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Books > Social sciences > Education > Educational resources & technology > General
Novel trends and innovations have enhanced contemporary educational environments. When applied properly, these computing advances can create enriched learning opportunities for students. Mobile Technologies and Augmented Reality in Open Education is a pivotal reference source for the latest academic research on the integration of interactive technology and mobile applications in online and distance learning environments. Highlighting scholarly perspectives across numerous topics such as wearable technology, instructional design, and flipped learning, this book is ideal for educators, professionals, practitioners, academics, and graduate students interested in the role of augmented reality in modern educational contexts.
This book discusses in detail the great historical and social significance of the development of Artificial Intelligence (AI). It consists of seven chapters, each focusing on a specific issue related to AI, such as ethical principles, legal regulations, education, employment and security. Adopting a multidisciplinary approach, it appeals to wide readership, ranging from experts and government officials to the general public.
Instructors at universities face many of the same concerns. They have to prepare and organize their courses, teach those courses and provide assignments, assess the learning of the students, and then evaluate the effectiveness of their teaching style. Even though these experiences are common, learning environments in higher education are increasingly diverse, and this diversity impacts every aspect of the institution. ""Technology and Diversity in Higher Education: New Challenges"" provides current and effective educational practices, and examines new challenges involving emerging technologies in increasingly diverse learning environments. This book studies current knowledge on how students learn, and the application of that knowledge to technology.
In thispa per, we describe the key lessons from an earlier HCI Educators' conference, held in Limerick in 2006, on 'inventivity' - a term coined to highlight the confluence of inventiveness and creativ ity. There is a distinction between being creative andbein g artistic. HCI education, in terms of creative inventiveness, is not just about artistically pleasing user inte rfaces, but also about solutions that are innovative. We can know much about creativ ity and inventiveness. However, tobe able to teach and train students so that th ey can be creatively inventive, we believe that it would be helpful if educators themselves have personally experienced this. With this in mind, we organised the follow up conference HCIEd 2007 Creativity: Experiencing to Educate and Design. Inventivity was coined to refer to the notiono f inventing creative and innovative solutions. This term was also intended tomean that such solutionsb e more than 'creative', artistic or appealing interfaces as designed by artistic or 'creative types' of people. It was also intended to reflect the creativeness of the solutions that had to be invented. One reason for emphasising this as pect at the conference was that, in HCI design it is easy to mis interpret the focus ofHCI d esign solutions - which should notad dress just visualisation and interaction design, but also address how that visualisation and interactioncreativ ely repr esents and simplifies the complexities in work thatpe ople engage in.
The Internet and associated technologies have been around for almost twenty years. Networked access and computer ownership are now the norm. There is a plethora of technologies that can be used to support learning, offering different ways in which learners can communicate with each other and their tutors, and providing them with access to interactive, multimedia content. However, these generic skills don't necessarily translate seamlessly to an academic learning context. Appropriation of these technologies for academic purposes requires specific skills, which means that the way in which we design and support learning opportunities needs to provide appropriate support to harness the potential of technologies. More than ever before learners need supportive 'learning pathways' to enable them to blend formal educational offerings, with free resources and services. This requires a rethinking of the design process, to enable teachers to take account of a blended learning context.
Two developments in recent years have converged to dramatically
alter most conceptions of the teaching and learning process. First,
technology has become increasingly interactive and distributed,
such that individual learners have available the means to
participate in incredibly complex networks of information,
resources, and instruction. As these technological advancements
facilitate interaction across classroom, university, and worldwide
learning communities in both real-time and delayed formats, various
instructional design and implementation problems spring forth.
Second, the conventional teacher-centered model wherein knowledge
is transmitted from the teacher to the learner is being replaced by
social constructivist and learner-centered models of instruction.
These new learner-centered models place emphasis on guiding and
supporting students as they meaningfully construct their
understanding of various cultures and communities.
Educators and education policy has increasingly acknowledged the value of creativity and creative approaches to education in particular. This book highlights a range of innovative teaching techniques successfully employed by teachers from a range of disciplines and education levels in order to share knowledge regarding creative education.
Clearly structured and illustrated with tables, charts and figures to help educators rapidly come to terms with exactly what they need to do when planning a new course (or giving a current course a well needed overhaul), this book is packed with tips to make course planning easy.
