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Books > Social sciences > Education > Educational resources & technology > General
'Shirley zips into her skin-tight school uniform, which on the outside looks something like a ski suit. The lining of the suit in fact contains cabling that makes the suit a communication system and there are pressure pads where the suit touches skin that give a sense of touch. Next, she sits astride something that is a bit like a motorbike, except that it has no wheels and is attached firmly to the floor. Her feet fit on to something similar to a brake and accelerator and her gloved hands hold onto handlebars. She shouts, "I'm off to school, Dad". Her father, who is taking time out from his teleworking, begins to remind her that the family are going teleshopping in the virtual city later in the day, but it is too late, his daughter has already donned her school helmet. She is no longer in the real world of her real home, she is in the virtual world of her virtual school.' Is this the shape of the future of education? This book presents a vision of what will happen to education and training as information technology develops. The argument is simple. To prepare people for life in an information society they need to be taught with the technology of an information society. But what shape will that take? Can the classroom as we know it - a communications system which has been in place for four thousand years - be replaced? The authors argue that through the development of telecommunications for telelearning a genuine revolution in education is in the making. The book describes how, through the convergence of a cluster of new technologies including virtual reality, artificial intelligence, nanotechnology and the superhighways of telecommunications, a new educational paradigm will emerge in the form of a virtual class. Teachers, trainers and educators who worry about how best to prepare students for life in an ever-changing world will find much inspiration in this engagingly written and jargon-free book
Over the past decade, computer-enhanced learning has increased in demand due to developments in technological aids such as multimedia presentation and the internet. In this age of technology, it is imperative for teachers to consider the importance of technological integration in the classroom.""Applied E-Learning and E-Teaching in Higher Education"" presents international practices in the development and use of applied e-Learning and e-Teaching in the classroom in order to enhance student experience, add value to teaching practices, and illuminate best practices in the area of e-Assessment. This innovative title provides fresh insight into e-Learning and e-Teaching practices, while exploring the varying roles of academic staff in adoption and application.
This book provides a theoretical and philosophical examination of games, play and playfulness and their relationships to learning and wellbeing in adulthood. It draws on an interdisciplinary literature base (including game-based learning, game studies, education, psychology, and game design) to present a critical manifesto for playful learning in post-compulsory education and lifelong learning. While there is an established body of work in games and learning in adulthood, and a wide literature on the value of play in childhood, the wider potential of play in adulthood and playfulness is under-explored and still emergent. This book offers a comprehensive overview of play in adulthood, exploring the benefits and drawbacks, examining why play in adulthood is different from play in childhood, the role of play in culture, and making an argument for why it is important in our society that we embrace the principles of playfulness.
This book is the outgrowth of a NATO Advanced Research Workshop, held in Milton Keynes (United Kingdom) in the summer of 1990. The workshop brought together about 30 world leaders in the use of advanced technologies in the teaching of mathematics and science. Many of these participants commented that the workshop was one of the more productive and exciting workshops that they had attended. It was not uncommon to see participants engaged in informal discussion far into the evenings and early mornings, long after formal sessions had ended. It is my hope that this book captures the substance and excitement of many of the ideas that were presented at the workshop. Indeed, the process by which this book has come about has given every opportunity for the best thinking to get reflected here. Participants wrote papers prior to the workshop. After the workshop, participants revised the papers at least once. In a few instances, three versions of papers were written. Some participants could not resist the urge to incorporate descriptions of some of the newer developments in their projects. The papers in this book demonstrate how technology is impacting our view of what should be taught, what can be taught, and how we should go about teaching in the various disciplines. As such, they offer great insight into the central issues of teaching and learning in a wide range of disciplines and across many grade levels (ranging from elementary school through undergraduate college education).
