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Research shows that attitudes about science, math, and technology start to form during the early schooling years. This pioneering book shows how to successfully use technology in the early childhood classroom. Grounded in a constructivist approach to teaching and learning, the author focuses on robotic manipulatives that allow children to explore complex concepts in a concrete and fun way. At the same time, she examines how this technology engages sensorimotor and socioemotional skills, which are fundamental for the healthy development of young children.
This title covers adaptable activities for using common ICT equipment to improve literacy skills in the primary phase. ICT offers exciting new ways of inspiring and engaging pupils in reading and writing, through a variety of methods including group and paired discussion. This book includes tried-and-tested activities along with a cross-curricular mapping grid to show how the activities can be used across a range of subjects. Each activity includes: a suggested age range, although each exercise is easily adaptable; an introduction to the approach, exploring why it enhances teaching and learning; exercises and templates, with suggestions for developing the activity; and, ideas for differentiation. Some activities involve the students using the available technology, while others encourage you to incorporate ICT equipment and resources into your teaching. All the activities use commonly available software and are available online so that you can make them your own and display them on your interactive whiteboard. A number of step-by-step task sheets are also available online to help students with little experience of using ICT, as well as a quick confidence boosting guide if you need help using the ICT in your classroom.
Students who know how to collaborate successfully in the classroom will be better prepared for professional success in a world where we are expected to work well with others. Students learn collaboratively, and acquire the skills needed to organize and complete collaborative work, when they participate in thoughtfully-designed learning activities. Learning to Collaborate, Collaborating to Learn uses the author's Taxonomy of Online Collaboration to illustrate levels of progressively more complex and integrated collaborative activities. Section I introduces the Taxonomy of Online Collaboration and offers theoretical and research foundations. Section II focuses on ways to use Taxonomy of Online Collaboration, including, clarifying roles and developing trust, communicating effectively, organizing project tasks and systems. Section III offers ways to design collaborative learning activities, assignments or projects, and ways to fairly assess participants' performance. Learning to Collaborate, Collaborating to Learn is a professional guide intended for faculty, curriculum planners, or instructional designers who want to design, teach, facilitate, and assess collaborative learning. The book covers the use of information and communication technology tools by collaborative partners who may or may not be co-located. As such, the book will be appropriate for all-online, blended learning, or conventional classrooms that infuse technology with "flipped" instructional techniques.
Helping students create interactive and animated stories about positive change in their communities. Script Changers shows the ways that stories offer a lens for seeing the world as a series of systems. It provides opportunities for students to create interactive and animated stories about creating positive change in their communities. These projects utilize the Scratch visual programming environment.
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 two-volume set LNCS 10924 and 10925 constitute the refereed proceedings of the 5th International Conference on Learning and Collaboration Technologies, LCT 2018, held as part of the 20th International Conference on Human-Computer Interaction, HCII 2018, in Las Vegas, NV, USA in July 2018. The 1171 papers presented at HCII 2018 conferences were carefully reviewed and selected from 4346 submissions. The papers cover the entire field of human-computer interaction, addressing major advances in knowledge and effective use of computers in a variety of applications areas. The papers in this volume are organized in the following topical sections: designing and evaluating systems and applications, technological innovation in education, learning and collaboration, learners, engagement, motification, and skills, games and gamification of learning, technology-enhanced teaching and assessment, computing and engineering education.
Formative assessment is a must for educators, but it can be difficult to juggle with all the demands on a busy teacher's to-do list. In this book teachers will find practical ideas for assessing project-based and inquiry-based approaches, how to evaluate data and communicate results with families. This book will help make formative assessment meaningful, sustainable and scalable.
This journal subline serves as a forum for stimulating and disseminating innovative research ideas, theories, emerging technologies, empirical investigations, state-of-the-art methods, and tools in all different genres of edutainment, such as game-based learning and serious games, interactive storytelling, virtual learning environments, VR-based education, and related fields. It covers aspects from educational and game theories, human-computer interaction, computer graphics, artificial intelligence, and systems design. The 19 papers presented in the 14th issue were organized in topical sections named: 3D modeling and visualization; image; e-learning and games; and miscellaneous.
Today's educators are confronted on a daily basis with the challenges of navigating digital resources, tools and technologies with their students. They are often unprepared for the complexities of these challenges or might not be sure how to engage their students safely and responsibly. This book serves as a comprehensive guide for educators looking to make informed decisions and navigate digital spaces with their students. The author sets the stage for educators who may not be familiar with the digital world that their students live in, including the complexities of online identities, digital communities and the world of social media. With deep dives into how companies track us, how the Internet works, privacy and legal concerns tied to today's digital technologies, strategies for analyzing images and other online sources, readers will gain knowledge about how their actions and choices can affect students' privacy as well as their own. Each chapter is paired with detailed lessons for elementary, middle and high school students to help guide educators in implementing what they have learned into the classroom.
