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The Mobile Learning Mindset series offers practical knowledge and strategies for successful implementation of K-12 BYOD programs and 1:1 initiatives. This six-book series provides district leaders, principals, teachers, IT staff, educational coaches and parents with the information they need to make any mobile learning program a success. The District Leader's Guideto Implementation and the Principal's Guide to Implementation share lessons learned and provide many examples and activities that will help school leaders who are about to implement a mobile device initiative or already have.
Takes readers through the process of writing the qualitative
dissertation. Shares the author's and many correspondents'
understandings of and reflections on how it feels and what it means
to do qualitative research for the doctoral dissertation.
Learning with technology doesn't happen because a specific tool "revolutionizes" education. It happens when proven teaching strategies intersect with technology tools, and yet it's not uncommon for teachers to use a tool because it's "fun" or because the developer promises it will help students learn. Learning First, Technology Second offers teachers the professional learning they need to move from arbitrary uses of technology in their classrooms to thoughtful ways of adding value to student learning. This book includes: An introduction to the Triple E Framework that helps teachers engage students in time-on-task learning, enhance learning experiences beyond traditional means and extend learning opportunities to bridge classroom learning with students' everyday lives. Effective strategies for using technology to create authentic learning experiences for their students. Case studies to guide appropriate tech integration. A lesson planning template to show teachers how to effectively frame technology choices and apply them in instruction.
How family video game play promotes intergenerational communication, connection, and learning. Video games have a bad reputation in the mainstream media. They are blamed for encouraging social isolation, promoting violence, and creating tensions between parents and children. In this book, Sinem Siyahhan and Elisabeth Gee offer another view. They show that video games can be a tool for connection, not isolation, creating opportunities for families to communicate and learn together. Like smartphones, Skype, and social media, games help families stay connected. Siyahhan and Gee offer examples: One family treats video game playing as a regular and valued activity, and bonds over Halo. A father tries to pass on his enthusiasm for Star Wars by playing Lego Star Wars with his young son. Families express their feelings and share their experiences and understanding of the world through playing video games like The Sims, Civilization, and Minecraft. Some video games are designed specifically to support family conversations around such real-world issues and sensitive topics as bullying and peer pressure. Siyahhan and Gee draw on a decade of research to look at how learning and teaching take place when families play video games together. With video games, they argue, the parents are not necessarily the teachers and experts; all family members can be both teachers and learners. They suggest video games can help families form, develop, and sustain their learning culture as well as develop skills that are valued in the twenty-first century workplace. Educators and game designers should take note.
Teaching Online: A Practical Guide is an accessible, introductory, and comprehensive guide for anyone who teaches online. A leader in the online field, the fourth edition of this bestselling resource has been fully revised, maintains its reader friendly tone, and offers exceptional practical advice, new teaching examples, faculty interviews, and an updated resource section.
New to this edition:
Focusing on the "hows" and "whys" of implementation rather than theory, the fourth edition of "Teaching Online" is a must-have resource for anyone teaching online or thinking of teaching online.
