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Books > Social sciences > Education > Educational resources & technology > General
This practical guide outlines a vision for online and distance STEM learning at the elementary level, with creative activities based on eight STEM themes. Online and distance learning may sound fairly straightforward. Instead of learning in a classroom setting, students learn at home with the assistance of online resources. But classroom learning does not always translate easily to online settings, particularly at the elementary level where children should be actively engaging in activities, exploration and discussion. For STEM subjects, integration across subjects, settings and play-based versus traditional learning present opportunities for young learners to engage in age-appropriate online and distance learning. This book features eight creative, integrated STEM lessons, including ideas for designing a zoo, learning to garden, exploring the night sky and more. Each lesson offers online, traditional and hands-on components, with connections to the ISTE Standards and STEM standards across elementary grades. Each of the eight lessons includes: An overview of materials, resources, time and supervision needed. Suggested resources to explore, such as simulations and virtual field trips. Supplementary learning materials such as questions and quizzes. Ideas for games and reinforcement. Hands-on activities and engineering design challenges. Connections to various content areas as well as children's books, movies and art to keep the learning going after the lesson is completed. Concluding with a model for designing online and distance STEM learning for elementary-aged children, this book will support teachers and parents in designing the types of resources and learning experiences they need for elementary students' distance learning.
This book explores terminology, frameworks, and research being conducted worldwide on virtual manipulatives. It brings together international authors who provide their perspectives on virtual manipulatives in research and teaching. By defining terminology, explaining conceptual and theoretical frameworks, and reporting research, the authors provide a comprehensive foundation on the study and use of virtual manipulatives for mathematics teaching and learning. This foundation provides a common way for researchers to communicate about virtual manipulatives and build on the major works that have been conducted on this topic. By discussing these big ideas, the book advances knowledge for future research on virtual manipulatives as these dynamic tools move from computer platforms to hand-held, touch-screen, and augmented platforms.
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.
What the book is about This book is about the theory and practice of the use of multimedia, multimodal interfaces for leaming. Yet it is not about technology as such, at least in the sense that the authors do not subscribe to the idea that one should do something just because it is technologically possible. 'Multimedia' has been adopted in some commercial quarters to mean little more than a computer with some form of audio ar (more usually) video attachment. This is a trend which ought to be resisted, as exemplified by the material in this book. Rather than merely using a new technology 'because it is there', there is a need to examine how people leam and eommunicate, and to study diverse ways in which computers ean harness text, sounds, speech, images, moving pietures, gestures, touch, etc. , to promote effective human leaming. We need to identify which media, in whieh combinations, using what mappings of domain to representation, are appropriate far which educational purposes . . The word 'multimodal ' in the title underlies this perspective. The intention is to focus attention less on the technology and more on how to strueture different kinds of information via different sensory channels in order to yield the best possible quality of communication and educational interaction. (Though the reader should refer to Chapter 1 for a discussion of the use of the word 'multimodal' . ) Historically there was little problem.
The book presents a critical evaluation of current approaches related to the use of digital games in education. The author identifies two competing paradigms: that of games-to-teach and games-to-learn. Arguing in favor of the latter, the author advances the case for approaching game-based learning through the theoretical lens of performance, rooted in play and dialog, to unlock the power of digital games for 21st century learning. Drawing upon the author's research, three concrete exemplars of game-based learning curricula are described and discussed. The challenge of advancing game-based learning in education is addressed in the context of school reform. Finally, future prospects of and educational opportunities for game-based learning are articulated. Readers of the book will find the explication of performance theory applied to game-based learning especially interesting. This work constitutes the author's original theorization. Readers will derive four main benefits: (1) an explication of the difference between game-based-teaching and game-based learning, and why this difference is of critical importance, (2) an exposition of the theory of game-based learning as performance, (3) concrete exemplars and research outcomes relating to three game-based learning curricula that have been empirically evaluated in schools, and (4) an understanding of complex issues related to the human side of school change that must be effectively addressed to achieve take-up of game-based learning in schools.