Equip learners to achieve in the Extended Essay. Matched to the new IB Guide, this essential resource provides learners with a step-by-step pathway to maximize achievement. With complete guidance for every aspect of writing and researching, use this resource to strengthen performance. Equip learners to fully understand and address each requirement, with a comprehensive outline of the assessment criteria. Enable effective planning, with step-by-step guidance on independent research techniques. Build the skills central to performance in the Extended Essay, with techniques and strategies that support success. Fully support the new IB guide, first assessed in 2018. This pack includes one print Student Book and one online Course Book. The online Course Book will be available on Oxford Education Bookshelf until 2024. Access is facilitated via a unique code, which is sent in the mail. The code must be linked to an email address, creating a user account. Access may be transferred once to an additional user.
Virtual Humans provides a much-needed definition of what constitutes a `virtual human' and places virtual humans within the wider context of Artificial Intelligence development. It explores the technical approaches to creating a virtual human, as well as emergent issues such as embodiment, identity, agency and digital immortality, and the resulting ethical challenges. The book presents an overview of current research and practice in this area, and outlines the major challenges faced by today's developers and researchers. The book examines the possibility for using virtual humans in a variety of roles, from personal assistants to teaching, coaching and knowledge management, and the book situates these discussions around familiar applications (e.g. Siri, Cortana, Alexa) and the portrayal of virtual humans within Science Fiction. Features Presents a comprehensive overview of this rapidly developing field Provides an array of relevant, real-life examples from expert practitioners and researchers from around the globe in how to create the avatar body, mind, senses and ability to communicate Intends to be broad in scope yet practical in approach, so that it can serve the needs of several different audiences, including researchers, teachers, developers and anyone with an interest in where these technologies might take us Covers a wide variety of issues which have been neglected in other research texts; for example, definitions and taxonomies, the ethical challenges of virtual humans and issues around digital immortality Includes numerous examples and extensive references
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.
Building on their best-selling book Flip Your Classroom: Reach Every Student in Every Class Every Day, flipped education innovators Jonathan Bergmann and Aaron Sams return with a book series that supports flipped learning in the four topic areas of science, math, English and social studies as well as the elementary classroom. In this new book, the authors discuss how educators can successfully apply the flipped classroom model to teaching social studies. Each chapter offers practical guidance, including how to approach lesson planning, what to do with class time, and how to flip interactive social studies simulations.
This book formulates a greater understanding of how to enable a capacity for building social professional practice related to technology-enriched teaching and learning (TETL) specific, but not limited to, educational settings. This book comes at a time when many in education are struggling to provide a technology enriched learning experience for students who are entering classrooms with high expectations for such an experience. The focus on the protective factors and identified resilient professional practices, instead of on well documented and commonly cited risk factors and barriers that impede the effective integration of TETL, represents a distinguishing feature of this work. By attempting to better understand and document how two schools that were classified as resilient in their use of technology have been able to overcome risk factors (e.g., budgetary constraints, a lack of resources, a lack of training, technological support issues), this book will offer the unique concept of techno-resiliency and some of its deeper insights and strategies.
This This book is open access under a CC BY 4.0 license.This book offers a comprehensive guide, covering every important aspect of computational thinking education. It provides an in-depth discussion of computational thinking, including the notion of perceiving computational thinking practices as ways of mapping models from the abstraction of data and process structures to natural phenomena. Further, it explores how computational thinking education is implemented in different regions, and how computational thinking is being integrated into subject learning in K-12 education. In closing, it discusses computational thinking from the perspective of STEM education, the use of video games to teach computational thinking, and how computational thinking is helping to transform the quality of the workforce in the textile and apparel industry.
Building on their best-selling book Flip Your Classroom: Reach Every Student in Every Class Every Day, flipped education innovators Jonathan Bergmann and Aaron Sams return with a book series that supports flipped learning in the four topic areas of science, math, English and social studies as well as the elementary classroom. In this new book, the authors discuss how educators can successfully apply the flipped classroom model to teaching math. Each chapter offers practical guidance, including how to approach lesson planning, what to do with class time and how the flipped model can work alongside learning through inquiry.
Teachers possess unique skills, knowledge and experience. So why should their approaches to classroom technology look the same? In Integrating Technology in the Classroom, author Boni Hamilton helps you discover technology tools and projects that resonate with your teaching style, classroom context and technology skill level - all while helping students achieve academic growth. In this book, every teacher can find new and immediately applicable ways to integrate technology in the classroom. Discover hundreds of tools and activities that support collaborative, student-centered learning, presented in order of complexity and difficulty to help you to build confidence and skills in each area. Explore how technology tools can support your instructional goals and help you meet the individual needs of visual, auditory, kinesthetic and multilingual learners. Filled with the stories of teachers who have successfully employed technology in the classroom, this book will help you revise your lessons to meet the ISTE Standards for Students in a way that works for you.