Leading scholars from a variety of disciplines explore the future of education, including social media usage, new norms of knowledge, privacy, copyright, and MOOCs. How are widely popular social media such as Facebook, Twitter, and Instagram transforming how teachers teach, how kids learn, and the very foundations of education? What controversies surround the integration of social media in students' lives? The past decade has brought increased access to new media, and with this new opportunities and challenges for education. In this book, leading scholars from education, law, communications, sociology, and cultural studies explore the digital transformation now taking place in a variety of educational contexts. The contributors examine such topics as social media usage in schools, online youth communities, and distance learning in developing countries; the disruption of existing educational models of how knowledge is created and shared; privacy; accreditation; and the tension between the new ease of sharing and copyright laws. Case studies examine teaching media in K-12 schools and at universities; tuition-free, open education powered by social media, as practiced by the University of the People; new financial models for higher education; the benefits and challenges of MOOCS (Massive Open Online Courses); social media and teacher education; and the civic and individual advantages of teens' participatory play. Contributors Colin Agur, Jack M. Balkin, Valerie Belair-Gagnon, danah boyd, Nicholas Bramble, David Buckingham, Chris Dede, Benjamin Gleason, Christine Greenhow, Daniel J. H. Greenwood, Jiahang Li, Yite John Lu, Minhtuyen Mai, John Palfrey, Ri Pierce-Grove, Adam Poppe, Shai Reshef, Julia Sonnevend, Mark Warschauer
Will technology replace the school and university? Will technology replace the teacher? What do we really know about technology and learning? Does technology make education more individualized? What does the future hold for technology and education? What can be learnt from the history of technology use in education? In a thoroughly revised edition of this successful book, Neil Selwyn takes a critical look at some of the major current debates and controversies concerning digital technologies and education. Focusing on the social as well as the technical aspects of these issues, Selwyn addresses fundamental but often unvoiced questions about education and technology. Over the course of eight chapters, the book gives careful thought to the people, practices, processes and structures behind the rapidly increasing use of technologies in education, with an emphasis on the implications of digital technologies for individuals and institutions. The book focuses attention on the connections between recent technology developments and broader changes in education practice, education policy and education theory over the past 10 years. It also challenges us to reflect on future directions and controversies for education in the (post)digital age. Expanded study questions, annotated further reading and a new glossary of key terms are included to support readers. An updated companion website links to two bonus chapters and audio recordings of the questions for further discussion found at the end of each chapter.
This volume focuses on using visual research methods with children and young people. Featuring insights from academic experts and established professionals from visual industries, it explores a range of issues from visual ethics to children's interaction with place.
This book describes research outcomes on domain-specific serious games. The first part of the book focuses on the design and major characteristics of actual (mainly math-related) serious games. The second part of the book presents recent empirical studies on these games, exploring topics such as the effectiveness of serious games for learning and increasing motivation and the influence of learners' domain-specific and game competencies. The integration of serious games into the curriculum and subsequent performance and motivation outcomes are also presented.
This book explores emerging pedagogical perspectives based on the design of new learning spaces supported by digital technologies and brings together some of the best research in this field. The book is divided into three themes: foundations of emerging pedagogies, learning designs for emerging pedagogies and, adaptive and personalized learning. The chapters provide up-to-date information about new pedagogical proposals, and examples for acquiring the requisite skills to both design and support learning opportunities that improve the potential of available technologies.
Electricity and Basic Electronics teaches basic theory and fundamentals and is a starting point for careers in electronics. The text is clearly written and highly illustrated, making it easy for beginners to understand. Numerous examples walk students step-by-step through circuit analysis where applicable. The Practical Application features cover topics such as breadboarding, soldering, and reading voltage on an oscilloscope. The Project features allow students to build items such as a continuity tester, blown fuse indicator, and power supply. Math Focus features provide students with a quick review of the basic math skills they need to understand the topic at hand. Math topics covered are exponents, scientific notation, metric and electrical prefixes, order of operations, algebraic equations, adding fractions, ratios and proportions, and square roots. A chapter called "Energy Conservation" covers ways to conserve energy and alternative forms of energy.
Implementing and Researching Technological Innovation in Language Teaching takes a case study approach to investigate the integration of the interactive whiteboard (IWB) into the teaching of English as a Foreign Language (EFL) in French schools. The study highlights the advantages of collaborative action research for stimulating and supporting language teachers in innovative experimentation, and seeks to enhance our understanding of the challenges and opportunities inherent in this process. Utilising a framework which can inform further research into innovative practices with other interactive technologies, this book offers a research design and instruments suitable for assessing classroom adoption of the IWB. In this way, the study provides insights into general processes of technological innovation in language teaching and learning which is of relevance to further research and teacher development in today's new learning environments.