This volume is the result of a 2016 research symposium sponsored by the Association for Educational Communications and Technology (AECT) focused on the growing theoretical areas of integrating story and narrative into educational design. Narrative, or storytelling, is often used as a means for understanding, conveying, and remembering the events of our lives. Our lives become a series of stories as we use narrative to structure our thinking; stories that teach, train, socialize, and create value. The contributions in this volume examine stories and narrative in instructional design and offer a diverse exploration of instructional design and learning environments. Among the topics discussed: The narrative imperative: creating a story telling culture in the classroom. Narrative qualities of design argumentation. Scenario-based workplace training as storytelling. Designing for adult learners' metacognitive development & narrative identity. Using activity theory in designing science inquiry games . Changing the narrative of school: toward a neurocognitive redefinition of learning. Educational Technology and Narrative is an invaluable resource offering application-ready ideas to students of instructional design, instructional design practitioners, and teachers seeking to utilize theories of story and narrative to the ways that they convey and express ideas of instructional design and educational technology.
Rapid-and seemingly accelerating-changes in the economies of developed nations are having a proportional effect on the skill sets required of workers in many new jobs. Work environments are often technology-heavy, while problems are frequently ill-defined and tackled by multidisciplinary teams. This book contains insights based on research conducted as part of a major international project supported by Cisco, Intel and Microsoft. It faces these new working environments head-on, delineating new ways of thinking about '21st-century' skills and including operational definitions of those skills. The authors focus too on fresh approaches to educational assessment, and present methodological and technological solutions to the barriers that hinder ICT-based assessments of these skills, whether in large-scale surveys or classrooms. Equally committed to defining its terms and providing practical solutions, and including international perspectives and comparative evaluations of assessment methodology and policy, this volume tackles an issue at the top of most educationalists' agendas.
A volume in Research on Technology and the Teaching and Learning of Mathematics: Syntheses, Cases, and Perspectives According to NCTM's Principles and Standards for School Mathematics, ""Technology is essential in teaching and learning of mathematics; it influences the mathematics that is taught and it enhances students' learning."" How does research inform this clarion call for technology in mathematics teaching and learning? In response to the need to craft appropriate roles for technology in school mathematics new technological approaches have been applied to the teaching and learning of mathematics, and these approaches have been examined by researchers world-wide. The first volume provides insight into what research suggests about the nature of mathematics learning in technological environments. Included in this volume are syntheses of research on technology in the learning of rational number, algebra, elementary and secondary geometry, mathematical modeling, and calculus. Additional chapters synthesize research on technology in the practice of teaching and on equity issues in the use of technology in mathematics instruction.Instead of simply reporting achievement scores of students who use technology in their learning, authors provide thoughtful analyses of bodies of research with the goal of understanding the ways in which technology affects what and how students learn. Each of the chapters in this volume is written by a team of experts whose own research has provided important guidance to the field.
Technology plays a vital role in bridging the digital divide and enhancing student learning both in and outside of the classroom. This is possible thanks to the successful use of educational online technologies and other new teaching resources being integrated into learning environments. Advanced Online Education and Training Technologies is an essential reference source that explores student and teacher learning through various online platforms. Featuring research on topics such as professional development in the twenty-first century and cultural differences in online learning environments, this book is ideally designed for educators, students, academicians, and other education professionals seeking coverage on enhanced student learning through technology-based learning tools.
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.
Mission Statement: This volume will highlight papers presented at the second Nebraska Symposium on Information Technology in Education. With chapters focusing on the latest research findings and theoretical principles for using technology in education, the volume will extend findings from current research on technology-mediated instruction into a set of practical principles for designers, teachers, and managers of educational technology. Contributors will identify technical and design features required for sharing of content and assessment tools and will target promising areas for future research and development in technology-based learning, instruction and assessment.
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.
Discover the latest research on the application of information and communication technologies (ICTs) in the field of education. Among the many areas covered, the book examines the latest innovations in the design, development, and evaluation of innovative educational environments. You ll also discover how ICTs support special education, collaborative learning, and distance learning. Finally, key social aspects of ICTs in education are examined.
As the field of 3D technology continues to grow and expand, educators are beginning to realise the potential for 3D learning applications to be incorporated with instructional design to provide an interactive learning environment for students. Cases on 3D Technology Application and Integration in Education highlights the use of 3D technologies in the educational environment and the future prospects of adaption and evolution beyond the traditional methods of teaching. This comprehensive collection of research aims to provide instructors and researchers with a solid foundation of information on 3D technology.
