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"Rethinking Children's Play" examines attitudes towards, and experiences of, children's play. Fraser Brown and Michael Patte draw on a wide range of thought, research and practice from different fields and countries to debate, challenge and re-appraise long held beliefs, attitudes and ways of working and living with children in the play environment.Children need to play and the benefits of play are many and varied, but they are too often underestimated by parents, educators, politicians and society in general. The authors apply a playwork perspective to a wide range of settings populated by children, both formal and informal, to explore the idea that children's learning and development derives substantially from their opportunities to engage with a rich play environment that is supportive of the play process.Thoughts are provoked through examples of research, reflections on research, activities, key points and guidance on further reading."Rethinking Children's Play" is essential for all those studying childhood at undergraduate and graduate level and of great interest to those working with children in any field.
Everyone learns best when they are enjoying an activity - even adults prefer to learn through play! This book gives a wide range of ideas and practical activities to use computer games as learning tools with students aged 11+. You don't need to be a computer whiz to use this book. From the practical aspects of purchasing and setting up equipment to integrating them into a lesson plan - and even using them without playing them - this book will add a new aspect to your subject to make it even more engaging and fascinating to your students. There are sections on: - Integrating games into lessons - Activities for using freely and commonly-available computer games and consoles - Making your own games, and helping students to design computer games themselves - Using games to differentiate for students of varying abilities and learning styles By adding a new dimension to learning and teaching, computer games can be an enjoyable and fun addition to lessons and, as a result, produce lifelong learners.
Simulations and the Future of Learning offers trainers and educators the information and perspective they need to understand, design, build, and deploy computer simulations for this generation. Looking back on his recent first-hand experience as lead designer for an advanced leadership development simulation, author Clark Aldrich has created a detailed case study of the creation and deployment of an e-learning simulation that had the development cycle of a modern computer game. With this book Aldrich, a leader in the e-learning field, has created an intriguing roadmap for the future of learning while taking us along on an entertaining rollercoaster ride of trial and error, success and failure. Simulations and the Future of Learning outlines the design principles and critical decisions around any simulation's components— the interface, the physics and animation systems, the artificial intelligence, and sets and figures. Using this accessible resource, readers will learn how to create and evaluate successful simulations that have the following characteristics: authentic and relevant scenarios; applied pressure situations that tap user's emotion and force them to act; a sense of unrestricted options; and replayability.
Literacy is at the heart of education - and what better way to teach this important subject than through the motivational techniques built into gamification? With Gamify Literacy, teacher Michele Haiken brings together top educators and gaming professionals to share gamification strategies, demonstrating how teachers can use gaming tools and activities to improve literacy and content learning. This friendly, accessible guide provides classroom educators and tech coaches with tips and inspiration on how to apply gaming techniques to improve literacy and deepen student collaboration and critical thinking. This book includes: Tips for implementing gaming techniques to engage and motivate students Fun and engaging design to complement a game-based approach to learning Examples that can easily be modified for different grade levels
An examination of technology-based education initiatives-from MOOCs to virtual worlds-that argues against treating education as a product rather than a process. Behind the lectern stands the professor, deploying course management systems, online quizzes, wireless clickers, PowerPoint slides, podcasts, and plagiarism-detection software. In the seats are the students, armed with smartphones, laptops, tablets, music players, and social networking. Although these two forces seem poised to do battle with each other, they are really both taking part in a war on learning itself. In this book, Elizabeth Losh examines current efforts to "reform" higher education by applying technological solutions to problems in teaching and learning. She finds that many of these initiatives fail because they treat education as a product rather than a process. Highly touted schemes-video games for the classroom, for example, or the distribution of iPads-let students down because they promote consumption rather than intellectual development. Losh analyzes recent trends in postsecondary education and the rhetoric around them, often drawing on first-person accounts. In an effort to identify educational technologies that might actually work, she looks at strategies including MOOCs (massive open online courses), the gamification of subject matter, remix pedagogy, video lectures (from Randy Pausch to "the Baked Professor"), and educational virtual worlds. Finally, Losh outlines six basic principles of digital learning and describes several successful university-based initiatives. Her book will be essential reading for campus decision makers-and for anyone who cares about education and technology.
This book helps teachers understand the lives and minds of today's learners, who have grown up surrounded by iPhones, iPads, computers, and other digital forms--media that are still novelties to many educators. Many educators assume that kids are proficient in using technology, but evidence shows that students need leaders to show them how to thoughtfully and meaningfully use technology to enhance their learning. This book will give teachers: A method for effectively leading content curation through social media A vocabulary for discussing technology with students An understanding of how digital and mobile learning is making waves Practical ideas and activities for engaging students through devices There is also the Connected Educators Series website where readers can connect with all of the authors of the series, find more resources, and find real support for putting flipped leadership into practice.