The impact of ICT on the teaching of classical languages, literature and culture has not until now been extensively described and evaluated. Nevertheless, educational technology has made a huge difference to the ways in which Classics is taught at junior, senior and college level. The book brings together twenty major approaches to the use of technology in the classroom and presents them for a wide, international audience. It thus forms a record of current and developing practice, promotes further discussion and use among practitioners (teachers, learners and trainers) and offers suggestions for changes in pedagogical practices in the teaching of Classics for the better. The many examples of practice from both UK and US perspectives are applicable to countries throughout the world where Classics is being taught. The more traditional curricula of high-school education in the UK and Europe are drawing more and more on edutech, whereas educational jurisdictions in the US are increasingly expecting high-school students to use ICT in all lessons, with some actively dissuading schools from using traditional printed textbooks. This book presents school teachers with a vital resource as they adapt to this use of educational technology in Classics teaching. This is no less pertinent at university level, in the UK and US, where pedagogy tends to follow traditionalist paradigms: this book offers lecturers frameworks for understanding and assimilating the models of teaching and learning which are prevalent in schools and experienced by their students.
This book constitutes the thoroughly refereed proceedings of the 10th International Conference on Information and Communication Technologies in Education, Research, and Industrial Applications, held in Kherson, Ukraine, in June 2014. The 16 revised full papers presented were carefully reviewed and selected from 66 submissions. The papers are organized in topical sections on framework and tools; information and communication technologies in teaching and learning; information and communication technologies in research and industrial applications.
As Google Apps and Chromebooks become the #1 school LMS and device, more and more teachers need support with integrating this complex suite of tools soundlessly with instruction. This book will help 6-8 classroom teachers become familiar with the suite of Google tools, and help them learn how to use these tools to support student learning, integrate 21st century skills, and design standards-based lessons that thoughtfully integrate technology. The book will also provide meaningful lesson plans that will allow students to create, collaborate, and share their work.
This book constitutes the refereed proceedings of the Second International Conference on Games and Learning Alliance, GALA 2013, held in Paris, France, in October 2013. The 25 revised papers presented together with 9 poster papers were carefully reviewed and selected from numerous submissions. The papers advance the state of the art in the technologies and knowledge available to support development and deployment of serious games. They are organized in 3 research tracks on design, technology and application. Also included is the outcome of a GALA workshop on a widely applied instructional design model: 4C-ID.
This book constitutes the refereed proceedings of the 7th International Conference on Informatics in Schools: Situation, Evolution, and Perspectives, ISSEP 2014, held in Istanbul, Turkey, in September 2014. The 13 full papers presented together with 2 keynotes were carefully reviewed and selected from 33 submissions. The focus of the conference was on following topics: Competence Science Education, Competence Measurement for Informatics, Emerging Technologies and Tools for Informatics, Teacher Education in Informatics, and Curriculum Issues.
This book constitutes the refereed proceedings of the 6th International Conference on Collective Intelligence, ICCCI 2014, held in Seoul, Korea, in September 2014. The 70 full papers presented were carefully reviewed and selected from 205 submissions. They address topics such as knowledge integration, data mining for collective processing, fuzzy, modal and collective systems, nature inspired systems, language processing systems, social networks and semantic web, agent and multi-agent systems, classification and clustering methods, multi-dimensional data processing, Web systems, intelligent decision making, methods for scheduling, image and video processing, collective intelligence in web systems, computational swarm intelligence, cooperation and collective knowledge.
This practical work provides a comprehensive collection of tried and tested old favourites together with modern innovative games designed to enhance and promote children's self-esteem, drawing on the authors' own in-depth knowledge of teaching group games.