A must-read for incorporating digital literacy into your classroom As the saying goes, "If you want someone to remember something, tell them a story." But if you really want your students to remember what they learn, then let them create their own digital stories. Digital storytelling empowers your students to be confident communicators and creators of media as they gain essential 21st-century literacy skills and reach deeper understandings in all areas of the curriculum. Aligned with refreshed ISTE and Common Core standards, this new edition of Digital Storytelling in the Classroom includes: Practical techniques for combining storytelling with your curriculum content Tips for exploring effective storytelling principles through emerging digital media as well as via traditional literacy skills in reading, writing, speaking, and art Information on relevant copyright and fair use laws Visual aids and video clips that illustrate best practices in multimedia composition A world leader in digital storytelling and a lifelong digital humanist, author Jason Ohler opens the door to a new world of creative teaching and learning for you and your students.
As technology continues to develop and prove its importance in modern society, certain professions are acclimating. Aspects such as computer science and computational thinking are becoming essential areas of study. Implementing these subject areas into teaching practices is necessary for younger generations to adapt to the developing world. There is a critical need to examine the pedagogical implications of these technological skills and implement them into the global curriculum. The Handbook of Research on Integrating Computer Science and Computational Thinking in K-12 Education is a collection of innovative research on the methods and applications of computer science curriculum development within primary and secondary education. While highlighting topics including pedagogical implications, comprehensive techniques, and teacher preparation models, this book is ideally designed for teachers, IT consultants, curriculum developers, instructional designers, educational software developers, higher education faculty, administrators, policymakers, researchers, and graduate students.
This volume offers an expansion of ideas presented at a recent
conference convened to identify the major strategies and more
promising practices for assessing technology. The authors --
representing government, business, and university sectors -- helped
to set the boundaries of present technology assessment by offering
perspectives from computer science, cognitive and military
psychology, and education. Their work explores both the use of
techniques to assess technology and the use of technology to
facilitate the assessment process.
The author is a leading expert on teaching history with games and on historical games studies It offers very practical and specific suggestions and insights It includes a number of templates for worskheets, analytical questions and rubrics Updated and added talking points for the value of historical video games in education for colleagues, administrators, parents, and students A new cutting-edge exploration of the features of historical games including the author's Historical Problem Space framework for historical game analysis. Extensive discussion of how to use the Historical Problem Space framework to study games and guide students in game analysis. A new cutting-edge investigation of the main genres of historical games and how those genres address history and academic history content Revised and expanded updated lesson and unit structures, for introducing students to historical games through video clips, whole class play, and individual gameplay Revised and expanded activities and assessments using current games as examples A fully updated appendix with a current list of most available history games and the academic standards they address
The use of mobile technology for learning in organizations and the workplace is spreading widely with the development of infrastructure and devices that allow ubiquitous learning and training. Since learning, teaching, and training in a mobile-saturated environment is a developing field, implications for a combined overview of these topics may be beneficial both for research and practice in the broader view of a user's lifespan. Mobile Technologies for Organizational Learning is a collection of innovative research on the methods and applications of mobile technologies in learning and training and explores best practices of mobile learning in organizations and the workplace. While highlighting topics including ethics, informal education, and virtual reality, this book is ideally designed for teachers, administrators, principals, higher education professionals, instructional designers, curriculum developers, managers, researchers, and students.
Written specifically for all FE and post-16 teachers, this book will help you to develop your digital capabilities and give you the skills to convert traditional learning and teaching resources into engaging and interactive online material. The impact of the pandemic means that it is abundantly clear to all that digital capability is vital for learners, no matter what subject they study. You should therefore develop your digital capabilities as a basic competence in order to embrace current digital tools, apps and techniques to the pedagogy of teaching FE. The book provides you with the knowledge and skills required to source information learning technology (ILT) and content to convert traditional learning and teaching resources into engaging and interactive online material. It is designed around each aspect of the teaching and training cycle - identifying needs, planning and designing, delivering and facilitating, assessing and evaluating - and includes: when to use ILT / eLearning barriers to implementing digital learning the importance of digital capabilities ways of keeping up to date and continuing professional development.
