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Put your course online now, without sacrificing pedagogical quality Conquering the Content: A Blueprint for Online Course Design and Development, Second Edition is a highly practical guide to creating online courses. With guidance on incorporating learning theory into online course content, as well as a host of templates, learning guides, and sample files, this book furnishes instructors and instructional designers with the information and tools they need to design and develop their course content to better serve online students. This second edition introduces relevance statements and time-saving tips as well as content maps which provide a scaffold for content organization and help students anchor the topics in their memories for retrieval. Readers will gain expert insight and best practices for designing within the rapidly changing online learning environment and learn to incorporate recent advances that can improve student outcomes. Because the book is designed to focus on online teaching pedagogy, it won't go out of date as specific tools change. Nearly one-third of all students in higher education are taking at least one online class, and online hybrid classes are becoming more widespread. Distance learning is becoming the norm, but creating an online class is more complex than just posting course content on a website. Conquering the Content demonstrates how instructors can best revamp their course content to suit the online learning environment, and provides the tools and resources instructors need to transfer their effectiveness from the classroom to the online environment. Learn how to: * Create student-friendly navigation structures that support what is known about the brain and learning * Organize content based on priority, flow, and easy navigation * Create assessments that work within the parameters of an online course *"Chunk" information to facilitate better processing Time is of the essence in getting a course online, but it's important that pedagogy not get lost in the crush of new content. Course design is just as critical as course content when it comes to distance learning outcomes, and Conquering the Content provides a holistic and practical approach to effective online course development.
We're in the midst of an exciting time in education as schools are adjusting their trajectory to ensure they're future-ready. Educators are infusing creative programs and innovative teaching practices to move our schools forward. With a goal to push student thinking and advance teaching and learning, school leaders need to consider strategies to leverage innovation in their schools, including the development of meaningful professional learning through educational networks. This book discusses the benefits of learning networks and the ways positive relationships can enhance learning for all students, teachers and leaders. It explores how technology can be leveraged to maximize learning, by connecting learners across boundaries, creating open lines of communication, establishing a platform for idea sharing and incorporating innovation within all professional learning opportunities. Featuring stories of leaders who are demonstrating innovative ways to move their school systems forward, and examples from educators who are improving instruction through a connected network, the book offers practical action steps and a vision for implementing the ideas discussed in the book.
With the continued application of gaming for training and education, which has seen exponential growth over the past two decades, this book offers an insightful introduction to the current developments and applications of game technologies within educational settings, with cutting-edge academic research and industry insights, providing a greater understanding into current and future developments and advances within this field. Following on from the success of the first volume in 2011, researchers from around the world presents up-to-date research on a broad range of new and emerging topics such as serious games and emotion, games for music education and games for medical training, to gamification, bespoke serious games, and adaptation of commercial off-the shelf games for education and narrative design, giving readers a thorough understanding of the advances and current issues facing developers and designers regarding games for training and education. This second volume of Serious Games and Edutainment Applications offers further insights for researchers, designers and educators who are interested in using serious games for training and educational purposes, and gives game developers with detailed information on current topics and developments within this growing area.
Digital resources-from games to blogs to social networking-are strong forces in education today, but how can those tools be effectively utilized by educators and course designers in higher education? Filled with practical advice, the e-Learning and Social Networking Handbook, Second Edition provides a comprehensive overview of online learning tools and offers strategies for using these resources in course design, highlighting some of the most relevant and challenging topics in e-learning today, including: * using social networking for educational purposes * designing for a distributed environment * strengths and weaknesses of delivering content in various formats (text, audio, and video) * potential constraints on course design * implementation, evaluation, induction, and training Illustrated by short, descriptive case studies, the e-Learning and Social Networking Handbook, Second Edition also directs the reader to useful resources that will enhance their course design. This helpful guide will be invaluable to all those involved in the design and delivery of online learning in higher education.
This innovative brief provides guidance on promoting reflection in situated learning by incorporating mindfulness strategies, tapping into a surge of research interest in exploring mindfulness as an instructional strategy associated with positive learning outcomes. It illustrates the benefits of continuous reflection within situated learning and how mindfulness can be incorporated before, during, and after the learning experience to enhance the reflective experience. Critically, the authors present a new conceptual model that synthesizes theories and methods from three different areas of study-mindfulness, situated learning, and reflection- to provide a new perspective and instructional approach that has great potential to positively impact outcomes in situated learning. Among the other topics covered: * Strategies for reflection in situated learning. * Strategies for reflection-in-action in situated learning. * Mindfulness strategies for situated learning. * A conceptual model incorporating mindfulness to enhance reflection. Enhancing Reflection within Situated Learning is an exciting and pioneering resource that offers practical guidance to educators and instructional designers interested in incorporating methods and approaches for integrating mindfulness and reflection across instructional environments.
