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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.
The goal of this book is to crystallize the emerging mobile computing technologies and trends by focusing on the most promising solutions in services computing. The book will provide clear proof that mobile technologies are playing an increasingly important and critical role in supporting toy computing. The goal of this book is to bring together academics and practitioners to describe the use and synergy between the above-mentioned technologies. This book is intended for researchers and students working in computer science and engineering, as well as toy industry technology providers, having particular interests in mobile services.
This book constitutes the refereed proceedings of the Fourth International Workshop on Learning Technology for Education in Cloud, LTEC 2015, held in Maribor, Slovenia, in August 2015. The 24 revised full papers presented were carefully reviewed and selected from 46 submissions. The papers cover various aspects of technologies for learning, such as MOOC challenges; cooperative learning; learning engineering; learning tools and environments; STEM.
This book combines information communication technology (ICT) with the creative interdisciplinary teaching approach known as STEM (science, technology, engineering and mathematics). It introduces STEM and Creative Education and shows (through examples and creative activities) the importance and impact that ICT has for STEM and modern education. The book describes the audio visual classroom, the use of the Internet, Social Networking and STEM and provides STEM lessons for both the real and virtual worlds. Instructors will find this unique textbook to be very useful with students, of various ages, in creative education and engineering classes. This special book offers something for everyone. It serves as a guide for teachers in charge of science fairs and creative classes, especially those which require STEM education. It also includes activities to help develop creative thinking and problem-solving skills and prepares students who plan to become teachers and mentors of the future. Readers in general can simultaneously enjoy and learn about ICT's impact on STEM and modern education. In addition, e-learning designers and administrators who want to introduce e-learning systems into their organizations can refer to this book as a reference and a resource. The book complements most e-learning and ICT education books which generally focus too much on technical issues.
This book presents perspectives for and by teachers, school and university administrators and educational researchers regarding the great impact pen and tablet technology can have on classrooms and education. presents three distinctly valuable threads of research: Emerging technologies and cutting-edge software invented by researchers and evaluated through real classroom deployments. First-hand perspectives of instructors and administrators who actively implement pen or tablet technologies in their classrooms. Up-and-coming systems that provide insight into the future of pen, touch, and sketch recognition technologies in the classrooms and the curriculums of tomorrow. The Impact of Pen and Touch Technology on Education is an essential read for educators who wish get to grips with ink-based computing and bring their teaching methods into the twenty-first century, as well as for researchers in the areas of education, human-computer interaction and intelligent systems for pedagogical advancement.
The 3-volume set LNCS 9169, 9170, 9171 constitutes the refereed proceedings of the 17th International Conference on Human-Computer Interaction, HCII 2015, held in Los Angeles, CA, USA, in August 2015. The total of 1462 papers and 246 posters presented at the HCII 2015 conferences was carefully reviewed and selected from 4843 submissions. These papers address the latest research and development efforts and highlight the human aspects of design and use of computing systems. The papers in LNCS 9171 are organized in topical sections on interaction and quality for the web and social media; HCI in business, industry and innovation; societal and cultural impact of technology; user studies.
The 3-volume set LNCS 9169, 9170, 9171 constitutes the refereed proceedings of the 17th International Conference on Human-Computer Interaction, HCII 2015, held in Los Angeles, CA, USA, in August 2015. The total of 1462 papers and 246 posters presented at the HCII 2015 conferences was carefully reviewed and selected from 4843 submissions. These papers address the latest research and development efforts and highlight the human aspects of design and use of computing systems. The papers in LNCS 9169 are organized in topical sections on HCI theory and practice; HCI design and evaluation methods and tools; interaction design; emotions in HCI.
The 3-volume set LNCS 9169, 9170, 9171 constitutes the refereed proceedings of the 17th International Conference on Human-Computer Interaction, HCII 2015, held in Los Angeles, CA, USA, in August 2015. The total of 1462 papers and 246 posters presented at the HCII 2015 conferences was carefully reviewed and selected from 4843 submissions. These papers address the latest research and development efforts and highlight the human aspects of design and use of computing systems. The papers in LNCS 9170 are organized in topical sections on gesture and eye-gaze based interaction; touch-based and haptic interaction; natural user interfaces; adaptive and personalized interfaces; distributed, migratory and multi-screen user interfaces; games and gamification; HCI in smart and intelligent environments.
The two-volume set LNCS 9172 and 9173 constitutes the refereed proceedings of the Human Interface and the Management of Information thematic track, held as part of the 17th International Conference on Human-Computer Interaction, HCII 2015, held in Los Angeles, CA, USA, in August 2015, jointly with 15 other thematically similar conferences. The total of 1462 papers and 246 posters presented at the HCII 2015 conferences were carefully reviewed and selected from 4843 submissions. These papers address the latest research and development efforts and highlight the human aspects of design and use of computing systems. The papers accepted for presentation thoroughly cover the entire field of human-computer interaction, addressing major advances in knowledge and effective use of computers in a variety of application areas. This volume contains papers addressing the following major topics: information visualization; information presentation; knowledge management; haptic, tactile and multimodal interaction; service design and management; user studies.