Is the emerging digital multimedia culture of today transforming
the textbook or forever displacing it? As new media of transmission
enter the classroom, the traditional textbook is now caught up in a
dialogue reshaping the textual boundaries of the book, and with it
the traditional modes of cognition and learning, which are bound
more to language than to visual form. Most of the important work in
the past two decades in the field of curriculum has focused on the
culture of the textbook. A rich literature has evolved around
textbooks as the traditional object of instructional activity. This
volume is an important contribution to this literature, which
focuses on the actual making of a textbook. This design process
serves as a metaphor that suggests new paradigms of learning and
instruction, in which text content is but one component in a
multidimensional information space."The Visual Turn" is an
exploration along the border of this new learning space
transforming the traditional center of instruction in the
classroom.
This book contains a comprehensive treatment of advanced LaTeX features. The focus is on the development of high quality documents and presentations, by revealing powerful insights into the LaTeX language. The well-established advantages of the typesetting system LaTeX are the preparation and publication of platform-independent high-quality documents and automatic numbering and cross-referencing of illustrations or references. These can be extended beyond the typical applications, by creating highly dynamic electronic documents. This is commonly performed in connection with the portable document format (PDF), as well as other programming tools which allow the development of extremely flexible electronic documents.
This monograph presents the challenges, vision and context to design smart learning objects (SLOs) through Computer Science (CS) education modelling and feature model transformations. It presents the latest research on the meta-programming-based generative learning objects (the latter with advanced features are treated as SLOs) and the use of educational robots in teaching CS topics. The introduced methodology includes the overall processes to develop SLO and smart educational environment (SEE) and integrates both into the real education setting to provide teaching in CS using constructivist and project-based approaches along with evaluation of pedagogic outcomes. Smart Learning Objects for Smart Education in Computer Science will appeal to researchers in CS education particularly those interested in using robots in teaching, course designers and educational software and tools developers. With research and exercise questions at the end of each chapter students studying CS related courses will find this work informative and valuable too.
There is much evidence to show that digital technologies greatly impact children's lives through the use of computers, laptops and mobile devices. Children's uses of digital technologies are, therefore, currently of huge concern to academics, teachers and parents. Disabled Children and Digital Technologies investigates disabled children's learning with digital technologies within the context of inclusive education. Sue Cranmer explores the potential benefits of using digital technologies to support disabled children's learning whilst recognising that these technologies also have the potential to act as a barrier to inclusion. Cranmer provides a critical overview of how digital technologies are being used in contemporary classrooms for learning. The book includes detailed analysis of a recent study carried out with disabled children with visual impairments aged between 13 - 17 years old in mainstream secondary schools. The chapters consider the use of digital technologies in relation to access, engagement, attitudes, and skills, including safety and risk. These perspectives are complemented by interviews with teachers to explore how digital technologies can support disabled children's learning and inclusion in mainstream settings more effectively.
This highly focused and practical book looks at the issues involved in integrating learning technologies within teaching and learning. With in-text activities to encourage readers to think about what they do, the book demonstrates how academics can improve their teaching using technology. It raises issues about the educational value of using technology and considers the pressures forcing change in higher education. The book covers a wide range, from making lecture aids to creating multimedia resources, and includes discussion of: +educational perspectives+developing new teaching strategies for larger student groups+using computers to deliver teaching and learning resources+using computers to communicate with and between students.This book can stand alone or can be used in conjunction with Technology In Teaching And Learning. The two books cover all aspects of transforming teaching using technology. This book covers the educational issues.
In order to effectively use games in the classroom, teachers and parents need to agree on games' positive functions toward students' learning, decide and select good educational games relevant to content and tasks in the classroom, and disseminate their acquired knowledge into the teaching field. As part of an international dialogue between researchers in educational technology, Gaming for Classroom-Based Learning: Digital Role Playing as a Motivator of Study investigates whether games can motivate students to learn and improve their knowledge and skills. This collection of research aims to inform classroom and pre-service teachers of the potential of games for improving teaching and learning.
