range of topics such as augmented reality, learning analytics, and mobile learning, this book is ideal for teachers, instructional designers, curriculum developers, ICT specialists, educational professionals, administrators, instructors, academicians, and researchers.
As the widespread use of digital entertainment has changed not only the ways in which we spend our leisure time but also how we learn and communicate, Serious Games have emerged as an effective tool for the purpose of learning, skill acquisition, and training. Psychology, Pedagogy, and Assessment in Serious Games addresses this issue by offering empirical evidence for the effectiveness of Serious Games in the key areas of psychology, pedagogy, and assessment. Emphasizing both the theory and practice in the learning and training of Serious Games, this book is useful to educationalists, researchers, sociologists, and psychologists interested in the potential of games to support learning and change behavior.
Today's ever-changing learning environment is characterised by the fast pace of technology that drives our society to move forward, and causes our knowledge to increase at an exponential rate. The need for in-depth research that is bound to generate new knowledge about curriculum and program development is becoming ever more relevant. Andragogical and Pedagogical Methods for Curriculum and Program Development offers an in-depth description of key terms and concepts related to curriculum and programme development for both faculty and students, as well as programme designers, instructional programme developers, trainers, and librarians.
One of the most important transformations in the world today is the adaptation to education and teaching methods that must be made to enhance the learning experience for Millennial and Generation Z students. The system in which the student is passive and the teacher is active is no longer the most effective form of education. Additionally, with the increased availability to information, knowledge transfer is no longer done solely by the teacher. Educators need to become moderators in order to promote effective teaching practices. Paradigm Shifts in 21st Century Teaching and Learning is an essential scholarly publication that examines new approaches to learning and their application in the teaching-learning process. Featuring a wide range of topics such as game-based learning, curriculum design, and sustainability, this book is ideal for teachers, curriculum developers, instructional designers, researchers, education professionals, administrators, academicians, educational policymakers, and students.
The emerging knowledge society places new requirements on the educational sector to support the needs of individuals and organizations. In the discipline of lifelong learning, which is one of the most important forces driving education in the 21st century, e-learning has become a collaborative and community-based process. This necessitates tools to support the autonomous and dynamic creation of lifelong learning communities and new distributed e-learning services. E-Infrastructures and Technologies for Lifelong Learning: Next Generation Environments provides a comprehensive review of state-of-the-art technologies for e-learning and lifelong learning, examining theoretical approaches, models, architectures, systems and applications. It addresses critical issues in the field, providing readers with insight on the various stages of the technological life cycle, as well as applications in real world settings. As a one-stop reference, this book provides a holistic view of the various issues in the area of advanced technologies for lifelong learning ranging from organizational issues to lifelong learning delivery issues.
Throughout the decades, a wide variety of methodologies and approaches to the teaching of languages have developed. In the current, technology driven environment, demand is high for new tools and student-centered collaborative learning approaches to promote students' language and communicative skills.""The Handbook of Research on E-Learning Methodologies for Language Acquisition"" contributes over 50 authoritative research studies planning e-learning theory, pedagogy, methodologies and approaches developed and implemented by prominent international authors. An essential addition to the reference collection of any academic library, this commanding Handbook of Research will foster professional discussion and progress among researchers, practitioners, and educators in this rapidly developing field.
Given the rapid growth of computer-mediated communication, there is an ever-broadening range of social interactions. With conversation as the bedrock on which social interactions are built, there is growing recognition of the important role conversation has in instruction, particularly in the design and development of technologically advanced educational environments. ""Handbook of Conversation Design for Instructional Applications"" presents key perspectives on the evolving area of conversation design, bringing together a multidisciplinary body of work focused on the study of conversation and conversation design practices to inform instructional applications. Offering multimodal instructional designers and developers authoritative content on the cutting-edge issues and challenges in conversation design, this book is a must-have for reference library collections worldwide.
Our increasingly globalized world is driven by shared knowledge, and nowhere is that knowledge more important than in education. Now more than ever, there is a demand for technology that will assist in the spread of knowledge through customized, self-paced, and on-demand learning. The Handbook of Research on Innovative Technology Integration in Higher Education provides an international perspective on the need for information and communication technology in education and training. Highlighting the use of technology in both formal and informal learning, this book is an essential reference for academics, corporate leaders, government agencies, profit and non-profit organizations, policymakers, or anyone interested in the use of technology to educate and share information.