This volume uniquely links educational theories and the practice of GIScience in higher education contexts to guide classroom practice, present effective practical implementations from peers, and provide resources and strategies for effective teaching methods. The book offers a comprehensive exploration of GIScience education, including current trends and future educational needs in GIScience, and will act as a resource to prepare learners for a world that demands more intensive investment in present-day education and technological literacy. Additionally, the indirect benefit of merging the fragmented literature on GIScience literacy will provide a basis to examine common techniques and enable a new wave of research more rooted in learning theories. In ten chapters, the book is designed to attract an audience from geographic information systems science, geomatics, spatial information science, cartography, information technology, and educational technology as focus disciplines.
"Teaching for Understanding with Technology" shows how teachers can maximize the potential of new technologies to advance student learning and achievement. It uses the popular Teaching for Understanding framework that guides learners to think, analyze, solve problems, and make meaning of what they've learned. The book offers advice on tapping into a rich array of new technologies such as web information, online curricular information, and professional networks to research teaching topics, set learning goals, create innovative lesson plans, assess student understanding, and develop communities of learners.
Why every child needs to learn to code: the shift from "computational thinking" to computational participation. Coding, once considered an arcane craft practiced by solitary techies, is now recognized by educators and theorists as a crucial skill, even a new literacy, for all children. Programming is often promoted in K-12 schools as a way to encourage "computational thinking"-which has now become the umbrella term for understanding what computer science has to contribute to reasoning and communicating in an ever-increasingly digital world. In Connected Code, Yasmin Kafai and Quinn Burke argue that although computational thinking represents an excellent starting point, the broader conception of "computational participation" better captures the twenty-first-century reality. Computational participation moves beyond the individual to focus on wider social networks and a DIY culture of digital "making." Kafai and Burke describe contemporary examples of computational participation: students who code not for the sake of coding but to create games, stories, and animations to share; the emergence of youth programming communities; the practices and ethical challenges of remixing (rather than starting from scratch); and the move beyond stationary screens to programmable toys, tools, and textiles.
Brave New Digital Classroom examines the most effective ways to utilize technology in language learning. The author deftly interweaves the latest results of pedagogical research with descriptions of the most successful computer-assisted language learning (CALL) projects to show how to implement technology in the foreign language curriculum to assist the second language acquisition process. This fully updated second edition includes new chapters on the latest electronic resources, including gaming and social media, and discusses the realities and potential of distance learning for second language acquisition. The author examines the web, CALL applications, and computer-mediated communication (CMC), and suggests how the new technologically assisted curriculum will work for the foreign-language curriculum. Rather than advocating new technologies as a replacement for activities that can be done equally well with traditional processes, the author envisions a radical change as teachers rethink their strategies and develop their competence in the effective use of technology in language teaching and learning. Directed at all language teachers, from the elementary school to postsecondary levels, the book is ideal for graduate-level courses on second language pedagogy. It also serves as an invaluable reference for experienced researchers, CALL developers, department chairs, and administrators.
There have been many attempts to define the generation of students who emerged with the Web and new digital technologies in the early 1990s. The term "digital native" refers to the generation born after 1980, which has grown up in a world where digital technologies and the internet are a normal part of everyday life. Young people belonging to this generation are therefore supposed to be "native" to the digital lifestyle, always connected to the internet and comfortable with a range of cutting-edge technologies. Deconstructing Digital Natives offers the most balanced, research-based view of this group to date. Existing studies of digital natives lack application to specific disciplines or conditions, ignoring the differences of educational fields and gender. How, and how much, are learners changing in the digital age? How can a more pluralistic understanding of these learners be developed? Contributors to this volume produce an international overview of developments in digital literacy among today's young learners, offering innovative ways to steer a productive path between traditional narratives that offer only complete acceptance or total dismissal of digital natives.
This book constitutes the refereed proceedings of the International Conference on the Impact of Virtual, Remote and Real Logistic Labs, ImViReLL 2012, held in Bremen, Germany, in Februar/March 2012. The 16 revised full papers presented were carefully reviewed and selected from numerous submissions. The papers are organized in topical sections on fundamentals and historic background of lab-based research in logistics; infrastructure and design of virtual, remote and real labs; educational implications of virtual, remote and real labs; test-beds and demonstrators; lab-based process improvements in logistics; lab-supported product developments.
