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This book reports the results of a three-year research program
funded by the National Science Foundation which targeted students
and teachers from four Detroit high schools in order for them to
learn, experience, and use IT within the context of STEM (IT/STEM),
and explore 21st century career and educational pathways. The book
discusses the accomplishment of these goals through the creation of
a Community of Designers-- an environment in which high school
students and teachers, undergraduate/graduate student assistants,
and STEM area faculty and industry experts worked together as a
cohesive team. The program created four project-based design teams,
one for each STEM area. Each team had access to two year-round
IT/STEM enrichment experiences to create high-quality learning
projects, strategies, and curriculum models. These strategies were
applied in after school, weekend, and summer settings through
hands-on, inquiry-based activities with a strong emphasis on
non-traditional approaches to learning and understanding. The book
represents the first comprehensive description and analysis of the
research program and suggests a plan for future development and
refinement.
With a historical context covering the past 20 years, this book
provides in-depth discussions of research, trends, and issues
related to learning technologies in K-12 schools, higher education
settings, and educational administration in the U.S. Given the
remote learning challenges and opportunities that the COVID-19
pandemic has recently brought to our attention, world-wide interest
in educational technology-related issues is at its peak. Therefore,
this book is specifically directed at the entire educational
technology field, educators, educational leaders, researchers, and
policymakers alike who are interested in learning technologies in
the U.S. educational system. Three main resources guide the
discussions in the book. First, an extensive literature review
related to the book's central focus-learning technologies in the
U.S. education system, including relevant studies published over
the last two decades-is presented. Second, reflections on the
author's twenty years of professional teaching, research, and
scholarship focused on educational technology at a major U.S.
research university are provided. And third, the viewpoints of
students in the graduate-level educational technology courses
taught by the author, presenting the vital perspective of
practicing teachers and educational leaders regarding how learning
technologies affect their schools and their work within them, are
considered. All of these perspectives and data combine to provide a
comprehensive overview on the topic of learning technologies in the
U.S. education system. Together, they create a book that is
indispensable for anyone interested in learning technologies in
education.
This book reports the results of a three-year research program
funded by the National Science Foundation which targeted students
and teachers from four Detroit high schools in order for them to
learn, experience, and use IT within the context of STEM (IT/STEM),
and explore 21st century career and educational pathways. The book
discusses the accomplishment of these goals through the creation of
a Community of Designers-- an environment in which high school
students and teachers, undergraduate/graduate student assistants,
and STEM area faculty and industry experts worked together as a
cohesive team. The program created four project-based design teams,
one for each STEM area. Each team had access to two year-round
IT/STEM enrichment experiences to create high-quality learning
projects, strategies, and curriculum models. These strategies were
applied in after school, weekend, and summer settings through
hands-on, inquiry-based activities with a strong emphasis on
non-traditional approaches to learning and understanding. The book
represents the first comprehensive description and analysis of the
research program and suggests a plan for future development and
refinement.
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