The constant creation of internet technologies has contributed to growing trends of scenario-based virtual environments and serious games in education. Along with these new technologies, there is an increasing interest in how students can be effectively assessed when using such virtual environments. Cases on the Assessment of Scenario and Game-Based Virtual Worlds in Higher Education is a comprehensive collection that provides aspects of assessment in virtual worlds combined with lessons learned from critical reflection. These case studies present successes, challenges, and innovations to be utilised as a framework for practitioners and researchers to base their own effective forms of scenario-based learning. This publication would be of particular interest to practice-based disciplines such as education, nursing, medicine, and social work.
It is not enough for an instructor to merely present facts to their students; the presentation of information must be made accessible and understandable in the context of the student. As communication technologies become more widely available, traditional educational institutions are no longer the only source of information. What is now necessary is to reconsider what makes for meaningful education and apply those practices to digital natives. Revolutionizing Modern Education through Meaningful E-Learning Implementation evaluates the means by which online education can be improved and systematically integrated more fluidly into traditional learning settings, with special focus on the ethical, pedagogical, and design aspects of building online courses. This publication aims to elucidate the rewards and follies of online education for educators, administrators, programmers, designers, and students of education.
As education continues to integrate technological advancements into learning and instruction, a resource dedicated to the latest findings and implications becomes necessary. The Handbook of Research on Practices and Outcomes in E-Learning: Issues and Trends provides academicians, researchers, and practitioners with a comprehensive view of the historical, conceptual, theoretical, and practical perspectives of conventional e-learning and innovative e-learning 2.0. Presenting cutting-edge research, case studies, best practices, and pedagogical approaches and strategies, this defining reference source incorporates the latest and most discussed Web 2.0 technologies in educational learning and practice.
During the past two decades, telecommunication technologies combined with Web-enabled technologies have created a new technology-based focus-Web-based learning and teaching. This new area has changed the concept of education around the world, creating new challenges and opportunities offered by this new technology-based concept. Web-Based Learning and Teaching Technologies: Opportunities and Challenges addresses many issues, trends, opportunities and problems facing colleges and universities in the effective utilization and management of Web-based learning and teaching technologies.
ICT and globalization have completely redefined learning and communication. People virtually connect to, collaborate with, and learn from other individuals. Because educational technology has matured considerably since its inception, there are still many issues in the design of learner-centered environments. The Handbook of Research on Ecosystem-Based Theoretical Models of Learning and Communication is an essential reference source that discusses learning and communication ecosystems and the strategic role of trust at different levels of the information and knowledge society. Featuring research on topics such as global society, life-long learning, and nanotechnology, this book is ideally designed for educators, instructional designers, principals, administrators, professionals, researchers, and students.
Over the last few years, second generation Internet-based services, or Web 2.0 technologies, have emerged as the new buzzwords in information communication technologies. ""The Handbook of Research on Web 2.0 and Second Language Learning"" investigates how those involved in education - teachers, students, and administrators - can respond to the opportunities offered by Web 2.0 technology, within existing institutional and pedagogical frameworks. Containing nearly 30 chapters by experts from across the globe, this defining body of research is the first of its kind to focus on second language learning in relation to the history of computer assisted language learning.This book features 28 authoritative contributions by over 40 of the world's leading experts on second language learning from 13 countries. It features: a comprehensive coverage of each specific topic, highlighting recent trends and describing the latest advances in the field; more than 1,200 references to existing literature and research on second language learning; and a compendium of over 200 key terms with detailed definitions. It is organized by topic and indexed, making it a convenient method of reference for all IT/IS scholars and professionals. It also features cross-referencing of key terms, figures, and information pertinent to second language learning.
