Search results for: design-learning-and-innovation

Design Learning and Innovation

Author : Eva Irene Brooks
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This book constitutes the refereed post-conference proceedings the 5th EAI International Conference on DLI 2020, Design, Leaning and Innovation, which took place in December 2020. Due to COVID-19 pandemic the conference was held virtually. The 14 revised full papers presented were carefully selected from 40 submissions and are organized in four thematic sessions on: digital technologies and learning; designing for innovation; digital games, gamification and robots; designs for innovative learning.

Interactivity Game Creation Design Learning and Innovation

Author : Anthony L. Brooks
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This book constitutes the proceedings of two conferences: The 6th International Conference on ArtsIT, Interactivity and Game Creation (ArtsIT 2017) and the Second International Conference on Design, Learning and Innovation (DLI 2017). The event was hosted in Heraklion, Crete, Greece, in October 2017 and attracted 65 submissions from which 50 full papers were selected for publication in this book. The papers represent a forum for the dissemination of cutting-edge research results in the area of arts, design and technology, including open related topics like interactivity and game creation.

Interactivity Game Creation Design Learning and Innovation

Author : Anthony L. Brooks
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This book constitutes the proceedings of two conferences: The 5th International Conference on ArtsIT, Interactivity and Game Creation (ArtsIT 2016) and the First International Conference on Design, Learning and Innovation (DLI 2016). ArtsIT is reflecting trends in the expanding field of digital art, interactive art, and how game creation is considered an art form. The decision was made to augment the title of ArtsIT to be in future known as “The International Conference on Interactivity, Game Creation, Design, Learning, and Innovation”. The event was hosted in Esbjerg, Denmark in May 2016 and attracted 76 submissions from which 34 full papers were selected for publication in this book. The papers represent a forum for the dissemination of cutting-edge research results in the area of arts, design and technology.

Interactivity Game Creation Design Learning and Innovation

Author : Anthony L. Brooks
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This book constitutes the refereed post-conference proceedings of two conferences: The 7th EAI International Conference on ArtsIT, Interactivity and Game Creation (ArtsIT 2018), and the 3rd EAI International Conference on Design, Learning, and Innovation (DLI 2018). Both conferences were hosed in Braga, Portugal, and took place October 24-26, 2018. The 51 revised full papers presented were carefully selected from 106 submissions. ArtsIT , Interactivity and Game Creation is meant to be a place where people in arts, with a keen interest in modern IT technologies, meet with people in IT, having strong ties to art in their works. The event also reflects the advances seen in the open related topics Interactivity (Interaction Design, Virtual Reality, Augmented Reality, Robotics) and Game Creation (Gamification, Leisure Gaming, GamePlay). ArtsIT has been successfully co-located with DLI as the design, learning and innovation frame the world of IT, opening doors into an increasingly playful worlds. So the DLI conference is driven by the belief that tools, techniques and environments can spark and nature a passion for learning, transformation domains such as education, rehabilitation/therapy, work places and cultural institutions.

Interactivity Game Creation Design Learning and Innovation

Author : Anthony Brooks
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This book constitutes the refereed post-conference proceedings of two conferences: The 8th EAI International Conference on ArtsIT, Interactivity and Game Creation (ArtsIT 2019), and the 4th EAI International Conference on Design, Learning, and Innovation (DLI 2019). Both conferences were hosed in Aalborg, Denmark, and took place November 6-8, 2019. The 61 revised full papers presented were carefully selected from 98 submissions. The papers represent a forum for the dissemination of cutting-edge research results in the area of arts, design and technology, including open related topics like interactivity and game creation.

Design Learning and Innovation

Author : Eva Irene Brooks
File Size : 80.6 MB
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Interactivity Game Creation Design Learning and Innovation

Author : Anthony Brooks
File Size : 32.67 MB
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This book constitutes the refereed post-conference proceedings of two conferences: The 8th EAI International Conference on ArtsIT, Interactivity and Game Creation (ArtsIT 2019), and the 4th EAI International Conference on Design, Learning, and Innovation (DLI 2019). Both conferences were hosed in Aalborg, Denmark, and took place November 6-8, 2019. The 61 revised full papers presented were carefully selected from 98 submissions. The papers represent a forum for the dissemination of cutting-edge research results in the area of arts, design and technology, including open related topics like interactivity and game creation.

