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The college application process-which entails multiple forms, essays, test scores, and deadlines-can be intimidating. For students without substantial school and family support, the complexity of this process can become a barrier to access. William G. Tierney, Tracy Fullerton, and their teams at the University of Southern California approach this challenge innovatively. Using the tools of online games and social media, they have developed ways to make applying for college much less intimidating. While the vast majority of college students use social media and gaming in their everyday lives, colleges and universities have been slow to recognize and harness the power of either. Postsecondary Play explores the significance of games and social media in higher education, and particularly how they can be used to attract, retain, educate, and socialize students. Tierney, a past president of the American Educational Research Association, has gathered some of the best research on the emerging role of games and social media in the classroom and how these tools can boost student confidence and increase college access. Scholars writing from a wide variety of disciplines-college access, social media, game studies, and learning sciences-provide concrete examples to illustrate the new and complex ways in which students learn in response to social media and games. Tierney and the contributors find that, although games can be powerful tools for encouraging underserved students, quality game design and mastering the concept of play-the ability to develop skills while engaging in the game-are essential in the effective use of serious games in teaching and learning. Summarizing a decade of research in game design and learning, Postsecondary Play will appeal to higher education scholars and students of learning, online gaming, education, and the media.
Academic work, like many other professional occupations, has increasingly become digitised. This book brings together leading scholars who examine the impacts, possibilities, politics and drawbacks of working in the contemporary university, using digital technologies. Contributors take a critical perspective in identifying the implications of digitisation for the future of higher education, academic publishing protocols and platforms and academic employment conditions, the ways in which academics engage in their everyday work and as public scholars and relationships with students and other academics. The book includes accounts of using digital media and technologies as part of academic practice across teaching, research administration and scholarship endeavours, as well as theoretical perspectives. The contributors span the spectrum of early to established career academics and are based in education, research administration, sociology, digital humanities, media and communication.
This book constitutes the refereed proceedings of the First International Conference on Interdisciplinary Research on Technology, Education and Communication, ITEC 2010, held in Kortrijk, Belgium, in May 2010. The 11 revised full papers presented were carefully reviewed and selected from 38 submissions. The papers address all current issues within the fields of computer sciences, applied linguistics, methodology, and educational technology with special emphasis on topics such as distributed decision support, agent based systems, heuristic optimization, heuristics for data mining, distributed search, pervasive learning, mobile learning electronic language learning environments, language testing, CorpusCALL, authoring systems statistical modelling, item response theory, data mining, electronic assessment adaptive and adaptable learning environments, instructional design, game-based learning, learner characteristics, mobile learning.
This work aims to show ways to help teens learn critical information literacy skills. It shows educators how to ""hook"" teens by integrating popular YA sites into teaching and programming, and how to use these sites for teaching mathematics, science, and language arts. Lesson plans, activity sheets, and templates are included for arts and entertainment (including music and movies). Also included are: shopping; the quest for self-definition (incorporating the use of discussion boards, mailing lists, and chat rooms); and sports. Each section includes an overview, lesson plans and activity sheets, and a list of selected resources - both print and online.
This book focuses on rethinking creativity for 21st century education. The specific emphasis examines the way that creativity spans disciplines, through a set of common thinking skills that the most accomplished thinkers in any field use. These seven transdisciplinary thinking skills are rooted in historical exemplars of creativity across disciplines. We examine these skills in more detail, chapter by chapter, to offer examples of what each skill looks like in disciplines ranging from art to science, or music to math, and beyond. This set of thinking skills reflects the way that creativity may look different across fields, yet there are common paths of creative thinking that cut across disciplinary boundaries. Beyond this each chapter also considers applications for such skills in 21st century educational contexts, with an eye toward creative teaching and technology. In all of this, the book weaves together broad cultural examples of creativity and the seven transdisciplinary skills, alongside specific application-based examples from technology and teacher education.