Perception plays a key role in numerous aspects of life in contemporary society. By developing tools to effectively measure perception and spatial recognition, a range of relevant applications can be utilized. A Simplex Approach to Learning, Cognition, and Spatial Navigation: Emerging Research and Opportunities is an innovative source of scholarly material that presents a unique perspective on the convergence of game-based learning, empathy, cognition, and spatial understanding. Including a range of pertinent topics such as gender considerations, space representation, and user interfaces, this book is an ideal reference publication for academics, researchers, students, and educators interested in the role of spatial reference systems in education.
Understanding cybersecurity principles and practices is vital to all users of IT systems and services, and is particularly relevant in an organizational setting where the lack of security awareness and compliance amongst staff is the root cause of many incidents and breaches. If these are to be addressed, there needs to be adequate support and provision for related training and education in order to ensure that staff know what is expected of them and have the necessary skills to follow through. Cybersecurity Education for Awareness and Compliance explores frameworks and models for teaching cybersecurity literacy in order to deliver effective training and compliance to organizational staff so that they have a clear understanding of what security education is, the elements required to achieve it, and the means by which to link it to the wider goal of good security behavior. Split across four thematic sections (considering the needs of users, organizations, academia, and the profession, respectively), the chapters will collectively identify and address the multiple perspectives from which action is required. This book is ideally designed for IT consultants and specialist staff including chief information security officers, managers, trainers, and organizations.
During the last decade, the Internet has driven some of the most significant changes in higher education. Since information and communication technologies (ICTs) impact how we educate, teach, and learn, researchers, teachers, and other stakeholders in higher education must be prepared to meet students with uses of educational technology that are designed with reflection and research. Informed Design of Educational Technologies in Higher Education: Enhanced Learning and Teaching presents recent and important theoretical and practical advances in educational technology design in higher education, examining their possibilities for enhancing teaching and learning. This volume includes discussions of technologies and applications grounded in legitimate learning theories and from an ethical perspective that emphasizes mutual understanding.
Using Technology to Enhance Special Education, Volume 37 of Advances in Special Education, is a logically, thoughtfully organized, and well-sequenced text. It focuses on how general and special educators can use technology to work with children and youth with disabilities. This cutting-edge book involves researchers, scholars, educators, and leaders who are knowledge producers in the field. It is written to respond to today's changing world where technology has become a very powerful force. As it stands, the world is getting smaller and smaller; and what is happening in a location quickly becomes known everywhere. For example, during the tense periods of the global COVID pandemic, technology became the livewire of our world. This book begins with an introduction to technology and students with disabilities; and the remaining chapters focus on the role of technology in the education of students with learning disabilities, emotional and/or behavioral disorders, and intellectual disabilities, autism spectrum disorders, physical and health impairments, hearing impairments/deafness, visual impairments, and traumatic brain injuries. In addition, some chapters focus on the role of technology in achieving equitable and inclusive education, building culturally and linguistically responsive general and special education, and creatively using digital comics to improve written narratives. In the end, this book concludes with a chapter that forward looking ways to infuse technology in special education. We feel that this volume is an excellent resource for special education researchers, scholars, practitioners, and professionals who teach and serve students with disabilities.
With constant explorative research on educational technologies, it remains important to have a detailed understanding of the implementation of these innovations. Cases on Educational Technology Implementation for Facilitating Learning blends together vital research and advancements on educational technologies into one comprehensive collection; while structuring the information to make it accessible for implementation into the classroom. Academics, professors, and educators will find this casebook especially useful for integrating new aspects of technology into their programs.
This book book speaks to the use of digital technology and visual texts in education. This information sits relevantly in the context of pandemic learning, and also speaks to the need to focus on textual work closely with students as technology and ways of reading proliferate. This book focuses on both work with young children, adolescents, and students at the college level. This book is written at a practical level for teachers, but also is intended to reach academic and research audiences based on the theoretical underpinnings and literature that is discussed.
Multi-Agent Systems for Education and Interactive Entertainment: Design, Use and Experience presents readers with a rich collection of ideas from researchers who are exploring the complex tradeoffs that must be made in designing agent systems for education and interactive entertainment. This book aims to provide a mixture of relevant theoretical and practical understanding of the use of multi-agent systems in educational and entertainment research, together with practical examples of the use of such systems in real application scenarios. |
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