Kids are naturally curious about the world around them. They seek ways to understand and interact with their environment, often using digital tools to do so. Imagine a world where children's curiosities are amplified -- helping them see the power of their thinking, perspective and voice. Spark Change examines the multitude of possibilities available when students are given the opportunity to amplify their learning online, centering on three ideas of citizenship: be a good person, be critical and be an advocate for something you care about in life. The book introduces readers to Liv, a young changemaker empowered to use digital tools to create and share content online. Liv's story offers readers an opportunity to explore how students can use technology as a tool for empathy, equity and activism. Kids can't become changemakers if they aren't empowered to think beyond their own community. Liv's online sense of agency serves as an example of maximizing opportunities, developing a powerful voice and making global connections that deepen her compassion for people and the world. Connected-learning opportunities help students develop key understandings about the world around them. This book shows how these understandings lead to social action, and how students develop a deeper sense of empathy and kindness from interacting with the world.
This book is open access under a CC BY 4.0 license. This book describes the history, structure and institutions of open and distance education in six countries: China, India, Russia, Turkey, South Africa and South Korea. It describes how open and distance education is evolving in a digital age to reflect the needs and circumstances of the national higher education systems in these countries. It also explores the similarities and differences between how their open and distance higher education systems are managed and structured. This book is the second in a series, following Open and Distance Education in Australia, Europe and the Americas (Springer 2018). Both books compare and draw conclusions about the nature of open and distance education in the context of various national higher education systems. In a digital era characterized by the growing use of online, open and distance education, this book will prove particularly valuable for policy-makers and senior administrators who want to learn about establishing or expanding open and distance education services. In addition, it offers a valuable reference guide for researchers, academics and students interested in understanding the different approaches to open and distance education.
This two volume set LNAI 10947 and LNAI 10948 constitutes the proceedings of the 19th International Conference on Artificial Intelligence in Education, AIED 2018, held in London, UK, in June 2018.The 45 full papers presented in this book together with 76 poster papers, 11 young researchers tracks, 14 industry papers and 10 workshop papers were carefully reviewed and selected from 192 submissions. The conference provides opportunities for the cross-fertilization of approaches, techniques and ideas from the many fields that comprise AIED, including computer science, cognitive and learning sciences, education, game design, psychology, sociology, linguistics as well as many domain-specific areas.
In this book, we review many examples of multimedia item types for testing. We also outline how games can be used to test physics concepts -- discuss designing chemistry item types with interactive graphics; study how culture-specific linguistics can help inner-city kids and new immigrants learn better; suggest approaches for automatically adjusting difficulty level in interactive graphics-based questions; and propose strategies for giving partial marks for incorrect answers. We also study how to test different cognitive skills, such as music, using multimedia interfaces and also evaluate the effectiveness of our model. Methods for estimating difficulty levels of mathematical item types using Item Response Theory (IRT) will be discussed. Examples of item shells for human computer interaction and cell phones will be shown.
This book looks at the value of integrating the arts and sciences in the school curriculum. It argues that this will help students further their understanding of analytical concepts through the use of creativity. The authors illustrate how schools can work towards presenting common practices, concepts, and content. Coverage features case studies and lessons learned from classrooms across the United States. The notion of STEAM (Science, Technology, Engineering, Arts, and Mathematics) is an emerging discipline unique in its desire to provide a well-rounded approach to education. The chapters of this volume examine STEAM in a variety of settings, from kindergarten to higher education. Readers will learn about the practical considerations involved when introducing the arts and creativity into traditionally left brain processes. This includes best practices for creating and sustaining successful STEAM initiatives in any school, college, or university. For instance, one chapter discusses novel approaches to teach writing with the scientific method in order to help students better present their ideas. The authors also detail how the arts can engage more diverse learners, including students who are not traditionally interested in STEM subjects. They provide three concrete examples of classroom-tested inquiries: designing a prosthetic arm for a child, making a paleontology investigation, and taking a closer look at the arts within roller coaster engineering. This book is an invaluable resource for teachers and teacher trainers, university faculty, researchers, and school administrators. It will also be of interest to science, mathematics, engineering, computer science, information technology, arts and design and technology teachers.