Highlighting and illustrating several important and interesting
theoretical trends that have emerged in the continuing development
of instructional technology, this book's organizational framework
is based on the notion of two opposing camps. One evolves out of
the intelligent tutoring movement, which employs
artificial-intelligence technologies in the service of student
modeling and precision diagnosis, and the other emerges from a
constructivist/developmental perspective that promotes exploration
and social interaction, but tends to reject the methods and goals
of the student modelers. While the notion of opposing camps tends
to create an artificial rift between groups of researchers, it
represents a conceptual distinction that is inherently more
interesting and informative than the relatively meaningless divide
often drawn between "intelligent" and "unintelligent" instructional
systems.
It is surprising that there is so little research on textbooks,
given their centrality to teaching and learning in elementary and
secondary schools. Textbooks have become a focus of political and
cultural controversy, advocating a multicultural curriculum that
has sparked some vigorous protests. Research is absent in this
debate; therefore, questions of legitimate knowledge, the role of
textbooks, textbook design, policy selection issues, and economic
issues concerning the marketplace are not part of the current
debate. Without insights of research on considerate text,
mentioning, illustrations and so forth, the current controversy
will result in publishers responding to demands for more content
not less; thus, textbooks will become compendia of information that
on the surface satisfy everyone.
There is an increasing trend for educators and trainers to produce instructional materials themselves. With the aid of desktop publishing and computer software, even those with minimal talent can produce visually stunning graphics and diagrams. This text gives guidelines for the design of instructional diagrams and aims to provide readers with confidence to develop material which is clear and unconfusing. The author takes a systematic approach to the process of diagram development. By demonstrating how principles of good design can be applied to realistic development problems, the reader is taught how to use the principles in a practical context. The text uses a problem-solving approach to tackle the task. It provides activities that lead the reader through various aspects of diagram design, from the earliest conceptual stages to the eventual finished product.
This book is an inquiry about the possibilities of using technology to support the education of artists within higher education contexts. Even though technology-enhanced learning and teaching may seem incongruent with the long-established studio-based cultures of making and performing, it is increasingly becoming a pivotal point to connect artistes to potential audience and markets. Amidst the COVID-19 pandemic, technology is also the crucial linchpin for educational continuity of student artists. This book explores how technology could enhance the education of artists and designers as they continue to create, make, and add value to life and society through their artistry. It draws upon the experiences of the Nanyang Academy of Fine Arts (NAFA), a pioneering arts institution in Singapore with over 80 years of institutional history. Through 9 vignettes, this book illustrates technology-enhanced pedagogical practices that have been implemented in different artistic learning spaces including classroom, studio, and stage as well as institutional support strategies. With a naturalistic stance, these chapters seek to illuminate realistic pictures of teaching and learning that are being uncovered by artist educators as they sought to integrate technology within teaching practices using available technologies and within the classes that they are teaching. It is hoped that this book will stimulate conversation among artist educators about possible pedagogical models, as well as inform higher arts institutions about the contextual strategies needed to support the creation of technology-enhanced pedagogical practices.
This volume centers on the words and experiences of teachers and
students who used QUILL -- a software package developed by the
authors to aid in writing instruction. It looks in detail at the
stories of these early users and considers questions relevant for
other teachers, students, researchers, and developers of
educational innovations. Questions posed include:
This book constitutes the refereed post-conference proceedings of the IFIP TC 3 Open Conference on Computers in Education, OCCE 2021, held in Tampere, Finland, in August 2021. The 22 full papers and 2 short papers included in this volume were carefully reviewed and selected from 44 submissions. The papers discuss key emerging topics and evolving practices in the area of educational computing research. They are organized in the following topical sections: Digital education across educational institutions; National policies and plans for digital competence; Learning with digital technologies; and Management issues.
Educational Communities of Inquiry: Theoretical Framework, Research, and Practice is an extensive reference that offers theoretical foundations and developments associated with the COl theoretical framework. This collection is a valuable source of ideas, research opportunities, and challenges for scholars and practitioners in the field of education technology.
