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When facilitating high-quality education, using digital technology
to personalize students' learning is a focus in the development of
instruction. There is a need to unify the multifaceted directions
in personalized learning by presenting a coherent and organized
vision in the design of personalized learning using digital
technology. Digital Technologies and Instructional Design for
Personalized Learning is a critical scholarly resource that
highlights the theories, principles, and learning strategies in
personalized learning with digital technology. Featuring coverage
on a broad range of topics, such as collaborative learning,
instructional design, and computer-supported collaborative
learning, this book is geared towards educators, professionals,
school administrators, academicians, researchers, and students
seeking current research on the area of personalized learning with
digital technology.
Online education and social interaction is on the rise. This new
vehicle for human learning and communication opens the door for the
latest exploration in emerging cyber fields.Evolving Psychological
and Educational Perspectives on Cyber Behavior identifies learners'
online behavior based on the theories in human psychology, defines
online education phenomena as explained by the social and cognitive
learning theories and principles, and interprets the complexity of
cyber learning. This title offers a multi-disciplinary approach
that incorporates the findings from brain research, biology,
psychology, human cognition, developmental theory, sociology,
motivation theory, and social behavior perfect for school teachers,
counselors, researchers, and online designers.
Now established as an effective tool in the instructional process,
multimedia has penetrated educational systems at almost every level
of study. In their quest to maximize educational outcomes and
identify best practices, multimedia researchers are now expanding
their examinations to extend towards the cognitive functionality of
multimedia.""Cognitive Effects of Multimedia Learning"" identifies
the role and function of multimedia in learning through a
collection of research studies focusing on cognitive functionality.
An advanced collection of critical theories and practices, this
much needed contribution to the research is an essential holding
for academic libraries, and will benefit researchers, practitioners
and students in basic and applied fields ranging from education to
cognitive sciences.
The use of social media has gained a greater foothold in teen life
as they embrace the conversational nature of interactive online
media. However, general concerns exist among the public, community,
schools, and administration that online social communication may
pose more threats than benefits to adolescents. Adolescent Online
Social Communication and Behavior: Relationship Formation on the
Internet identifies the role and function of shared contact
behavior of youth on the Web. With expert international
contributions, this publication provides a deep understanding on
various issues of adolescent Internet use with an emphasis on
diverse aspects of social and cognitive development, communication
characteristics, and modes of communication.
Focusing on both theoretical and practical aspects of online
learning by introducing a variety of online instructional models,
this work also looks at the best practices that help educators and
professional trainers to better understand the dynamics of online
learning.
Games have been part of the entertainment industry for decades.
Once only considered viable for personal entertainment, virtual
gaming media is now being explored as a useful tool for learning
and student engagement. The Handbook of Research on Serious Games
for Educational Applications presents a comprehensive examination
of the implementation of gaming in classroom settings and the
cognitive benefits this integration presents. Highlighting
theoretical, psychological, instructional design, and teaching
perspectives, this book is a pivotal reference source for
researchers, educators, professionals, and academics interested in
the innovative opportunities of game-based learning.
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