This book is divided into seven chapters, beginning with discussions of the main concepts of cyberspace, the relationship between cyberspace and real space, learning and education. It describes the relationship between cyberspace and real space, and presents capacities, judiciary, and concepts related to cyberspace. Cyber curricular education forms are then described in terms of teaching and learning resources in cyberspace. The discussion presented in this book consists of two main sections: The first section, outlines the objectives of training in cyberspace at different levels, while the second section describes the injuries caused by learning and training in cyberspace at different levels, and then highlights how cyber training is handled and receives feedback. Lastly, the authors provide a summary of the topics presented. Most other discussions are general and present the overall benefits of e-learning and e-teaching that is formally carried out in universities and schools through cyberspace. But, unfortunately, none of them fully explores the learning, education and cyber-training resources which should be used by individuals, groups, organizations, governments, and others in pursuing to achieve their goals. In addition to this, they do not pay much attention to the challenges and injuries caused by learning and teaching in cyberspace. This has led the authors to investigate these and other issues related to learning and training in cyberspace more widely and comprehensively, and also consider them beyond official formal learning and education. Most importantly they address issues such as the injuries and challenges that, in different ways and at different levels result from learning and education in this space. As such this book goes beyond simple and repetitive issues that have been raised concerning cyberspace, and underlines the challenges it poses. Although intended for scholars and students from the fields of science education, information technology, sociology and educational technology as well as interested parties and related authorities, this book is also helpful for people wishing to better understand new topics, such as cyberspace, learning and training in cyberspace, and related issues. It is of interest to a wide range of enthusiasts, with different educational, specialist and executive backgrounds, including academics, policymakers, managers and planners from educational and cultural institutions
The use of new technologies in education developed rapidly in the 1990s, as, for example, with the Internet, whose impact on educational practice could not have been predicted seven years ago. Much is now expected of this technology, but has its adoption led to the development of genuinely innovative approaches to teaching and learning?
Originally published in the journal "Alt-J," the papers collected in "The Changing Face of Learning Technology" illustrate how the field of learning technology has developed since the journal was launched in 1993. The volume is divided into four sections: design and evaluation of technology-mediated learning environments, institutional change, learning technology in a networked infrastructure, and reflections on future possibilities, and a short update of each article has been written to highlight developments in the area of the original presentation.
The distinctive approach of this collection provides an interpretative framework for an understanding of the use and design of learning technology. It is hoped that this will stimulate an appreciation of underlying issues and their significance for supporting learning and teaching in both higher and further education.
This book shows how tablets (and smartphones) using a variety of selected `apps', can enhance fieldwork and other out-of-classroom activities. The authors review imaginative uses of tablets from their own project and as well as examples from other colleagues. To help readers keep abreast of new technology and innovative ways to use it, the book is supported by a web site and a social media community.
Savvy internet consumption starts right here! Teachers and students are constantly inundated with information, yet lack the organizational skill necessary to effectively utilize it. From Twitter hashtags to online communities, this handy guide will help you to find, store, and share the best information and resources found on the web today-and teach your students to do the same. Real-world tips, tools, in-depth examples and lesson plans help you systematically: Understand the curation process Find, collect, and share reliable web-based information Build students' information literacy skills Help students research and organize problem-based learning projects Use cutting-edge curation tools like Evernote, Diigo, and Pocket
Display has long been seen as a tool for learning in primary schools but this practical and timely book shows its value in whole school improvement for secondary and post-16. Walking through an entrance hall speaks volumes about the ethos of a school. The physical environment supported by display and signs allow visitors to make a judgement about the school and this judgement, correctly or not, will be based on what the visitor first sees. In some schools this first impression exudes positivism - display celebrates achievement and success, there are images of happy learners, learning focused signs and statements, and the environment seems cared for and respected. In others, negative statements confront visitors, the environment is neglected and unloved, there are no references to learning in the entrance to the school.The current educational agenda identifies learner wellbeing as the key determinant in achievement and outcome. How the learning environment is designed can have a huge impact on wellbeing. One particular aspect that has a powerful influence on this environment is the use of display space. Managed well, it can create a climate where students feel valued and nurtured, and can achieve beyond their potential.Display should transcend simple physical appearance. Successful and meaningful display reflects the ethos of a school, and an exciting, learning-focused environment makes for excited learners. An environment that mirrors respect and care makes learners feel cared for and respected by the place in which they learn. This positively impacts on how well students learn, how happy they are as they learn and the respect and care with which they treat their school; the same applies to staff. The signs used around schools and the messages that signage and display deliver are key to a learning-focused climate and they reinforce a school's ethos. Care for the school environment and classrooms shows care for the students, and for teachers and other staff. This impression is quickly passed to parents and visitors to the school.This book aims to address a gap in the market for secondary school leaders and teachers (with transferable lessons for primary and 16 - 19 colleges) and provide a toolkit to develop display for learning with strategies and solutions, within the context of the school improvement and transformation agenda. The book aims to inspire colleagues in schools to develop this in their classrooms and on a whole school level - with the motivation and justification for doing so.