Due to the COVID-19 pandemic, learners of all ages have had to quickly adapt to learning through digital media as traditional ways of teaching become obsolete. Educators did not have a clear digital strategy in mind before the COVID-19 pandemic as they primarily relied on these traditional ways of teaching and disseminating knowledge. As phygital learning opportunities are emerging thanks to the growing EdTech economy, educators now have the opportunity to reform the school system, bringing in more innovation while reducing costs, broadening access to resources, and improving the quality of the teaching provision. EdTech Economy and the Transformation of Education is a cutting-edge reference that examines successful digital transformation in educational settings as well as the tools available to do so and the competencies and skills needed for the future. The book paves the way for phygital or blended long-term solutions. Covering a range of topics such as online education, learning processes, and digital transformation, this reference work is ideal for researchers, administrators, policymakers, academicians, practitioners, scholars, instructors, and students.
* The book breaks down common assumptions and misconceptions about the utility of educational technologies in effective teaching. * Each chapter uses vivid, accessible classroom scenarios to close the distance between traditional learning and competence in technologies. * After covering a wide array of classroom issues and applicable technologies, the author concludes with a unifying critical position on sound research methods.
The core message of this book is: computer games best realise affective interaction. This book brings together contributions from specialists in affective computing, game studies, game artificial intelligence, user experience research, sensor technology, multi-modal interfaces and psychology that will advance the state-of-the-art in player experience research; affect modelling, induction, and sensing; affect-driven game adaptation and game-based learning and assessment. In 3 parts the books covers Theory, Emotion Modelling and Affect-Driven Adaptation, and Applications. This book will be of interest to researchers and scholars in the fields of game research, affective computing, human computer interaction, and artificial intelligence.
Interactivity is at the very heart of open and flexible learning,
and is evident at all level of engagement, whether between fellow
students, students and tutors or students and online learning
materials.
What ideas do children hold about the natural world? How do these ideas affect their learning of science? Young learners bring to the classroom knowledge and ideas about many aspects of the natural world constructed from their experiences of education and from outside school. These ideas contribute to subsequent learning, and research has shown that teaching of science is unlikely to be effective unless it takes learners' perspectives into account. Making Sense of Secondary Science provides a concise, accessible summary of international research into learners' ideas about science, presenting evidence-based insight into the conceptions that learners hold, before and even despite teaching. With expert summaries from across the science domains, it covers research findings from life and living processes, materials and their properties and physical processes This classic text is essential reading for all trainee secondary, elementary and primary school science teachers, as well as those researching the science curriculum and science methods, who want to deepen their understanding of how learners think and to use these insights to inform teaching strategies. It also provides a baseline for researchers wishing to investigate contemporary influences on children's ideas and to study the persistence of these conceptions. Both components of Making Sense of Secondary Science - this book and the accompanying teacher's resource file, Making Sense of Secondary Science: Support materials for teachers - were developed as a result of a collaborative project between Leeds City Council Department of Education and the Children's Learning in Science Research Group at the University of Leeds, UK.
This book argues that embeddedness and community participation bring unique propositions for social entrepreneurship to foster social inclusion. It uncovers the role of local knowledge and grassroots level innovations to create necessary environment for the positive social change to roll. Social enterprises have proven to reduce drudgery of poor and excluded by offering creative and innovative solutions for long standing social problems. The grassroots level creative problem solving mechanisms they initiate travel through a variety of local dynamics and cultural contexts. However, social innovations quite often do not achieve their intended results, especially when they fail to understand the local contexts and embed themselves in such dynamism. In this background, the book attempts to understand and analyse the 'connect' between the social innovations and local dynamism. It argues that the community-driven innovation management which is based on local knowledge inspires the social entrepreneurial process and builds capacities and infrastructure to foster social inclusion. Each chapter in this book offers development scholars rich narration about how social problems have been approached, addressed, and altered through rich insights from communities and the social entrepreneurial teams.
First published in 2006. Routledge is an imprint of Taylor & Francis, an informa company.
"This book represents a milestone in bringing together these two
concepts - andragogy and Internet learning. Others have made
suggestions about what is needed for bringing them together, but
Dr. Isenberg has conducted the research and knows what is needed .