This book provides an overview of the design and development of learning games using examples from those created by the authors over last decade. It provides lessons learned about processes, successful approaches, and pitfalls that befall developers of learning games and educational transmedia experiences. The book includes stories from the authors' lives that give context to why and how they built these products to help the reader understand whether or not building a learning game is right for them and what challenges they might face. It also gives a framework for thinking ethically about design and research when it comes to designing complex digital systems like educational games.
Reboot student learning the right way! Today's most successful school leaders are truly "learning engineers": creative thinkers who redefine their problems and design new ways to better serve kids' success. Technology has a critical role, but it's the creative reinvention of schools, systems, and classrooms that has to come first. In this powerful book, best-selling author and education policy expert Rick Hess and chief learning officer Bror Saxberg show you how to become your school's learning engineer. Using cutting-edge research about learning science as a framework, you'll: Identify specific learning problems that need solving Devise smarter ways to address them Implement technology-enabled, not technology-driven, solutions
This book constitutes the refereed proceedings of the 12th International Conference on Web-Based Learning, ICWL 2013, held in Kenting, Taiwan, in October 2013. The 34 revised full papers presented were carefully reviewed and selected from about 117 submissions. The papers are organized in topical sections on interactive learning environments, design, model and framework of e-learning systems, personalized and adaptive learning, Web 2.0 and social learning environments, intelligent tools for visual learning, semantic Web and ontologies for e-learning, and Web-based learning for languages learning.
This book gathers the best papers from the HKAECT-AECT 2017 Summer International Research Symposium. Revealing the complex interactions between communication and learning, which are represented by the symbol "X" in the title, it provides a platform for knowledge exchange on the new ecology for education in the digital era. It also equips readers to handle complex issues in both communication and education, and clarifies the difference between practitioners and academics in communication and in education.
This book discusses the significance of flexible scripting to structure CSCL against the framework of "Script theory of guidance" and reports on findings from two empirical studies on the effects of flexible scripting on collaboration in CSCL scenarios. In the first empirical study flexibility was accomplished through adaptivity, and through adaptability in the second. The results of these studies show that adaptive and adaptable scripts enhanced the quality of collaborative knowledge construction processes as well as learners' collaboration skills, compared to inflexible scripts. The findings presented in this book will contribute to theory building of the scripting approach in CSCL. The authors propose two innovative ways of achieving flexible scripting and address the mechanisms by which adaptive versus adaptable script influences collaborative knowledge construction. Moreover, the adaptive and adaptable scripting approaches provide hands-on examples for practitioners and contribute to their understanding of teaching design in CSCL settings.
This edited volume brings together experts from across the field of education to explore how traditional pedagogic and didactic forms and processes are changing, or even disappearing, as a result of new technologies being used for education and learning. Considering the use, opportunites and limitations of technologies including interactive whiteboards, tablets, smart phones, search engines and social media platforms, chapters draw on primary and secondary research to illustrate the wide-reaching and often salient changes which new digital technologies are introducing into educational environments and learning practices around the world. Neither claiming that traditional forms of learning must be replaced, nor calling for a restoration of the school, Education in the Age of the Screen offers a nuanced exploration of the implications of digitization for education. Taking a broad view on education as a social and cultural phenomenon, the volume focuses on three major dimensions: the wider conditions against the background of which we educate and are educated today, detailed examples of aesthetic practices and educational initiatives in the current media culture, and concrete answers to the challenges that come our way. A comprehensive and timely consideration of the state of education in the digital age, this will be of interest to researchers, academics and post-graduate students in the fields of education and pedagogy, media and cultural studies, as well as teacher educators and trainee teachers.
