Hacking the Academy
by Dan Cohen, Tom Scheinfeldt
Publisher: MPublishing 2011
This volume explores how the academy might be beneficially reformed using digital media and technology. The book represents a good snapshot of how scores of engaged academics who care deeply about higher education are trying to further its original goals of learning, scholarship, and service, albeit in novel ways that may be uncomfortable for those with a more conservative bent.
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by B.J. Poole, E. Sky-McIlvain - University of Pittsburgh at Johnstown
The primary goal of the text is to help you incorporate the computer into your K-12 curriculum. A secondary goal is to support your endeavors towards becoming the most effective educator you can be in the context of the K-12 classroom of today ...
Table of Contents: Web 2.0 Learning Environments; The Net Generation; Blended Learning; Online Communities; Accessibility and Usability; Games for Learning; Virtual Learning Environments; Moderating Online Discussions For Learning; etc.
by Katie Salen Tekinbas, et al. - The MIT Press
The designers of Quest to Learn developed an approach to learning that draws from what games do best: drop kids into inquiry-based spaces that are built to help players understand how they are doing, what they need to work on, and where to go next.
by J. Herrington, at al. - University of Wollongong
This e-book explores the use of mobile devices in learning in higher education, and provides examples of good pedagogy. The examples this book will provide the reader with the inspiration to teach their own courses in ways that employ mobile devices.