The two-volume set LNCS 9172 and 9173 constitutes the refereed proceedings of the Human Interface and the Management of Information thematic track, held as part of the 17th International Conference on Human-Computer Interaction, HCII 2015, held in Los Angeles, CA, USA, in August 2015, jointly with 15 other thematically similar conferences. The total of 1462 papers and 246 posters presented at the HCII 2015 conferences were carefully reviewed and selected from 4843 submissions. These papers address the latest research and development efforts and highlight the human aspects of design and use of computing systems. The papers accepted for presentation thoroughly cover the entire field of human-computer interaction, addressing major advances in knowledge and effective use of computers in a variety of application areas. This volume contains papers addressing the following major topics: context modelling and situational awareness; decision-support systems; information and interaction for driving; information and interaction for learning and education; information and interaction for culture and art; supporting work and collaboration; information and interaction for safety, security and reliability; information and interaction for novel advanced environments.
This book constitutes the proceedings of the First Joint International Conference on Serious Games, JCSG 2015, held in Huddersfield, UK, in June 2015. This conference bundles the activities of the International Conference on Serious Games Development and Applications, SGDA, and the Conference on Serious Games, GameDays. The total of 12 full papers and 5 short papers was carefully reviewed and selected from 31 submissions. The book also contains one full invited talk. The papers were organized in topical sections named: games for health; games for learning; games for other purposes; game design and development; and poster and demo papers.
The LNCS volume 9192 constitutes the refereed proceedings of the Second International Conference on Learning and Collaboration Technologies, LCT 2015, held as part of the 17th International Conference on Human-Computer Interaction, HCII 2015, in Los Angeles, CA, USA in August 2015, jointly with 15 other thematically similar conferences. The total of 1462 papers and 246 posters presented at the HCII 2015 conferences were carefully reviewed and selected from 4843 submissions. These papers address addressing the following major topics: technology-enhanced learning, adaptive and personalised learning and assessment, virtual worlds and virtual agents for learning, collaboration and Learning Serious Games and ICT in education.
This book constitutes the refereed proceedings of the 8th International Conference on Hybrid Learning, ICHL 2015, held in Wuhan, China, in July 2015. The 35 papers presented were carefully reviewed and selected from 104 submissions. The selected papers cover various aspects on experiences in hybrid learning, computer supported collaborative learning, improved flexibility of learning processes, learning styles and behaviours, and pedagogical and other issues.
Today, new media is both augmenting and extending the traditional classroom with a variety of technology-based tools available to both students and faculty, and has created "new" virtual classrooms for anywhere, anytime availability to education. Despite the enormous potential for technology to support the educational enterprise in this emerging "creative" economy, technologies are still not yet fully integrated in the classroom and their association with educational outcomes is as-yet unclear. This book profiles scholarly work from around the world to examine closely the effectiveness of the newest media in education at bridging the gaps among and between teachers, students and subject matter at all levels, from K-12 through adult education. These pieces are theory-based investigations with implications for future research, theory and application. Contributors examine how the fields of education and new media have evolved and are continuing to evolve pedagogically and practically, from predominantly instructivist, with a passive, one-way teaching format; to constructivist, including teacher- and learner-controlled, sensorially immersive and socially interactive exchanges. This book will be of interest to students and faculty in the areas of new media in education, including distance learning, online learning and "virtual" learning.
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 collection 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 IT Professional's Guide to Implementation addresses the technology components necessary to support a mobile device initiative, as well as how to work with leaders, teachers, trainers, and parents on making the initiative a success.
This book constitutes the refereed proceedings of the workshops which complemented the 13th International Conference on Practical Applications of Agents and Multi-Agent Systems, PAAMS 2015, held in Salamanca, Spain, in June 2015. The 36 revised full papers presented were carefully reviewed and selected from 91 submissions. This volume presents the papers that have been accepted for the following workshops: Workshop on Agents and multi-agent Systems for AAL and e-HEALTH, Workshop on Agent-Based Solutions for Manufacturing and Supply Chain, Workshop on MAS for Complex Networks and Social Computation, Workshop on Intelligent Systems for Context-based Information Fusion, Workshop on Multi-agent based Applications for Smart Grids and Sustainable Energy Systems, Workshop on Multiagent System based Learning Environments, Workshop in Intelligent Human-Agent Societies.
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.
This book introduces new concepts and mechanisms regarding the usage of both social media interactions and artifacts for peer education in digital educational games. Digital games in general, and digital educational games in particular, represent an area with a high potential for interdisciplinary innovation, not only from an information technology standpoint, but also from social science, psychological and didactic perspectives. This book presents an interdisciplinary approach to educational games, which is centered on information technology and aims at: (1) improving digital management by focusing on the exchange of learning outcomes and solution assessment in a peer-to-peer network of learners; (2) achieving digital implementation by using forms of interaction to change the course of educational games; and (3) providing digital support by fostering group-formation processes in educational situations to increase both the effects of educational games and knowledge exchange at the individual level. In addition to a systematic analysis of the relationship between software architecture, educational games and social media applications, the book also presents the implemented IT systems' architectures and algorithmic solutions as well as the resulting applicable evaluation findings from the field of interactive multimedia learning.