This book constitutes the thoroughly refereed conference proceedings of the 5th International Conference on Computational Collective Intelligence, ICCCI 2013, held in Craiova, Romania, in September 2013. The 72 revised full papers presented were carefully selected from numerous submissions. Conference papers are organized in 16 technical sessions, covering the following topics: intelligent e-learning, classification and clustering methods, web intelligence and interaction, agents and multi-agent systems, social networks, intelligent knowledge management, language processing systems, modeling and optimization techniques, evolutionary computation, intelligent and group decision making, swarm intelligence, data mining techniques and applications, cooperative problem solving, collective intelligence for text mining and innovation, collective intelligence for social understanding and mining, and soft methods in collective intelligence.
Virtual Learning Environments (VLEs) are becoming increasingly common in schools, and it is important for trainees to be equipped with the necessary skills and understanding to use them effectively to enhance learning. This book takes a thematic approach, examining all the key issues from designing and creating a VLE to using one to organise, moderate and assess pupil learning and even to develop resources for learning.
This book introduces readers to the current status of smart learning in China by providing extensive and accurate data from different contexts of smart learning. In particular, it investigates smart learning in smart cities, which extends the concept of smart learning to cover both formal and informal learning, and to support life-long learning. With digital technologies and the Internet becoming increasingly integrated into learning, the demand for smart learning has grown steadily, especially in smart city scenarios. As the need for life-long learning is on the rise, smart learning environments in cities should be equipped to meet people's demands. Smart learning/education is also one of the key applications of smart cities. Though the book's content mainly focuses on the educational technology field, research in cities and industries is also included. This book offers a valuable resource for graduate students in educational technology, smart learning environment and smart city researchers, cooperative university managers, and all others who are interested in smart learning industries.
In this book, we put forward a holistic conceptual framework for implementing Scholarship of Learning and Teaching (SoLT) in higher education. Unlike previous SoLT studies, which usually focus on a specific aspect, here various aspects are integrated into a holistic framework. Further, it identifies three main stakeholders, namely, the higher education institution, teaching staff, and students. These stakeholders are in turn connected by four interlocking themes: staff professional development, enhancement of student learning experiences, assessment, and digital technologies. Presenting chapters that address these four themes, this book supports the advancement of SoLT in higher education in relation to existing theories and emerging practices. By helping academics and leaders in higher education to implement SoLT for the improvement of student learning and teaching practices, it also makes a valuable contribution to the field of teacher education.
This book constitutes the refereed proceedings of the 6th International Conference on Informatics in Schools: Situation, Evolution, and Perspectives, ISSEP 2013, held in Oldenburg, Germany, in February/March 2013. The 15 full papers included in this volume were carefully reviewed and selected from 48 submissions; in addition the book contains two keynote talks in full-paper length. The contributions are organized in topical sections named: from computer usage to computational thinking; algorithmic and computational thinking; games; informatics in the context of other disciplines; and competence-based learning and retention of competencies.
This book contains the proceedings of the 2018 International Conference on Frontiers in Education: Computer Science and Computer Engineering (FECS'18). FECS is an international conference that serves researchers, scholars, professionals, students, and academicians who are looking to both foster working relationships and gain access to the latest research results.
Colleges and universities throughout the United States are reimagining teaching and learning processes to best match the personalized needs of the 21st century learner in the present digital age. Applying various digital education strategies within undergraduate and graduate settings and identifying the metrics that can be used to effectively determine learning outcomes are all critical to ensuring a productive educational experience. Cases on Digital Learning and Teaching Transformations in Higher Education is an important resource to the field of education, especially within the TPACK construct, as it provides a glimpse into an initiative specifically designed to transform how university faculty design their courses for maximum and directed technology-relevant impact. Featuring an array of topics such as course transformation, digital retooling, technology trial and error, student engagement, and pedagogy, this book is ideal for university faculty, university administration, curriculum designers, instructional technology designers, academicians, and researchers.
