Issues in Digital Technology in Education
Publisher: Wikibooks 2011
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; Assessing Online Discussions; Computers in the Early Childhood Classroom; Adult E-Learning in Education for Sustainable Development; Assistive Technology in Education: A Critical analysis of the 'Highs' and the 'Lows'; E-Portfolios; etc.
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by Dan Cohen, Tom Scheinfeldt - MPublishing
This volume explores how the academy might be beneficially reformed using digital media and technology. The book represents a good snapshot of how engaged academics are trying to further its original goals of learning, scholarship, and service.
by Drew Davidson et al. - Lulu.com
This book focuses on strategies for applying games, simulations and interactive experiences in learning contexts. Throughout, the promises and problems of implementing games and media in learning experiences are explored.
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 Karen Schrier, et al. - ETC Press
This book is perfect for any educator or designer seeking an introduction to research-driven best practices for using and designing learning games. It provides the latest research and techniques for designing games for a variety of curricular needs.