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"Thoroughly revised and updated, this third edition of the best-selling book offers a comprehensive review of multimedia learning for both users and designers. The book contains design principles that are written to increase learning while debunking many popular theories about good design. The book also contains the most current research and includes new topics (e-learning for educators, new delivery technologies, social media, and more) and offers helpful guidelines. The book's many examples: create working multimedia that inform the research guidelines; have been update to include real-world screen captures; extend principles to illustrate their application to synchronous e-learning tools"--
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The rapidly growing demand for online courses and supporting technology has resulted in a plethora of structural and functional changes and challenges for universities and colleges. These changes have led many distance education providers to recognize the value of understanding the fundamental concepts of both e-learning and knowledge management (KM)-including the e-learning economic model and how to change the current culture of delivery system providers. Supplying a complete examination of the synergy between KM and e-learning, Knowledge Management and E-Learning
Knowledge management. --- Computer-assisted instruction. --- Distance education.
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Breakthrough Teaching and Learning: How Educational and Assistive Technologies are Driving Innovation Tracy Gray and Heidi Silver-Pacuilla, editors Interactive media and mobile devices have vastly enhanced the potential for teaching and learning both in and outside of the classroom. Personalized learning through technology can level the playing field for all students, particularly those with special needs. Breakthrough Teaching and Learning explores this concept of personalization and its application to diverse student populations, its limitless possibilities for innovation, and its ability to tap into previously underused areas of the human mind. The book focuses on the most exciting developments in the field, including: ¢ The convergence of trends in educational and assistive technology ¢ The potential of social networking in instructors' professional development ¢ What education technology can learn from the brain ¢ The ongoing importance of social media for students with disabilities ¢ The benefits of exergaming for students with disabilities ¢ The use of technology to personalize student assessment Its proactive stance makes Breakthrough Teaching and Learning a resource of immediate interest to educational innovators, researchers and practitioners in education technology, assistive technology, special education, educational policy, and disability studies.
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Educators around the world acknowledge the fact that we live in the knowledge society and ability to think systematically is one of the necessary skills in order to function effectively in the 21st century. In the past two decades, popular culture introduced digital games as part of leisure activities for children and adults. Today playing computer games is routine activity for children of all ages. Many have agreed that interactive computer games enhance concentration, promote thinking, increase motivation and encourage socialisation. Educators found their way in introducing game-based learning in science education to entice the students in teaching difficult concepts. Simulation games provide authentic learning experience and virtual world excites the students to learn new phenomena and enliven their inquisitive mind. This book presents recent studies in game-based learning and reports continuing attempts to use games as new tool in the classrooms.
Computer assisted instruction --- Audiovisual methods --- games --- onderwijstechnologie --- computerondersteund onderwijs
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This international handbook offers an in-depth study of the development of primary Technology (or Design and Technology) education worldwide. It is unique in that it focuses on the way in which the building blocks for this subject have been established- providing much needed research and information for those involved with secondary education and beyond to draw on. The inclusion of Technology education into primary curricula has gathered momentum for the last two decades as its importance and relevance to children's lives has been realised by educators. This handbook offers a detailed insight into the many and varied ways in which countries have incorporated the subject into children's primary school experiences, and issues that have arisen during its implementation. The authors all work in the field of primary technology education and have been actively involved in curriculum development and research in their own countries. The first part of the book is devoted to the introduction, the development and implementation of Technology education into the primary curricula of countries worldwide. Reasons for this movement, successes and barriers to development are discussed and speculation about the future of Technology education is reflected upon. The second part of the book relates to issues that have arisen as the subject has grown over the last twenty years, and consideration needs to be given to these if future successes are to be achieved. Classroom practice including designing and ICT, teacher education, enterprise, sustainability and indigenous technology are all reflected upon and support the notion of technology as a valued and valuable part of the primary curriculum This book should be of interest to undergraduate and graduate students, practitioners, researchers, curriculum developers, policy makers and professional development providers who are involved with, and have an interest in, primary technology education worldwide.
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A sense of disquietude seems ever present when discussing new digital practices. The transformations incurred through these can be profound, troublesome in nature and far-reaching. Moral panics remain readily available. Discussing the manner in which digital culture within education might differ from its analogue' predecessors incurs the risk of resorting to increasingly roadworn metaphors of new frontiers, cyber' domains, inter-generational conflicts and, inevitably, the futurist utopias and dystopias characterised by Western media throughout the twentieth century. These imaginings now seem to belong to an earlier era of internet thinking. We are freer, over two decades on, to re-evaluate digital difference from new perspectives. Are digital learning environments now orthodox, or do the rapidly emerging technologies hold a new promise and a new arena of difference for pedagogical practice? What are the points of rift, and the points of continuity, between virtual learning spaces and their equivalents in the real? What qualities of difference should concern us now? The writings in this collection from three continents reflect a complex embrace of culture, power and technology. Topics range from social questions of consumption, speed, uncertainty, and risk to individual issues of identity, selfhood and desire. Ethical issues arise, involving equity and authority, as well as structural questions of order and ambiguity. From these themes emerges an engaging agenda for future educational research and practice in higher education over the coming decade. The book will interest teachers, practitioners and managers from all disciplines, as well as educational researchers.
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Digital technologies permeate our lives. We use them to communicate, research, process, record, and for entertainment. They influence the way we interact in the world, the way we live. Digital technologies also offer the potential to transform the nature of the learning process in mathematics. The learning environment, the types of tasks learners can engage with, and the nature of that engagement differs from working in other environments. The Internet, for instance, presents greater scope for child-centered, inquiry-based learning. Dynamic geometry software and GoogleEarth offer interactive ways of exploring shape, position and space that is not possible with the pencil-and-paper medium. This book provides insights into how mathematical understanding emerged for primary-aged children (5-13 years) when they investigated mathematical tasks through digital media. It considers learning theories that are frequently used in mathematics education, and situates a contemporary interpretive approach within those perspectives. A key purpose was to provide some practical tasks for teachers/teacher educators to incorporate digital technologies into their mathematics programmes, tasks that have been used successfully for learning. This is a significant reference book for primary-school teacher education and a valuable resource for all schools teaching at that age.
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