A groundbreaking guide to facilitating online and blended courses
This comprehensive resource offers teachers in grades K-12 a hands-on guide to the rapidly growing field of online and blended teaching. With clear examples and explanations, Kristin Kipp shows how to structure online and blended courses for student engagement, build relationships with online students, facilitate discussion boards, collaborate online, design online assessments, and much more.Shows how to create a successful online or blended classroom Illustrates the essential differences between face-to-face instruction and online teaching Foreword by Susan Patrick of the International Association for K-12 Online Learning
This is an essential handbook for learning how to teach online and improve student achievement.
Serious criticisms of research on IT in education have been published recently in both the UK and the USA. Researching IT in Education aims to provoke thought and discussion among practising researchers by considering a range of approaches to undertaking quality research. Establishing priorities and directions for future research in the sub-discipline of IT in education, the book is structured around five foci:
This book argues for the enormous power of IT to enable fundamental research that both refines and develops theory and practice in education. High quality research that advances knowledge and educational practice in this area will generally require longer timelines and more complex data collection and analysis methods. The authors draw attention to the value of theoretical frameworks used in mainstream educational research and highlight the early theoretical work on the subject of IT in education.
Researching IT in Education is the only book in its area to focus on methodological and research design issues. The individual chapters are contributed by expert researchers and leaders in the field from ten countries, thus providing an unusually broad but coherent international set of perspectives for the issues examined in the book.
This book will benefit anyone interested in or undertaking research on IT in education, including academics, research students, teachers and policy-makers.
Qualitative researchers have grappled with how online inquiry shifts research procedures such as gaining access to spaces, communicating with participants, and obtaining informed consent. Drawing on a multimethod approach, Conducting Qualitative Research of Learning in Online Spaces explores how to design and conduct diverse studies in online environments. The book focuses on formal and informal learning practices that occur in evolving online spaces. The text shows researchers how they can draw upon a variety of theoretical frameworks, methodological approaches, and data sources. Examples of qualitative research in online spaces, along with guiding questions, support readers at every phase of the research process.
Designing a Continuing Professional Development (CPD) programme can be daunting. Whether you are looking to better your own practice or coach your colleagues, it can be hard to know where to start. But don't worry, the Bloomsbury CPD Library is here to help! Divided into two unique sections, Teach Yourself and Train Others, this book is perfect for individual teachers, middle leaders and those looking to introduce whole-school CPD training programmes. The provision of technology focused CPD is often based on the `whizz and bang' approach, promoting the use of eye-catching digital tools and equipment in classrooms without due consideration to pedagogical factors and, crucially, the individual school's context. Jose Picardo's new book will consider how technology is used in schools and provide research-informed strategies to help improve teaching and learning by using technology effectively. It focuses on the need to train staff in the skills required to choose the right technology to have lasting impact and combines not only information about how technology can best work in the classroom, but also what makes great teaching and how technology can complement this. The goal of the book is to help teachers integrate technology seamlessly into daily practice so that technology is used almost reflexively, effectively and without fuss. It also provides guidance on how to integrate this methodology and way of thinking across your school as well as training other teachers to successfully choose and use the best technology for their subject and their students. The book provides ten ready-to-use training plans, equating to a cost of just GBP2.30 per CPD session!
Written for Higher Education teaching and learning professionals, Learning with Digital Games provides an accessible, straightforward introduction to the field of computer game-based learning. Up to date with current trends and the changing learning needs of today's students, this text offers friendly guidance, and is unique in its focus on post-school education and its pragmatic view of the use of computer games with adults.
Learning with Digital Games enables readers to quickly grasp practical and technological concepts, using examples that can easily be applied to their own teaching. The book assumes no prior technical knowledge but guides the reader step-by-step through the theoretical, practical and technical considerations of using digital games for learning. Activities throughout guide the reader through the process of designing a game for their own practice, and the book also offers:
A toolkit of guidelines, templates and checklists.
Concrete examples of different types of game-based learning using six case studies.
Examples of games that show active and experiential learning
Practical examples of educational game design and development.
This professional guide upholds the sound reputation of the Open and Flexible Learning series, is grounded in theory and closely links examples from practice. Higher Education academics, e-learning practitioners, developers and training professionals at all technical skill levels and experience will find this text is the perfect resource for explaining "how to" integrate computer games into their teaching practice.
A companion website is available and provides up-to-date technological information, additional resources and further examples.
