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The capabilities and possibilities of emerging game-based learning
technologies bring about a new perspective of learning and
instruction. This, in turn, necessitates alternative ways to assess
the kinds of learning that is taking place in the virtual worlds or
informal settings. accordingly, aligning learning and assessment is
the core for creating a favorable and effective learning
environment. The edited volume will cover the current state of
research, methodology, assessment, and technology of game-based
learning. There will be contributions from international
distinguished researchers which will present innovative work in the
areas of educational psychology, educational diagnostics,
educational technology, and learning sciences. The edited volume
will be divided into four major parts.
This open access book focuses on making the transition from
in-person, classroom education to other feasible alternative modes
and methodologies to deliver education at all levels. The book
presents and analyzes research questions to explore in this arena,
including pedagogical issues relating to technological and
infrastructure challenges, teacher professional development, issues
of disparity, access and equity, and impact of government policies
on education. It also provides unique opportunities and vehicles
for generating scholarship that helps explain the varied
educational needs, perspectives and solutions that arise during an
emergency and the different roles educational institutions and
educators may play during this time. Developed from a highly
successful Presidential Session at the annual meeting of the
Association for Educational Communications and Technology (AECT),
this edited volume presents AECT and its membership as the premier
organization focusing on the provision of educational
communications and technology leadership. In addition, it functions
as a contemporary document of this global crisis as well as a rich
resource for possible future emergency scenarios in the educational
arena.
This open access book focuses on making the transition from
in-person, classroom education to other feasible alternative modes
and methodologies to deliver education at all levels. The book
presents and analyzes research questions to explore in this arena,
including pedagogical issues relating to technological and
infrastructure challenges, teacher professional development, issues
of disparity, access and equity, and impact of government policies
on education. It also provides unique opportunities and vehicles
for generating scholarship that helps explain the varied
educational needs, perspectives and solutions that arise during an
emergency and the different roles educational institutions and
educators may play during this time. Developed from a highly
successful Presidential Session at the annual meeting of the
Association for Educational Communications and Technology (AECT),
this edited volume presents AECT and its membership as the premier
organization focusing on the provision of educational
communications and technology leadership. In addition, it functions
as a contemporary document of this global crisis as well as a rich
resource for possible future emergency scenarios in the educational
arena.
This theory-to-practice guide offers leading-edge ideas for
wide-scale curriculum reform in sciences, technology, engineering,
the arts, and mathematics--the STEAM subjects. Chapters emphasize
the critical importance of current and emerging digital
technologies in bringing STEM education up to speed and
implementing changes to curricula at the classroom level. Of
particular interest are the diverse ways of integrating the liberal
arts into STEM course content in mutually reshaping humanities
education and scientific education. This framework and its many
instructive examples are geared to ensure that both educators and
students can become innovative thinkers and effective
problem-solvers in a knowledge-based society. Included in the
coverage: Reconceptualizing a college science learning experience
in the new digital era. Using mobile devices to support formal,
informal, and semi-formal learning. Change of attitudes,
self-concept, and team dynamics in engineering education. The
language arts as foundational for science, technology, engineering,
art, and mathematics. Can K-12 math teachers train students to make
valid logical reasoning? Moving forward with STEAM education
research. Emerging Technologies for STEAM Education equips
educators, education researchers, administrators, and education
policymakers with curricular and pedagogical strategies for making
STEAM education the bedrock of accessible, relevant learning in
keeping with today's digital advances.
The capabilities and possibilities of emerging game-based learning
technologies bring about a new perspective of learning and
instruction. This, in turn, necessitates alternative ways to assess
the kinds of learning that is taking place in the virtual worlds or
informal settings. accordingly, aligning learning and assessment is
the core for creating a favorable and effective learning
environment. The edited volume will cover the current state of
research, methodology, assessment, and technology of game-based
learning. There will be contributions from international
distinguished researchers which will present innovative work in the
areas of educational psychology, educational diagnostics,
educational technology, and learning sciences. The edited volume
will be divided into four major parts.
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