This is the only book I know that delivers such in-depth
information and research actually applying andragogy to Internet
learning." - Professor John Henschke, University of Missouri
Give your students a powerful learning resourcethe Internet! The Internet, though brimming with potential, is still vastly underused as a teaching resource. Internet Applications of Type II Uses of Technology in Education gives teachers new strategies for the Internet's use as a dynamic educational resource. Where Type I teaching applications technologically mimic the procedures previously used by teachers, Type II teaching applications involve innovative thinking in the use of technology in learning. Using Type II applications with the Internet, students are actively empowered to look to its use as an effective partner in their learning process. This book clearly reviews several Type II teaching applications and integrative software for use in all educational levels, including Internet videoconferencing, instant messages, WebQuests, and WebCT. Though now readily available, even those schools with the capability fail to effectively integrate computer and Internet technology into meaningful classroom activities. Using the Internet as a teaching and learning tool offers a flexibility that can be extremely effective. Internet Applications of Type II Uses of Technology in Education clearly shows how some creative educators have implemented inventive Type II applications in their teaching plans to give their students a more enriching learning experience. Internet Applications of Type II Uses of Technology in Education explores: critically evaluating Web site information how perceptions and behaviors change when Internet access becomes universally available Internet2 Videoconferencing integrating online communication into courses utilizing computer-mediated communication (CMC) tools structured online class discussions using Instant Messenger (IM) increasing vocabulary through software and online texts online learning in second-language acquisition (SLA) a project in New Zealand in which teachers and students learn Web design with the help of an external expert WebQuests as a Type II application WebCT as a Type II application achievement testing through the computer the Global Forum on School Leadership (GFSL) as a Type II application Internet Applications of Type II Uses of Technology in Education is a valuable, idea-generating resource for all academics working in information technology and education, and for K-12 teachers and administrators at all levels.
This Handbook provides a comprehensive and international representation of state-of-the art research, theory, and practice related to principal areas in which significant developments are occurring in the study of literacy and technology. It offers a glimpse of the commonalities faced by literacy educators around the world, together with specific challenges raised by unique circumstances. Volume I of this Handbook endeavored to lay essential groundwork for the study of literacy and technology; it retains an explanatory value that will not weaken over time. Volume II differs considerably in conception. It assumes for the most part a higher level of expertise on the part of readers, and the projects and applications described by the contributors are characterized by greater sophistication. The scope of technology use is broader, and the challenges that have emerged are in sharper focus. A powerful feature of this volume is the addition of commentaries from experts across the field on the potential of technology in key dimensions of literacy. The title of Volume II has changed slightly to reflect the inclusion of contributions on a broad geographic basis. It is now a truly international Handbook, with chapter authors from six countries and five continents. The International Handbook of Literacy and Technology: Volume II is organized in five sections: *The Role of Technology in the New Literacies; *Technology Applications with Specific Populations; *Literacy Software and the Internet; *Teacher Education and Professional Development; and *The Potential of Technology in Key Dimensions of Literacy. The effects of technology on literate activity have been both sweeping and subtle, marked by an increasing variety of changes that are difficult to evaluate and project. Perhaps the only prediction that can be offered with certainty is that the impact of technology is irreversible. Specific changes may come and go, but literacy and technology seem inextricably linked. This Handbook is dedicated to that linkage and to examining the intricacies that define it. International Handbook of Literacy and Technology: Volume II is an essential reference for researchers, professionals, and students in reading/literacy education, literacy and technology, educational technology, and related areas, and will serve well as a text for upper-level and graduate courses on these topics.
The mathematics curriculum - what mathematics is taught, to whom it is taught, and when it is taught - is the bedrock to understanding what mathematics students can, could, and should learn. Today's digital technology influences the mathematics curriculum in two quite different ways. One influence is on the delivery of mathematics through hardware such as desktops, laptops, and tablets. Another influence is on the doing of mathematics using software available on this hardware, but also available on the internet, calculators, or smart phones. These developments, rapidly increasing in their availability and decreasing in their cost, raise fundamental questions regarding a mathematics curriculum that has traditionally been focused on paper-and-pencil work and taught in many places as a set of rules to be practiced and learned. This volume presents the talks given at a conference held in 2014 at the University of Chicago, sponsored by the Center for the Study of Mathematics Curriculum. The speakers - experts from around the world and inside the USA - were asked to discuss one or more of the following topics: changes in the nature and creation of curricular materials available to students transformations in how students learn and how they demonstrate their learning rethinking the role of the teacher and how students and teachers interact within a classroom and across distances from each other The result is a set of articles that are interesting and captivating, and challenge us to examine how the learning of mathematics can and should be affected by today's technology. |
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