'[This book] certainly isn't one of the dry educational tomes that often bedeck the shelves of the staffroom; it is an informative, accessible text which evolves into an enjoyable read. There aren't too many practitioner manuals that can boast that particular combination. A useful guide for the ICT leader seeking a practical/effective annual structure for their ICT leadership role' - Teach Primary Magazine This practical manual is the second part of a 2-volume set that together makes up a detailed 2-year training programme for primary ICT and E-learning co-ordinators. The second book takes coordinators through the second year of the programme but may also be used as a starting point by more experienced staff. The structured training programme, timed over three terms, includes: o a complete review of E-Safety procedures in the light of the Every Child Matters agenda o Developing a funding model in order to plan for ICT developments, together with a broader ICT action planning review to embed a revised E learning vision through a series of long-term sustainable actions o Reviewing the curriculum in order to examine how the E Learning community will adapt its core practices to facilitate new technology o the evolving role of school websites as they assume interactivity and examine the place of E Learning within the extended schools agenda o Reviewing the use of ICT as a tool for management systems and discussing how ICT can be used to support different groups of children o examining self-evaluation strategies linked to the school's SEF, the Ofsted Section 5 Framework and Every Child Matters. The books have a companion website, which will offer downloadable versions of the photocopiable sheets from the book, as well as links to other sources of help and advice.
Today, Digital Systems and Services for Technology Supported Learning and Education are recognized as the key drivers to transform the way that individuals, groups and organizations "learn" and the way to "assess learning" in 21st Century. These transformations influence: Objectives - moving from acquiring new "knowledge" to developing new and relevant "competences"; Methods - moving from "classroom" based teaching to "context-aware" personalized learning; and Assessment - moving from "life-long" degrees and certifications to "on-demand" and "in-context" accreditation of qualifications. Within this context, promoting Open Access to Formal and Informal Learning, is currently a key issue in the public discourse and the global dialogue on Education, including Massive Open Online Courses (MOOCs) and Flipped School Classrooms. This volume on Digital Systems for Open Access to Formal and Informal Learning contributes to the international dialogue between researchers, technologists, practitioners and policy makers in Technology Supported Education and Learning. It addresses emerging issues related with both theory and practice, as well as, methods and technologies that can support Open Access to Formal and Informal Learning. In the twenty chapters contributed by international experts who are actively shaping the future of Educational Technology around the world, topics such as: - The evolution of University Open Courses in Transforming Learning - Supporting Open Access to Teaching and Learning of People with Disabilities - Assessing Student Learning in Online Courses- Digital Game-based Learning for School Education - Open Access to Virtual and Remote Labs for STEM Education - Teachers' and Schools' ICT Competence Profiling - Web-Based Education and Innovative Leadership in a K-12 International School Setting are presented. An in-depth blueprint of the promise, potential, and imminent future of the field, Digital Systems for Open Access to Formal and Informal Learning is necessary reading for researchers and practitioners, as well as, undergraduate and postgraduate students, in educational technology.
The first book to systematically discuss the skills and literacies needed to use digital media, particularly the Internet, van Dijk and van Deursen's clear and accessible work distinguishes digital skills, analyzes their roles and prevalence, and offers solutions from individual, educational, sociological, and policy perspectives.
Making the most of the digital age in education just got easier. With cloud computing, students can connect with teachers, educators can connect with colleagues, and opportunities for meaningful collaboration can grow exponentially. In this easy-to-use primer, the author of bestseller Going Google teams up with Twitter's The Nerdy Teacher to demonstrate what cloud-based instruction can mean for teachers and students-and how it can work for your school. The book includes Practical tools for integrating cloud computing into the curriculum Student and teacher testimonies detailing examples of cloud-based instruction in action Chapters on storing, communicating, sharing, and creating Strategies for ensuring safety and security for students and information
The higher education sector is being disrupted through the effect that technological innovations have on the educational market. As digital and mobile technologies are developing further, higher education institutions must embrace these developments to meet the needs of their learners and to not become irrelevant. In higher education, disruptive effects are mainly visible on a program/product level, with an increasing number of programs including some element of online education. Disruptive effects also become evident on a pedagogical level, where student engagement, collaboration and social learning, gamification and serious games, competency-based learning, teacher training, and overcoming geosocial divides are high on the agenda. This book considers the effect of online elements and their design on university business models and internationalization, course design, massive open online courses (MOOCs), and the scalability of online programs. It also explores how higher education institutions across the globe respond and react to the challenges and opportunities evolving in online education.
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