Mobile Learning through Digital Media Literacy proposes media literacy education as a conceptual framework for bridging mobile technologies in teaching and learning. As cell phones have become more advanced and applications more innovative and fitting, candid conversations are taking place as to how technology can be a purposeful tool in the classroom. Mobile technology already attracts students and encourages text-language development; yet its accessibility affords the potential for more extended use, offering enhancement and flexibility for instructional development. In light of a shared vision of collaboration and growth developing globally within educational circles, this book examines mobile learning as a formal literacy, as a productivity environment for creative growth in and out of the classroom, and as an advancement to social learning through online networks. The book surveys media literacy education-both within the classroom and its extended implications-for concerns of civic participation and data privacy, as more educators and policymakers internationally consider the possibilities of connected classrooms and m-learning on a universal scale.
Focusing on students' presentations and discussions in laboratory seminars, this book presents case studies on evidence-based education using artificial intelligence (AI) technologies. It proposes a system to help users complete research activities, and a machine-learning method that makes the system suitable for long-term operation by performing data mining for discussions and automatically extracting essential tasks. By illustrating the complete process - proposal, implementation, and operation - of applying machine learning techniques to real-world situations, the book will inspire researchers and professionals to develop innovative new applications for education. The book is divided into six chapters, the first of which provides an overview of AI research and practice in education. In turn, Chapter 2 describes a mechanism for applying data analytics to student discussions and utilizing the results for knowledge creation activities such as research. Based on discussion data analytics, Chapter 3 describes a creative activity support system that effectively utilizes the analytical results of the discussion for subsequent activities. Chapter 4 discusses the incorporation of a gamification method to evaluate and improve discussion skills while maintaining the motivation to participate in the discussion. Chapters 5 and 6 describe an advanced learning environment for honing students' discussion and presentation skills. Two important systems proposed here are a presentation training system using virtual reality technologies, and an interactive presentation/discussion training system using a humanoid robot. In the former, the virtual space is constructed by measuring the three-dimensional shape of the actual auditorium, presentations are performed in the same way as in the real world, and the AI as audience automatically evaluates the presentation and provides feedback. In the latter, a humanoid robot makes some remarks on and asks questions about students' presentations, and the students practice responding to it.
Even though many pre-service and in-service teacher programs now address information and computer technology, computer- assisted language learning (CALL) teacher education is still reported as inadequate. Why is this? This book elaborates on some of the existing concerns and through deft analysis of longitudinal data begins to piece together a future road map for CALL teacher education. The book adopts a sociocultural approach, based on the principle that teaching (and learning how to teach) is a long term, complex developmental process that operates through participation in social practices that come with the territory. Euline Cutrim Schmid highlights the need for situated and localized learning, pre-service and in-service collaboration and collaborative peer-assisted learning. Above all of this, the book recommends and proves the efficacy of socially aware and professional reflective practice. This is an essential sociolinguistic take on the computer learning revolution.
To examine, analyze, and manipulate a problem to the point of designing an algorithm for solving it is an exercise of fundamental value in many fields. With so many everyday activities governed by algorithmic principles, the power, precision, reliability and speed of execution demanded by users have transformed the design and construction of algorithms from a creative, artisanal activity into a full-fledged science in its own right. This book is aimed at all those who exploit the results of this new science, as designers and as consumers. The first chapter is an overview of the related history, demonstrating the long development of ideas such as recursion and more recent formalizations such as computability. The second chapter shows how the design of algorithms requires appropriate techniques and sophisticated organization of data. In the subsequent chapters the contributing authors present examples from diverse areas - such as routing and networking problems, Web search, information security, auctions and games, complexity and randomness, and the life sciences - that show how algorithmic thinking offers practical solutions and also deepens domain knowledge. The contributing authors are top-class researchers with considerable academic and industrial experience; they are also excellent educators and communicators and they draw on this experience with enthusiasm and humor. This book is an excellent introduction to an intriguing domain and it will be enjoyed by undergraduate and postgraduate students in computer science, engineering, and mathematics, and more broadly by all those engaged with algorithmic thinking.
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