Enhancing Learning Design for Innovative Teaching in Higher Education

Author : Palahicky, Sophia
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The higher education landscape is embracing the call to be innovative, yet scholars have not clearly defined what it means to innovate. Innovation is not limited to the use and adoption of educational technologies, and it encompasses a broad array of elements that must be considered if we are to truly aspire toward innovative teaching in higher education. Enhancing Learning Design for Innovative Teaching in Higher Education is a critical scholarly publication that examines how instructional systems design, instructional design, educational technologies, curriculum design, and program design impact innovation and innovative teaching in higher education. The book offers definitions of innovative teaching and examines critical intersections to achieve innovation and innovative teaching in post-secondary environments. Highlighting a wide range of topics such as program mapping and learning design, this book is essential for academicians, administrators, professionals, curriculum developers, instructional designers, K-12 teachers, educational technologists, researchers, and students.

Design Literacies

Author : Mary P. Sheridan
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Design Literacies: Learning and Innovation in the Digital Age explores new ways of meaning making by examining the practices, stories, and products of new and digital media producers with the goal of understanding the logic of marketplace production. Based on interviews with thirty new media and digital technology producers, including designers of video games, community activists and marketers of digital technologies, Design Literacies looks at the shared patterns and common themes and offers a window into contemporary out-of-school practices, a language to describe these practices and a pedagogy that better meets students' needs in this new media and digital age. With a foreword by Gunther Kress and an afterword by James Gee, Design Literacies: Learning and Innovation in the Digital Age will be of interest to postgraduate and graduate students of applied linguistics and education. APPLIED LINGUISTICS/ EDUCATION

Learning Innovation and the Future of Higher Education

Author : Joshua Kim
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Ultimately, the authors make a compelling case not only for this turn to learning but for creating new pathways for nonfaculty learning careers, understanding the limits of professional organizations and social media, and the need to establish this new interdisciplinary field of learning innovation.

Vintage Innovation

Author : John Spencer
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What is Vintage Innovation?Vintage Innovation redefines innovation not as "new and flashy" but as "better and different." It isn't a rejection of new approaches or cutting-edge technology so much as an embrace of the old and the new.It's the overlap of the "tried and true" and the "never tried." It's a mash-up of low-fi tech and new tech. It's the idea of finding relevance by looking back and looking forward. It's a focus on timeless skills in new contexts. It's the idea that innovation happens when teachers take a both/and approach as they empower their students in the present to prepare them for an uncertain future.If you are a teacher, you are an innovator. You are the experimenter trying new strategies. You are the architect designing new learning opportunities. Apps change. Gadgets break. Technology grows obsolete. But one thing remains: teachers change the world. And one way to do this is through a vintage innovation approach. With vintage innovation, teachers ask: How do I innovate when I don't have the best technology? How can I use vintage tools, ideas, and approaches in new ways? How can I use constraints to spark creativity? How do I blend together the "tried and true" with the "never tried?"

Educating Learning Technology Designers

Author : Chris DiGiano
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What knowledge and skills do designers of learning technologies need? What is the best way to train them to create high-quality educational technologies? Distilling the wisdom of expert instructors and designers, this cutting-edge guide offers a clear, accessible balance of theory and practical examples. This cutting-edge guide: synthesizes learning, instructional design, and educational technology perspectives on learning-centered technology — highlighting how interdisciplinary work is driving the fields of the learning sciences and technology design and development offers helpful resources for both faculty and students — including descriptions of a variety of successful courses in learning technology design, examples of student work with commentary by instructors and students, and discussions of "lessons learned" in course development includes a "To the Student" chapter that speaks in plain language about what is exciting and challenging about creating technology for kids Directed to university instructors working with students on developing educational software projects and to managers leading learning technologies development teams, this book is a valuable resource for guiding and inspiring the next generation of designers of learning technologies.

Design for Learning for Innovation

Author : Karen Ayas
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Sustaining TEL From Innovation to Learning and Practice

Author : Martin Wolpers
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These proceedings of the ?fth European Conference on Technology Enhanced Learning (EC-TEL 2010) exemplify the highly relevant and successful research being done in TEL. Because of this greatwork,this year’s conference focused on “Sustaining TEL: From Innovation to Learning and Practice.” The last decade hasseensigni?cantinvestmentintermsofe?ortandresources(i.e.,time,people, and money) in innovating education and training. The time has come to make the bold step from small-scale innovation research and development to larg- scale and sustainable implementation and evaluation. It is time to show the world (i.e., government, industry, and the general population) that our ?eld has matured to the stage that sustainable learning and learning practices – both in schools and in industry – can be achieved based upon our work. ThepresentdayTEL communitynowfaces newresearchquestionsrelatedto large-scale deployment of technology enhanced learning, supporting individual learning environments through mashups and social software, new approaches in TEL certi?cation, and so forth. Furthermore, new approaches are required for the design, implementation, and use of TEL to improve the understanding and communication of educational desires and the needs of all stakeholders, ranging from researchers, to learners, tutors, educational organizations, companies, the TEL industry, and policy makers. And the TEL community has taken up this challenge. As one can see in this volume, in its ?fth year the conference was once more able to assemble the most prominent and relevant research results in the TEL area. The conference generatedmorethan150submissionswhichdemonstratesaverylivelyinterestin the conference theme, thus signi?cantly contributing to the conference’s success.