Rethinking Children and Research considers the way people approach research into childhood and children's lives and examines the debates concerning the forms and goals of such research.Theoretical and practice-based perspectives are discussed in the context of recent key developments in research theory and philosophy of children. Mary Kellett promotes the idea that researchers should listen to the voices and perspectives of children as experts on their own lives, and offers insights and guidance on approaches to research design, implementation and presentation.Recent debates and developments are considered, including ethics, approaching research with children from a child-rights framework, and rethinking the power dynamic within research relationships with children.Rethinking Children and Research is essential for studying childhood and undergraduate or postgraduate level, and will be of interest to all involved with research into childhood and children's lives in the areas of education, health and social services. >
As part of e-learning, adaptive systems are more specialized and focus on the adaptation of learning content and presentation of this content. An adaptive system focuses on how knowledge is learned and pays attention to the activities, cognitive structures, and context of the learning material. The adaptive term refers to the automatic adaptation of the system to the learner. The needs of the learner are borne by the system itself. The learner did not ask to change the parameters of the system to his own needs; it is rather the needs of the learner that will be supposed by the system. The system adapts according to this necessity. Personalization and Collaboration in Adaptive E-Learning is an essential reference book that aims to describe the specific steps in designing a scenario for a collaborative learning activity in the particular context of personalization in adaptive systems and the key decisions that need to be made by the teacher-learner. By applying theoretical and practical aspects of personalization in adaptive systems and applications within education, this collection features coverage on a broad range of topics that include adaptive teaching, personalized learning, and instructional design. This book is ideally designed for instructional designers, curriculum developers, educational software developers, IT specialists, educational administrators, professionals, professors, researchers, and students seeking current research on comparative studies and the pedagogical issues of personalized and collaborative learning.
This book, about a newly emerging area of research in instructional
technology, has as its title the acronym "CSCL." Initially, CSCL
was chosen as an acronym for Computer-Supported Collaborative
Learning. However, some would argue that "collaborative" is often
not a descriptive term for what learners do in instructional
settings; further, as the field develops, the technology used to
support collaboration may not always involve computers, at least
not in the direct ways they have been used to support instruction
in the past. To avoid getting bogged down in this terminological
debate, this book uses CSCL as a designation in its own right,
leaving open to interpretation precisely what words it stands for.
Hypermedia and multimedia have penetrated the world of computer
games, Internet, and CD-ROM based reference manuals. However, the
fields of education, schooling, and training ask more specific
benefits from them. This book provides practical approaches to
transform these media into learning tools. Crucial helping steps
include the migration from expository to exploratory learning
strategies, the integration of collaborative learning practices in
plenary and individualistic teaching styles, and the evolution from
test-driven to experience-oriented training.
Hypermedia and multimedia have penetrated the world of computer
games, Internet, and CD-ROM based reference manuals. However, the
fields of education, schooling, and training ask more specific
benefits from them. This book provides practical approaches to
transform these media into learning tools. Crucial helping steps
include the migration from expository to exploratory learning
strategies, the integration of collaborative learning practices in
plenary and individualistic teaching styles, and the evolution from
test-driven to experience-oriented training.
In recent years, the use of technology for the purposes of
improving and enriching traditional instructional practices has
received a great deal of attention. However, few works have
explicitly examined cognitive, psychological, and educational
principles on which technology-supported learning environments are
based. This volume attempts to cover the need for a thorough
theoretical analysis and discussion of the principles of system
design that underlie the construction of technology-enhanced
learning environments. It presents examples of technology-supported
learning environments that cover a broad range of content domains,
from the physical sciences and mathematics to the teaching of
language and literacy.
Recent advancements in technology have led to significant improvements and developments within learning environments. When utilized properly, these innovations can serve as a valuable resource for educators and students. Exploring the New Era of Technology-Infused Education is a pivotal reference source for the latest scholarly research on the implementation of emerging technologies in contemporary classroom settings. Highlighting theoretical foundations, empirical case studies, and curriculum development strategies, this book is ideally designed for researchers, practitioners, educators, and academics actively involved in teaching and learning environments.
This book will provide a comprehensive guide to creating and managing a game jam. The book will also provide an overview of how and where game jams have been held, the type of game jams, the tools and technologies used in organising and participating in game jams.
Local Management of Schools (LMS) has placed considerable pressures on heads, managers and school governors. It has raised the issues of budget management and wider decision making and on top of this has been the additional pressure of OFSTED inspection. Drawing on their research into 18 secondary schools, the authors of this work examine the practicalities of managing a budget. They discuss their findings from the perspectives of all those involved, including parents, pupils, governors, teachers, heads and support staff. Using a variety of case studies, the book illustrates and analyzes the effectiveness of a range of management styles, and focuses in particular on the effect these have on the pupils on these schools. It describes how schools can successfully use their responsibility over resources to develop and support a wide range of initiatives. Throughout the book, the authors highlight examples of good practice, placing this in the context of OFSTED inspections. This work should be of use to all heads, managers and governors who are concerned about how management of resources can be linked to the educational experiences of the pupils in their schools. |
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