Education is the harbinger of change; technological learning in the Information Age is at the cusp of that change, bringing new technologies, enhanced interfaces, dialogue, mobile learning and networked resources that shape content, sharing and distribution of information. These aspects influence the people and society of the "climate century". The Information Age follows the production of data in previously unheard quantities. In the early days of widespread computer usage, we had a plethora of theories with only a paucity of data. Now, the data we produce is so large that it requires new analytics and new patterns of interpretative meaning. New methods of storage and analysis are needed in order to quantify big data.' But we live in uncertain times, in which even the climatelike financial markets is more volatile than it was in the pre-industrial second millennium, making technological adaptation ever more critical. This technological adaptation needs to occur in conjunction with an attitude which fosters a caring curiosity' for the biosphere which sustains us. Education is about gaining qualifications, but it is also about intrinsically dispelling uncertainty in the quest for knowledge and techniques to enhance the experience of life and living. Cloud 9: Learning in the Information Age explores some of the methods and learning techniques and technologies that help us to do this.
How do we currently use educational technology? What are possible uses of educational technology and games in the future? The purpose of this book is to provide answers to these questions and raise questions about how educational technology and gaming will be used in the near and far future. During the early millennia, educational technology use exploded and coincided with the rise in console and personal computer video game play. Today computers and electronics such as cell phones and tablets are ubiquitous in today's schools and learning environments all with easy access to games. With over 93% of people reporting making use of technology for learning in, education, business and many other fields researchers, educators and administrators struggle to integrate and make use of these powerful tool in education and training. In an increasingly technological society, the need for students, instructors, and administrators who understand the world of educational technology and all of its possibilities is of paramount importance. There is an increasing understanding and growing need to assimilate the growth and use of virtual environments, electronic games, and assistive technologies in such places as businesses, after school programs, museums, zoo, and other places. The review of the current trends in research, teaching, learning and assessments provides readers with and outline where educational technology is now and where it may go in the future. Build upon the prominent leaders in the educational technology field, this book adds the voices of up and coming leaders in educational technology Richard Lamb and Donald McMahon from Washington State University. This book targets researchers and practitioners working to develop and build educational technology to collect data, more effectively teach students, and seeking to shape the future of educational technology. The book covers a wide variety of topics to include augmented reality, virtual environments, and video games in education.
Digital technologies have transformed cultural perceptions of learning and what it means to be literate, expanding the importance of experience alongside interpretation and reflection. Learning the Virtual Life offers ways to consider the local and global effects of digital media on educational environments, as well as the cultural transformations of how we now define learning and literacy.
While some have welcomed the educational challenges of digital culture and emphasized its possibilities for individual emancipation and social transformation in the new information age, others accuse digital culture of absorbing its recipients in an all-pervasive virtual world. Unlike most accounts of the educational and cultural consequences of digital culture, Learning the Virtual Life presents a neutral, advanced introduction to the key issues involved with the integration of digital culture and education. This edited collection presents international perspectives on a wide range of issues, and each chapter combines upper-level theory with "real-world" practice, making this essential reading for all those interested in digital media and education.
This book investigates e-learning practices at American and Australian institutes of higher learning, their status quo, best-practice examples, and remaining issues. Utilizing a mixed-methods approach, it combines three studies - two using quantitative methods and a third using qualitative methods - in order to gauge the status quo of e-learning. The first study addresses the dominant cultural dimensions, revealing that the main explanation for the results may be the fact that most suppliers of the Australian university's e-learning system had an East Asian cultural background and predominantly traditional perspectives on learning. In Study 2, the findings indicate that the levels of e-learning practice at the Australian and US universities surveyed were above average, although the American university was ranked higher in terms of e-learning practices. In turn, Study 3 investigates current problems in e-learning practice on the basis of four aspects - pedagogy, culture, technology and e-practice - and determines that cultural sensitivity and effective cultural practices show room for improvement, while key technological challenges and issues like faculty polices, quality, LMS, and online support need to be overcome. In general, the outcomes suggest that it is essential for the Australian university surveyed to further develop and update its e-learning system, especially in terms of e-practice, using the same technologies that pioneering countries like America are employing. Indeed, the combination of adopting patterns successfully used in other countries, and adjusting them to the Australian culture, represents the best strategy for educational decision and policy makers. This book provides the basis for designing a culture-sensitive framework for higher education e-learning practice in American and Australian contexts. Moreover, students' and teachers' experiences with e-learning in a comparative higher education context can help higher education instructors and university managers to understand how e-learning relates to, and can be integrated with, other experiences of learning and teaching.
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