e-books in Information Technology in Education category
by Maria Uther (ed.) - MDPI AG , 2019
Do mobile devices help or hinder learning? How do we evaluate mobilelearning? The evolution of new technologies has certainly influenced the way that we can answerthese questions, and this book provides useful commentary on the current state of play.
by Katie Salen Tekinbas, et al. - The MIT Press , 2010
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 Valerie Shute, Matthew Ventura - The MIT Press , 2013
The authors argue that using well-designed games as vehicles to assess and support learning will help combat students' growing disengagement from school, and offer them opportunities to apply such complex competencies as creativity and collaboration.
by George Veletsianos (ed.) - AU Press , 2016
Contributors to 'Emergence and Innovation in Digital Learning' include individuals who are shaping the future of online learning with their applications and investigations on the impact of issues such as openness, analytics, MOOCs, and social media.
by Diana Perez Marin - De Gruyter Open , 2015
The book is written from the global perspective of a textbook. It is not focused on a specific type of classroom instruction. It provides practical information for an easy start in using computers for education according to pedagogic goals.
by Kristine E. Pytash, et al. - ETC Press , 2013
This books shares instructional approaches from experienced teacher educators in the areas of writing, education and technology. Chapters explore professional development opportunities that effectively integrate technology into the writing classroom.
by Christopher Holden, et al. - ETC Press , 2015
This book is an inspirational message about what is possible and practical in the name of learning through mobile media. We present stories from a diverse set of educators, a microcosm of the landscape of mobile media learning...
by A.W. (Tony) Bates , 2015
The book examines the underlying principles that guide effective teaching in an age when all of us, and in particular the students we are teaching, are using technology. A framework for making decisions about your teaching is provided ...
by Jose P. Zagal - ETC Press , 2010
This book explores ludoliteracy, or the question of what it means to understand games, by looking at the challenges and problems faced by students taking games-related classes. It examines the broader implications for supporting games education.
by Karen Schrier, et al. - ETC Press , 2014
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.
by Heidi A. McKee, Danielle Nicole DeVoss - Utah State University Press , 2012
The authors of this volume place emphasis on assessment of digital writing -- the methodological, technological, and ethical approaches for and issues involved with assessing multimodal, networked texts (and the student learning they represent).
by Seann Dikkers et al. - ETC Press , 2015
This book shares innovative uses of mobile technology for learning in a variety of settings. From camps to classrooms, parks to playgrounds, libraries to landmarks, the book shows that exciting learning can happen anywhere educators can imagine.
by Jack Dougherty, Tennyson O'Donnell - University of Michigan Press , 2015
The book responds to contemporary debates over the proper role of the Internet in higher education, steering a middle course between polarized attitudes that often dominate the conversation. The authors argue for the wise integration of web tools ...
by Seann Dikkers - unglue.it , 2015
Minecraft is currently the game of choice for millions of youth and also for these seventeen teachers. Its rapid adoption provides a unique window of opportunity to look inside the recent memory of innovative teachers and unpack how they learned.
by Hazel Woodward - Ubiquity Press , 2014
Ebooks are coming of age in education, as this collection demonstrates. The book will provide guidance to institutions as they develop services to support students and researchers and will be of interest to publishers, teachers, lecturers, etc.
by P.B. Childers, E.H. Hobson, J.A. Mullin (eds) - Heinemann , 2013
The book explores the central role that the visual plays in a multimediated, computerized culture. The contributors to this collection and the editors ask how we can exploit the intersections between the visual and the verbal to improve learning.
by B.J. Poole, E. Sky-McIlvain - University of Pittsburgh at Johnstown , 2006
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 ...
by Renee Robinson , Julie Reinhart - Bookboon , 2014
This book explores how mobile devices can be incorporated into learning environments to promote a digitally-rich curricula resulting in a framework that identifies a right time, right place and mobile device aimed at maximizing student learning.
by Martin Weller - Bloomsbury Academic , 2011
Every aspect of scholarly practice is seeing changes effected by new technologies. This book will explore these changes, their implications for higher education, the new forms of scholarly practice and what lessons can be drawn from other sectors.
by Gail E. Hawisher, Cynthia L. Selfe - Utah State University Press , 1999
A volume that sets the agenda in the field of computers and composition scholarship for a decade. The technology changes that scholars of composition studies face as the next century opens couldn't be more dramatic or deserving of passionate study.
- 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; etc.
by Kathleen Fitzpatrick - NYU Press , 2009
Planned Obsolescence is both a provocation to think more broadly about the academy's future and an argument for reconceiving that future in more communally-oriented ways. Kathleen Fitzpatrick focuses on the technological changes...
by C.N. Davidson, D.T. Goldberg - The MIT Press , 2009
The authors focus on the potential for shared and interactive learning made possible by the Internet. They argue that the most important characteristic of the Internet is its capacity for world-wide community and the limitless exchange of ideas.
by Diana G. Oblinger - EDUCAUSE , 2012
Institutions are finding new ways of achieving higher education's mission without being crippled by constraints or overpowered by greater expectations. Find out who is changing the game and what we can learn from their approaches in this book.
by Jabari Mahiri - University of Michigan Press , 2011
The book demonstrates significant ways in which high school teachers in the complex educational setting of an urban public high school in Northern California extended their own professional learning to revitalize learning in their classrooms.
by Dan Cohen, Tom Scheinfeldt - 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 engaged academics are trying to further its original goals of learning, scholarship, and service.
by David Moursund , 2007
This book explores how Information and Communication Technology aid both your physical capabilities and your mental capabilities. By learning to make effective use of ICT tools, you can improve your problem-solving capabilities.
by Drew Davidson et al. - Lulu.com , 2008
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 Frederick Bennett - Faben , 1999
Bennett methodically analyzes current educational Practices with a focus on the enhanced role computers can play in the schools. His review of past educational theory and present-day situations illustrate the frustration of many with our schools.
by J. Herrington, at al. - University of Wollongong , 2009
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.
by Robert E. Cummings, Matt Barton - Digital Culture Books , 2008
A collection of essays that provides an array of perspectives on the many theoretical and practical issues that wikis raise. The book draws on practical classroom experiences with wikis to offer a series concrete suggestions to help educators.