Cooperative Computer-Aided Authoring and Learning: A Systems Approach describes in detail a practical system for computer assisted authoring and learning. Drawing from the experiences gained during the Nestor project, jointly run between the Universities of Karlsruhe, Kaiserslautern and Freiburg and the Digital Equipment Corp. Center for Research and Advanced Development, the book presents a concrete example of new concepts in the domain of computer-aided authoring and learning. The conceptual foundation is laid by a reference architecture for an integrated environment for authoring and learning. This overall architecture represents the nucleus, shell and common denominator for the R&D activities carried out. From its conception, the reference architecture was centered around three major issues: Cooperation among and between authors and learners in an open, multimedia and distributed system as the most important attribute; Authoring/learning as the central topic; Laboratory as the term which evoked the most suitable association with the envisioned authoring/learning environment. Within this framework, the book covers four major topics which denote the most important technical domains, namely: The system kernel, based on object orientation and hypermedia; Distributed multimedia support; Cooperation support, and Reusable instructional design support. Cooperative Computer-Aided Authoring and Learning: A Systems Approach is a major contribution to the emerging field of collaborative computing and is essential reading for researchers and practitioners alike. Its pedagogic flavor also makes it suitable for use as a text for a course on the subject.
The designers of educational or training programs that employ
electronic technology might have many questions about a project
while it is still in the early stages of development. For instance:
Is the program's presentation too simple, or too complex for its
target audience? Does the pacing of the program help or hinder
comprehension? Which aspects of the program are the most appealing,
and why? Formative evaluation can answer these, or similar
questions. It can help guide designers of television programs,
microcomputer software, interactive videodiscs, or virtually any
other educational item, in making modifications that can lead to
the development of a final product that fully achieves its stated
goals.
This book includes 15 works by scientists of the Eurasian region, which reveal the various stages of the life cycle of digital transformation The creation of value propositions and their distribution chains is important for the sustainable development of society. This view of sustainable value chains on the part of public administration and business, considering modern scientific research, reveals the problems of education and science in the formation of chains sustainability and their infrastructure. Modern views on the actual problems of the digital service in the creation of value propositions with the participation of development institutions, new educational technologies, and state regulation both at the level of the world community and at the level of individual countries are revealed. The problems of digital transformation of economic actors and industries at different stages of the chain of value creation from a position of sustainable development, innovation in the infrastructure of public administration markets are considered. This book is useful to the academic community and a new generation of infrastructure creators to identify vectors to support the innovative development of value chains.
As school systems struggle to meet the needs of all learners, this learning framework is the most effective way to structure schools. The book is intended to assist educators at all levels of school organizations and give policymakers and parents information on an effective way to encourage learners to achieve on high levels. The audience should read this book to gain ideas on how to improve school programs when accommodating the diversity of students found in classrooms. This book integrates concepts focused on inclusivity, social reform, and second language learning strategies. Technology and a multi-age learning community framework are elements that transform a traditional school program into a powerful learning community for accommodating all learners to achieve on high levels.
This book explores the state of open education in terms of self-directed learning on the African continent. Through a combination of conceptual, systematic literature review and empirical chapters, readers will get a research-based impression of these aspects in this area. Apart from presenting existing wider trends regarding open education, this book also reports on effective open practices in support of self-directed learning.
This volume contains a selection of papers on the most up-to-date experiences in the field of computers and education. It includes most relevant case studies and novel research results addressing technical and methodological aspects of computers and educations. It is relevant to researchers, practitioners, teaching staff and developers working in e-learning, computer-based education, educational software, distributed learning, lifelong learning, and open and distance learning.
As school systems struggle to meet the needs of all learners, this learning framework is the most effective way to structure schools. The book is intended to assist educators at all levels of school organizations and give policymakers and parents information on an effective way to encourage learners to achieve on high levels. The audience should read this book to gain ideas on how to improve school programs when accommodating the diversity of students found in classrooms. This book integrates concepts focused on inclusivity, social reform, and second language learning strategies. Technology and a multi-age learning community framework are elements that transform a traditional school program into a powerful learning community for accommodating all learners to achieve on high levels. |
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