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Moodle gradebook
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ISBN: 1784396613 9781784396619 178439937X 9781784399375 9781784399375 Year: 2014 Publisher: Birmingham, UK

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This book is for teachers and administrators who have experience with Moodle. Basic knowledge of Moodle 2.x will be required, but no prior knowledge of grade functions is needed. This book will help you utilize the full functionality of Version 2.7.


Multi
The Cambridge handbook of multimedia learning
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ISBN: 9781107610316 9781107035201 1107035201 9781139547369 1107610311 1139990160 113998554X 1139547364 Year: 2014 Publisher: New York, N.Y. Cambridge University Press

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In recent years, multimedia learning, or learning from words and images, has developed into a coherent discipline with a significant research base. The Cambridge Handbook of Multimedia Learning is unique in offering a comprehensive, up-to-date analysis of research and theory in the field, with a focus on computer-based learning. Since the first edition appeared in 2005, it has shaped the field and become the primary reference work for multimedia learning. Multimedia environments, including online presentations, e-courses, interactive lessons, simulation games, slideshows, and even textbooks, play a crucial role in education. This revised second edition incorporates the latest developments in multimedia learning and contains new chapters on topics such as drawing, video, feedback, working memory, learner control, and intelligent tutoring systems. It examines research-based principles to determine the most effective methods of multimedia instruction and considers research findings in the context of cognitive theory to explain how these methods work.


Book
Creating content with your tablet
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ISBN: 1483339769 1483339807 1483339793 9781483339795 9781483339764 9781452271835 1452271836 1483320588 Year: 2014 Publisher: Thousand Oaks, California : Corwin,


Book
Research on e-Learning and ICT in Education : Technological, Pedagogical and Instructional Perspectives
Authors: --- ---
ISBN: 146146501X 1461465001 1322132488 Year: 2014 Publisher: New York, NY : Springer New York : Imprint: Springer,

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An essential text for researchers and academics seeking the most comprehensive and up-to-date coverage of all aspects of e-learning and ICT in education, this book is a multidisciplinary forum covering technical, pedagogical, organizational, instructional and policy aspects of the topic. Representing the best peer-reviewed papers from the 8th Panhellenic Conference on ICT in Education, special emphasis is given to applied research relevant to educational practice and guided by the educational realities in schools, colleges, universities and informal learning organizations. The volume encompasses the current trends and issues which determine and inform the integration of ICT in educational practice, including educational software, educational games, collaborative learning, virtual learning environments, social networks, learning analytics, digital museums, as well as the evolution of e-learning.


Book
The New Development of Technology Enhanced Learning : Concept, Research and Best Practices
Authors: --- ---
ISBN: 3642382916 3642382908 1322138648 Year: 2014 Publisher: Berlin, Heidelberg : Springer Berlin Heidelberg : Imprint: Springer,

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The book addresses the main issues concerned with the new development of learning processes, innovative pedagogical changes, the effects of new technologies on education, future learning content, which aims to gather the newest concepts, research and best practices on the frontiers of technology enhanced learning from the aspects of learning, pedagogies, and technologies in learning in order to draw a picture of technology enhanced learning in the near future. Some issues like “e-learning ... m-learning ... u-learning – innovative approaches,” “the Framework and Method for Understanding the New Generation Students,” “Context-aware Mobile Role Playing Game for Learning,” “ Pedagogical issues in content creation and use: IT literacy through Spoken Tutorials,” “Supporting collaborative knowledge construction and discourse in the classroom,” “Digital Systems for Hierarchical Open Access to Education,” “ Using Annotated Patient Records to Teach Clinical Reasoning to Undergraduate Students of Medicine,” “Utilizing Cognitive Skills Ontology for Designing Personalized Learning Environments” and “Using Interactive Mobile Technologies to Develop Operating Room Technologies Competency” are discussed in separate chapters.


Book
Basics of e-Learning Revisited
Authors: ---
ISBN: 156286954X 1607284111 9781607284116 9781562869540 Year: 2014 Publisher: [Place of publication not identified] American Society for Training & Development

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"The proliferation of e-learning in recent years has led it to being the immediate answer to many training and development challenges. But in addition to budget and time constraints, there are a number of other factors that play in determining which method of training is best for the situation at hand, among them tracking and reporting challenges, and regulatory and compliance requirements. April's Infoline, Basics of E-Learning Revisited, provides an overview of the evolution of e-learning as well as practical guidance on how to reach learning solution decisions. In this Infoline, you will learn: common e-learning traps; considerations when designing e-learning modules, specifically when doing so for continuing professional education certification; tips on deciding whether to buy from vendors or develop your own e-learning solution; e-learning competencies." --


Book
How the Computer Went to School - Australian Government Policies for Computers in Schools, 1983-2013.
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ISBN: 1922235172 1925523853 1922235164 9781922235176 9781922235169 Year: 2014 Publisher: [Place of publication not identified]

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For more than 30 years, certain governments, individuals and organisations have actively promoted computers as learning technologies. Enormous amounts of money and time have been spent promoting specific kinds of educational computing, and policies by which these might be implemented. The view that computers can enhance student learning has gained broad acceptance. The computers should not automatically be associated with success in schools. The view that all school children will benefit equally from access to computers overlooks inequities associated with differing patterns of use. How the Computer Went to School gives an account of the origins and development of the computer industry in the United States and shows how these influenced educational computing in both the US and Australia. It explores government policy that prioritises the economic benefits of educational computing for the nation and questions the proper role of the computer in education more generally.


Book
Real-life e-learning case studies in research and practice
Authors: ---
ISBN: 1623965284 9781623965280 9781623965266 1623965268 9781623965273 1623965276 Year: 2014 Publisher: Charlotte, North Carolina : Information Age Publishing, Inc.,


Book
Making school a game worth playing : digital games in the classroom
Authors: --- ---
ISBN: 1483375137 1483378535 1483375145 9781483375144 9781483375137 9781483359601 1483359603 1483320081 Year: 2014 Publisher: Thousand Oaks, California : Corwin,

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This straightforward, easy-to-follow guide from experts Schaaf and Mohan helps you leverage technology students love best - digital video games. With step-by-step strategies, you'll easily find, evaluate, and integrate gaming into your existing lesson plans or completely redesign your classroom.


Book
The gamification of learning and instruction Fieldbook : ideas into practice
Authors: --- ---
ISBN: 9781118674437 Year: 2014 Publisher: San Francisco, Calif. Wileay

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"Following Karl Kapp's earlier book The Gamification of Learning and Instruction, this Fieldbook provides a step-by-step approach to implementing the concepts from the Gamification book with examples, tips, tricks, and worksheets to help a learning professional or faculty member put the ideas into practice. The Online Workbook, designed largely for students using the original book as a textbook, includes quizzes, worksheets and fill-in-the-blank areas that will help a student to better understand the ideas, concepts and elements of incorporating gamification into learning."--Provided by the publisher

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