The college application process-which entails multiple forms, essays, test scores, and deadlines-can be intimidating. For students without substantial school and family support, the complexity of this process can become a barrier to access. William G. Tierney, Tracy Fullerton, and their teams at the University of Southern California approach this challenge innovatively. Using the tools of online games and social media, they have developed ways to make applying for college much less intimidating. While the vast majority of college students use social media and gaming in their everyday lives, colleges and universities have been slow to recognize and harness the power of either. Postsecondary Play explores the significance of games and social media in higher education, and particularly how they can be used to attract, retain, educate, and socialize students. Tierney, a past president of the American Educational Research Association, has gathered some of the best research on the emerging role of games and social media in the classroom and how these tools can boost student confidence and increase college access. Scholars writing from a wide variety of disciplines-college access, social media, game studies, and learning sciences-provide concrete examples to illustrate the new and complex ways in which students learn in response to social media and games. Tierney and the contributors find that, although games can be powerful tools for encouraging underserved students, quality game design and mastering the concept of play-the ability to develop skills while engaging in the game-are essential in the effective use of serious games in teaching and learning. Summarizing a decade of research in game design and learning, Postsecondary Play will appeal to higher education scholars and students of learning, online gaming, education, and the media.
In Teaching English Language Learners through Technology, the authors explore the use of computers/technology as a pedagogical tool to aid in the appropriate instruction of ELLs across all content areas. The special focus of this book is on the informed use of various technologies and software programs that can specifically aid ELLs. Strategies are also provided for varying levels of access--whether teachers teach in a one computer classroom, have access to multiple computers, or have the ability to go into a computer lab at their school. A fully annotated list of web and print resources completes the volume, making this a valuable reference to help teachers harness the power of computer-assisted technologies in meeting the challenges of including all learners in effective instruction.
20 of the best web tools to wow students with online learning Thousands of online learning tools promise performance-busting results, but few educators have time to find those best suited to meet core standards. Unpack 20 free tools, flexible enough for early years through secondary school use, and discover how to leverage technology to transform your classroom. More than a how-to guide, you'll receive: Print and interactive eBook versions including hyperlinks, additional examples and embedded video tutorials for richer exploration Access to an online community at www.untanglingthewebcommunity.com where you can connect with other educators Advice, tips, tricks, and anecdotes from leaders throughout the ed tech community Test out the Interactive eBook demo chapter here: http://www.corwin.com/ebook/dembo/demos/ch02/
Improving Student Retention in Higher Education provides a
practical, curriculum-based response to the current situation in
higher education, where participating students emanate from a range
of backgrounds; international and lower socioeconomic backgrounds,
mature aged students, students with disabilities as well as those
for whom higher education is the first family experience.
Underpinned by research indicating that students are more likely to continue with higher education if they are engaged in their studies and have developed networks and relationships with their fellow students, this book presents best practice examples of innovative and inclusive curriculum, from a range of countries.
There is so much to navigate on the Internet that teachers can find it time-consuming and overwhelming to find quality resources. This book shows educators how to use the sites that most help teachers, students and parents, and highlights many free resources. This book will show educators how to: } align Internet resources to state curriculum frameworks } use web-based tools that are FREE } incorporate technology into the classroom and curriculum without buying new software } engage students and parents in the learning process } share resources, such as lesson plans, tests, quizzes, rubrics, and templates with other educators } create and maintain a website for the classroom and school.
You're at the top-but never alone! Take the leap and connect with other educators and leaders through social media. Educators learn to transform relationships with their students, staff, parents, and with the overall community in this simple guide to social media. With real-life examples from K12 educators who've integrated social media technology and education, this guide helps educators to harness the power of connectedness and change the way you lead. Jump in and you'll learn how to: Develop a personal learning network Tell your school's story through blogging Use connections to transform your leadership
In MOOCs, High Technology, and Higher Learning, Robert A. Rhoads places the OpenCourseWare (OCW) movement into the larger context of a revolution in educational technology. In doing so, he seeks to bring greater balance to increasingly polarized discussions of massively open online courses (MOOCs) and show their ongoing relevance to reforming higher education and higher learning. Rhoads offers a provocative analysis of a particular moment in history when cultural, political, and economic forces came together with evolving teaching and learning technologies to bring about the MOOC. He argues persuasively that the OCW and MOOC movements have had a significant impact on the digitalization of knowledge and that they have helped expand the ways students and teachers interact and develop ideas collaboratively. He also critically analyzes the extensive media coverage of MOOCs while examining empirical studies of MOOC content delivery, the organizational system supporting the OCW/MOOC movement, and faculty labor concerns. Too often, technology advocates champion the MOOC movement as a solution to higher education's challenges without recognizing the pedagogical, social, and economic costs. MOOCs, High Technology, and Higher Learning challenges many of the democratic claims made by MOOC advocates, pointing to vast inequities in the ways MOOCs are presented as an alternative to brick-and-mortar access for low-income populations. This book offers a clear-eyed perspective on the potential and peril of this new form of education.
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