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As colleges, universities and other learning institutions explore teaching and learning through online environments, online communities of practice may provide solutions to organizational and professional development needs. The purpose of this book is to develop a set of guidelines for creating a virtual community of practice for faculty teaching at a distance that can easily be implemented by faculty development professionals. Designing a virtual community of practice can be operationalized using the ADDIE model to guide the process. Based on an instructional systems design process, the ADDIE model emphasizes the five core elements of the instructional systems design process: analyze, design, develop, implement and evaluate; often it serves as a project management tool or to provide a visual aid for organization of relevant tasks.
Adult education --- Computer-assisted instruction. --- Computer network resources. --- Adults, Education of --- Education of adults --- Education --- Continuing education --- Open learning --- Education. --- Educational Technology. --- Online social networks. --- Children --- Education, Primitive --- Education of children --- Human resource development --- Instruction --- Pedagogy --- Schooling --- Students --- Youth --- Civilization --- Learning and scholarship --- Mental discipline --- Schools --- Teaching --- Training --- Educational technology. --- Instructional technology --- Technology in education --- Technology --- Educational innovations --- Instructional systems --- Aids and devices
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As colleges, universities and other learning institutions explore teaching and learning through online environments, online communities of practice may provide solutions to organizational and professional development needs. The purpose of this book is to develop a set of guidelines for creating a virtual community of practice for faculty teaching at a distance that can easily be implemented by faculty development professionals. Designing a virtual community of practice can be operationalized using the ADDIE model to guide the process. Based on an instructional systems design process, the ADDIE model emphasizes the five core elements of the instructional systems design process: analyze, design, develop, implement and evaluate; often it serves as a project management tool or to provide a visual aid for organization of relevant tasks.
Teaching --- Computer assisted instruction --- Audiovisual methods --- onderwijstechnologie --- onderwijs --- computerondersteund onderwijs
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This book explores the theoretical foundations of gamification in learning and education. It has become increasingly difficult to engage and motivate students. Gamification not only makes learning interesting, but also allows game players to solve problems and learn lessons through repeated attempts and failures. This "positive failure" can motivate students to attempt a difficult mission. Chapters in this volume cover topics such as the definition and characteristics of gamification, gamification in learning and education, theories, research on gamification, framework, strategy, and cases.
Education. --- Educational technology. --- Educational Technology. --- Learning & Instruction. --- Education --- Simulation methods. --- Children --- Education, Primitive --- Education of children --- Human resource development --- Instruction --- Pedagogy --- Schooling --- Students --- Youth --- Civilization --- Learning and scholarship --- Mental discipline --- Schools --- Teaching --- Training --- Learning. --- Instruction. --- Learning process --- Comprehension --- Instructional technology --- Technology in education --- Technology --- Educational innovations --- Instructional systems --- Aids and devices
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This book explores the theoretical foundations of gamification in learning and education. It has become increasingly difficult to engage and motivate students. Gamification not only makes learning interesting, but also allows game players to solve problems and learn lessons through repeated attempts and failures. This "positive failure" can motivate students to attempt a difficult mission. Chapters in this volume cover topics such as the definition and characteristics of gamification, gamification in learning and education, theories, research on gamification, framework, strategy, and cases.
Computer assisted instruction --- Audiovisual methods --- Didactics --- Teaching --- onderwijstechnologie --- didactiek --- onderwijs --- computerondersteund onderwijs --- opvoeding
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The multiple, related fields encompassed by this Major Reference Work represent a convergence of issues and topics germane to the rapidly changing segments of knowledge and practice in educational communications and technology at all levels and around the globe. There is no other comparable work that is designed not only to gather vital, current, and evolving information and understandings in these knowledge segments but also to be updated on a continuing basis in order to keep pace with the rapid changes taking place in the relevant fields. The Handbook is composed of substantive (5,000 to 15,000 words), peer-reviewed entries that examine and explicate seminal facets of learning theory, research, and practice. It provides a broad range of relevant topics, including significant developments as well as innovative uses of technology that promote learning, performance, and instruction. This work is aimed at researchers, designers, developers, instructors, and other professional practitioners.
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The multiple, related fields encompassed by this Major Reference Work represent a convergence of issues and topics germane to the rapidly changing segments of knowledge and practice in educational communications and technology at all levels and around the globe. There is no other comparable work that is designed not only to gather vital, current, and evolving information and understandings in these knowledge segments but also to be updated on a continuing basis in order to keep pace with the rapid changes taking place in the relevant fields. The Handbook is composed of substantive (5,000 to 15,000 words), peer-reviewed entries that examine and explicate seminal facets of learning theory, research, and practice. It provides a broad range of relevant topics, including significant developments as well as innovative uses of technology that promote learning, performance, and instruction. This work is aimed at researchers, designers, developers, instructors, and other professional practitioners.
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AECT at 100: A Legacy of Leadership recognizes the history and individuals within AECT whose leadership has contributed to the continuance of the association and to the association's impact through research and theory on the field of educational technology.
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