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There is a general notion that adult education literature generally
supports the idea that teaching adults should be approached in a
different way than teaching children. Adult learners include
working adults with family responsibilities, older workers who may
not feel confident about returning to school and people who are
currently in the workforce and who need to upgrade skills and
knowledge. The combination of synchronous and asynchronous
transmission with face to face instruction allow for the
implementation of a new Blended Collaborative Learning Environment,
which is flexible in terms of location, time, and pace of adult
learners. Blended Learning Environments for Adults: Evaluations and
Frameworks demonstrates the view that Information and Communication
Technologies should not be considered as a neutral teaching medium,
but instead be implemented under pedagogical conditions; aiming at
the development of critical thinking through their creative
integration into the social and cultural context. This
comprehensive collection brings a group of scholars in order to
build up a pedagogical approach and analytical implementation steps
and directions for designing and implementing Blended Learning
Collaborative Environments for adults.
This book is an essential text for researchers and academics
seeking the most comprehensive and up-to-date coverage of all
aspects of e-learning and ICT in education. It provides expanded
peer-reviewed content from research presented at the 9th
Panhellenic Conference on ICT in Education. It focuses on providing
original research on the most cutting edge e-Learning technologies,
including CSCL, ICT based learning, ICT and instructional design,
serious games and game design, virtual learning environments,
robotics in education, ubiquitous learning, distance learning,
digital literacies, learning analytics, social media in education
and e-assessment.
This book is an essential text for researchers and academics
seeking the most comprehensive and up-to-date coverage of all
aspects of e-learning and ICT in education. It provides expanded
peer-reviewed content from research presented at the 9th
Panhellenic Conference on ICT in Education. It focuses on providing
original research on the most cutting edge e-Learning technologies,
including CSCL, ICT based learning, ICT and instructional design,
serious games and game design, virtual learning environments,
robotics in education, ubiquitous learning, distance learning,
digital literacies, learning analytics, social media in education
and e-assessment.
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