Collaborative Curriculum Design for Sustainable Innovation and Teacher Learning

Author : Jules Pieters
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This open access book provides insight into what it takes to actively involve teachers in the curriculum design process. It examines different aspects of teacher involvement in collaborative curriculum design, with specific attention to its implications for sustainable curriculum innovation and teacher learning. Divided into six sections, the book starts out by introducing the notion of collaborative curriculum design and discusses its historical and theoretical foundations. It describes various approaches commonly adopted to actively involve teachers in the (co-)design of curriculum materials. Sections two and three provide examples of what key phases in the curriculum design process - such as needs analysis, design and development, and implementation - look like across various collaborative curriculum design projects. Section four reports on the impact of collaborative curriculum design on student learning, teacher practices, teacher professional growth, and institutional change. Building on the research evidence about the outcomes of collaborative curriculum design, section five focuses on sustainability, scaling-up and curriculum leadership issues, which are key to the continuation and further evolution of curriculum innovations. Future perspectives are addressed in section six with emphasis on the infrastructure of a sustainable curriculum innovation.

Technology and Innovation in Adult Learning

Author : Kathleen P. King
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"Includes forms and worksheets that can be accessed from [the publisher's] website and used in your work"--Page vi.

Alternative Universities

Author : David J. Staley
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Pairing a critique tempered to our current moment with an explanation of how change and disruption might contribute to a new "golden agefor higher education, Alternative Universities is an audacious and essential read.

Learning Science for Instructional Designers

Author : Clark N. Quinn
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Ensure Your Instructional Design Stands Up to Learning Science Learning science is a professional imperative for instructional designers. In fact, instructional design is applied learning science. To create effective learning experiences that engage, we need to know how learning works and what facilitates and hinders it. We need to track the underlying research and articulate how our designs reflect what is known. Otherwise, how can we claim to be scrutable in our approaches? Learning Science for Instructional Designers: From Cognition to Application distills the current scope of learning science into an easy-to-read primer. Good instructional design makes learning as simple as possible by removing distractions, minimizing the cognitive load, and chunking necessary information into digestible bits. But our aim must go beyond enabling learners to recite facts to empowering them to make better decisions—decisions about what to do, when, and how. This book prepares you to design learning experiences that ensure retention over time and transfer to the appropriate situations. Gain insights into: • Providing spaced practice and reflection • Tapping into motivation and challenge to build learner confidence • Using performance-support tools, social learning, and humor appropriately Prompts at the end of each chapter will spark your thinking about how to use these concepts and more in your daily work. Written by Clark N. Quinn, author of Millennials, Goldfish & Other Training Misconceptions: Debunking Learning Myths and Superstitions, this book is perfect for anyone who strives for their instruction to stand up to learning science.

Design Thinking for School Leaders

Author : Alyssa Gallagher
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"Design is the rendering of intent." What if education leaders approached their work with the perspective of a designer? This new perspective of seeing the world differently is desperately needed in schools and begins with school leadership. Alyssa Gallagher and Kami Thordarson, widely recognized experts on Design Thinking, educational leadership, and innovative strategies, call this new perspective design-inspired leadership—one of the most powerful ways to ignite positive change and address education challenges using the same design and innovation principles that have been so successful in private industry. Design Thinking for School Leaders explores the changing landscape of leadership and offers practical ways to reframe the role of school leader using Design Thinking, one step at a time. Leaders can shift from "accidental designers" to "design-inspired leaders," acting with greater intention and achieving greater impact. You'll learn how viewing the world through a more empathetic lens—a critical first step on the path to becoming a design-inspired leader—can raise your awareness of the uniqueness of your teachers and students and prompt you to question the ways in which they experience your school. Gallagher and Thordarson detail five specific roles to help you identify opportunities for positively impacting students, teachers, districts, parents, and the community: Opportunity Seeker. Shifts from problem solving to problem finding. Experience Architect. Designs and curates learning experiences. Rule Breaker. Challenges the way things are "always" done. Producer. Gets things done and creates rapid learning cycles for teams. Storyteller. Captures the hearts and minds of a community. Full of examples of Design Thinking in action in schools across the country, Design Thinking for School Leaders can help you guide your school to the forefront of the new design + education movement, one that will move traditional education into the modern world and drive the future of learning.

Design Thinking and Innovation in Learning

Author : Ellen Taricani
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Acknowledging that empowering today’s learner to find innovative and enriching experiences brings about a deeper desire within them to learn and develop skills, this book showcases a combination of innovative educational practices and creative pedagogy techniques to demonstrate how educators can kick-start learning success.