Create a more effective system for evaluating online faculty Evaluating Online Teaching is the first comprehensive book to outline strategies for effectively measuring the quality of online teaching, providing the tools and guidance that faculty members and administrators need. The authors address challenges that colleges and universities face in creating effective online teacher evaluations, including organizational structure, institutional governance, faculty and administrator attitudes, and possible budget constraints. Through the integration of case studies and theory, the text provides practical solutions geared to address challenges and foster effective, efficient evaluations of online teaching. Readers gain access to rubrics, forms, and worksheets that they can customize to fit the needs of their unique institutions. Evaluation methods designed for face-to-face classrooms, from student surveys to administrative observations, are often applied to the online teaching environment, leaving reviewers and instructors with an ill-fitted and incomplete analysis. Evaluating Online Teaching shows how strategies for evaluating online teaching differ from those used in traditional classrooms and vary as a function of the nature, purpose, and focus of the evaluation. This book guides faculty members and administrators in crafting an evaluation process specifically suited to online teaching and learning, for more accurate feedback and better results. Readers will: * Learn how to evaluate online teaching performance * Examine best practices for student ratings of online teaching * Discover methods and tools for gathering informal feedback * Understand the online teaching evaluation life cycle The book concludes with an examination of strategies for fostering change across campus, as well as structures for creating a climate of assessment that includes online teaching as a component. Evaluating Online Teaching helps institutions rethink the evaluation process for online teaching, with the end goal of improving teaching and learning, student success, and institutional results.
This book constitutes the refereed proceedings of the 7th International Conference on Collaboration Technologies, CollabTech 2014, held in Santiago, Chile, in September 2014. The 10 revised full papers presented together with 4 short papers and a keynote were carefully reviewed and selected from 34 submissions. The papers are organized in topical sections on Collaborative Problem Solving; Knowledge Work and CSCW Tasks; Co-Dining Support; Augmented Reality and Robot; Learning Support Systems.
This book constitutes the refereed proceedings of the 9th European Conference on Technology Enhanced Learning, EC-TEL 2014, held in Graz, Austria, in September 2014. The 27 full papers and 18 short papers presented were carefully reviewed and selected from 165 submissions. They address topics such as informal learning, self-regulated and self-directed learning, reflective learning, inquiry based learning, communities of learners and communities of practice, learning design, learning analytics, personalization and adaptation, social media, computer supported collaborative learning, massive open online courses, schools and universities of the future.
This book discusses evidence-based practices related to the use of blended learning in both K-12 and higher education settings. Specifically, this book features evidence-based practices in relation to the following five learning goals: (a) Fostering students' attitude change toward country, (b) Helping students' solve ill-structured design task problems, (c) Improving students' critical thinking in assessing sources of information, (d) Improving students' narrative and argumentative writing abilities and (e) Enhancing students' knowledge retention and understanding. To achieve this aim, the authors draw upon their own research studies as well as some other relevant studies to reveal the pedagogical approaches, the specific instructional/learning activities, the technologies utilized and the overall framework for developing blended learning experiences.
This book constitutes the proceedings of the 20th Collaboration Researchers' International Working Group Conference on Collaboration and Technology, held in Santiago, Chile, in September 2014. The 16 revised papers presented together with 18 progress papers and 3 invited talks were carefully reviewed and selected from 49 submissions. The papers published in proceedings of this year's and past CRIWG conferences reflect the trends in collaborative computing research and its evolution. There was a growing interest in social networks analysis, crowdsourcing and computer support for large communities in general. A special research topic which has been traditionally present in the CRIWG proceedings has been collaborative learning.
The two-volume set LNCS 8547 and 8548 constitutes the refereed proceedings of the 14th International Conference on Computers Helping People with Special Needs, ICCHP 2014, held in Paris, France, in July 2014. The 132 revised full papers and 55 short papers presented were carefully reviewed and selected from 362 submissions. The papers included in the first volume are organized in the following topical sections: accessible media; digital content and media accessibility; 25 years of the Web: weaving accessibility; towards e-inclusion for people with intellectual disabilities; the impact of PDF/UA on accessible PDF; accessibility of non-verbal communication; emotions for accessibility (E4A), games and entertainment software; accessibility and therapy; implementation and take-up of e-accessibility; accessibility and usability of mobile platforms for people with disabilities and elderly persons; portable and mobile platforms for people with disabilities and elderly persons; people with cognitive disabilities: At, ICT and AAC; autism: ICT and AT; access to mathematics, science and music and blind and visually impaired people: AT, HCI and accessibility.
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