Don't just know how to use mobile technology. Know how to use it to transform learning. This refreshingly easy-to-use workbook shows how to make mobile devices a natural part of lessons, no matter the content. Discover practical device management skills, fun strategies students will love, and helpful resources to extend professional learning.
An ambitious project to help economically disadvantaged students develop technical, creative, and analytical skills across a learning ecology that spans school, community, home, and online. The popular image of the "digital native"-usually depicted as a technically savvy and digitally empowered teen-is based on the assumption that all young people are equally equipped to become innovators and entrepreneurs. Yet young people in low-income communities often lack access to the learning opportunities, tools, and collaborators (at school and elsewhere) that help digital natives develop the necessary expertise. This book describes one approach to address this disparity: the Digital Youth Network (DYN), an ambitious project to help economically disadvantaged middle-school students in Chicago develop technical, creative, and analytical skills across a learning ecology that spans school, community, home, and online. The book reports findings from a pioneering mixed-method three-year study of DYN and how it nurtured imaginative production, expertise with digital media tools, and the propensity to share these creative capacities with others. Through DYN, students, despite differing interests and identities-the gamer, the poet, the activist-were able to find some aspect of DYN that engaged them individually and connected them to one another. Finally, the authors offer generative suggestions for designers of similar informal learning spaces.
Industry 4.0 explores the emergence of disruptive digital technologies such as robotics, blockchain, nanotechnology and 3D printing and their impact on human lives and jobs in globalized 21st century societies. Incorporating a cutting edge area studies perspective, it considers the challenges and long term implications of the rise of `Tech Giants' such as Alibaba, Google and Baidu through the lens of past industrial revolutions, looking back at the transformative technologies and industrial developments - the steam engine, electrification, telegraph, mass production, and the rise of digital technology - upon which the modern world was built. It investigates the mirror profiles of the world's largest tech companies in the US and China (Baidu and Google, Alibaba and Amazon, Wechat and Facebook) and provides a unique comparison of Tech Giants with 19th century colonial empires and monopolistic trading companies in terms of political-economic dominance. A key tool for instructors and students focused on courses on Technological History, Digital Technology and Cultures, New Media, Digital Ethics and China studies, this book provides practical guidance on how readers can equip themselves to face key workplace and societal challenges in a virtually interconnected world shaped by Tech Giant monopoly.
Language Learning with Technology is for teachers interested in integrating technology into their classroom practice. The book contains 150 classroom activities for beginner to advanced level learners, incorporating a wide range of up-to-date technologies, such as mobile technologies and social networking. It puts pedagogy first, with the content organised around areas of language learning rather than technology types. Chapters cover language skills and the language areas of grammar, pronunciation and vocabulary, as well as project work and assessment and evaluation.
The hiring, training, and evaluation of good online instructors are high priorities for online institutions, and increasingly, all colleges and universities. This book shows what it takes to develop a new instructor in order to promote excellent online teaching, describes the qualities of a good online instructor, and reveals how to evaluate online teaching. In addition, it includes illustrative models of faculty training for online teaching based on adult learning principles and best practices in faculty training and identifies how technology can be used to facilitate and enhance the training process. "The Excellent Online Instructor" is perfect for faculty developers, instructional designers, program directors, and other administrators tasked with developing new instructors or training experienced faculty for the online environment.
Every learner is on a trajectory, an individual path that involves choices and decisions about where to go next. The innovative thought of e-learning is reaching astronomical proportions and is becoming processed into these trajectories, usually under some sort of constraint. Control and Constraint in E-Learning: Choosing When to Choose answers the questions on how those constraints operate, how learning can be achieved, and particularly the role of education in that process.Control and Constraint in E-Learning: Choosing When to Choose unifies and synthesizes an assortment of theories about learner control, autonomy, self-direction, adult learning for educationalists, e-learning practitioners and e-learning developers. This ground-breaking research provides a theoretical approach to building computer systems to support adults learning via the Internet, existing e-learning environments and how they should be used, the process of education in general, and also offers something for anyone involved in learning and teaching.
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