Search results for: educational-media-and-technology-yearbook-2003

Educational Media and Technology Yearbook 2003

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File Size : 57.67 MB
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Educational Media and Technology Yearbook

Author : Michael Orey
File Size : 29.24 MB
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This book highlights the latest in educational technology. Here are ideas that are not only intellectually intriguing but also practical and practice-building, inspiring educators to move beyond traditional teaching roles toward learning design.

Educational Media and Technology Yearbook 2004

Author : Michael Orey
File Size : 74.95 MB
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The 29th volume of the Educational Media and Technology Yearbook describes current developments and trends in the field of instructional technology. The Educational Media and Technology Yearbook has become a standard reference in many libraries and professional collections.

Research on Enhancing the Interactivity of Online Learning

Author : Vivian H. Wright
File Size : 52.38 MB
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Our goal with this book, Research on Enhancing the Interactivity of Online Learning, is to present a juried, scholarly, and accessible review of research, theory, and/or policy on specific issues of interactive online learning for K-16 educators, administrators, and students of online learning. Online learning has become the norm rather than the exception for many of today’s students. Instructors are more willing to explore online learning options, students are enrolling in record numbers and colleges, as well as many K-12 institutions, are offering more online courses. As educators, we have more tools than ever to ensure online course success, but just as with a traditional class, we must continue to place emphasis on good pedagogy. To achieve good pedagogy, online teaching takes additional time and a restructuring of course content by the instructor. Student issues include coping strategies, ease of navigation, skills required to complete the course, availability of online resources, feedback from the instructor, and collaborative, interactive learning opportunities. Principles of interactive online learning are new to many, and this book provides a forum for interactive online learning research while also including ideas that enhance both the practical and theoretical aspects of interactive online learning. The editors have included chapters that can further knowledge and understanding of emerging trends and foster debate regarding issues that surround interactive online learning.

Handbook of Research on Effective Electronic Gaming in Education

Author : Ferdig, Richard E.
File Size : 40.92 MB
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"This book presents a framework for understanding games for educational purposes while providing a broader sense of current related research. This creative and advanced title is a must-have for those interested in expanding their knowledge of this exciting field of electronic gaming"--Provided by publisher.

Games and Simulations in Online Learning Research and Development Frameworks

Author : Gibson, David
File Size : 74.71 MB
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"This book examines the potential of games and simulations in online learning, and how the future could look as developers learn to use the emerging capabilities of the Semantic Web. It explores how the Semantic Web will impact education and how games and simulations can evolve to become robust teaching resources"--Provided by publisher.

Encyclopedia of Education and Human Development

Author : Stephen J. Farenga
File Size : 52.5 MB
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This comprehensive and exhaustive reference work on the subject of education from the primary grades through higher education combines educational theory with practice, making it a unique contribution to the educational reference market. Issues related to human development and learning are examined by individuals whose specializations are in diverse areas including education, psychology, sociology, philosophy, law, and medicine. The book focuses on important themes in education and human development. Authors consider each entry from the perspective of its social and political conditions as well as historical underpinnings. The book also explores the people whose contributions have played a seminal role in the shaping of educational ideas, institutions, and organizations, and includes entries on these institutions and organizations. This work integrates numerous theoretical frameworks with field based applications from many areas in educational research.

Gaming and Simulations Concepts Methodologies Tools and Applications

Author : Management Association, Information Resources
File Size : 34.78 MB
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"This book set unites fundamental research on the history, current directions, and implications of gaming at individual and organizational levels, exploring all facets of game design and application and describing how this emerging discipline informs and is informed by society and culture"--Provided by publisher.

New Research on Early Childhood Education

Author : Arthur T. Waddell
File Size : 50.53 MB
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Early Childhood Education spans the human life from birth to age 8. Infants and toddlers experience life more holistically than any other age group. Social, emotional, cognitive, language, and physical lessons are not learned separately by very young children. Adults who are most helpful to young children interact in ways that understand that the child is learning from the whole experience, not just that part of the experience to which the adult gives attention. Although early childhood education does not have to occur in the absence of the parent or primary caregiver, this term is sometimes used to denote education by someone other than these the parent or primary caregiver. Both research in the field and early childhood educators view the parents as an integral part of the early childhood education process. Early childhood education takes many forms depending on the theoretical and educational beliefs of the educator or parent. Other terms those are often used interchangeably with "early childhood education" are "early childhood learning", "early care" and "early education". Much of the first two years of life are spent in the creation of a child's first "sense of self" or the building of a first identity. Because this is a crucial part of children's makeup-how they first see themselves, how they think they should function, how they expect others to function in relation to them, early care must ensure that in addition to carefully selected and trained caregivers, links with family, home culture, and home language are a central part of program policy. If care becomes a substitute for, rather than a support of, family, children may develop a less-than-positive sense of who they are and where they come from because of their child care experience. This book presents the latest research in this vital field.

Affective and Emotional Aspects of Human Computer Interaction

Author : M. Pivec
File Size : 53.9 MB
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The learning process can be seen as an emotional and personal experience that is addictive and motivates learners to proactive behaviour. New research methods in this field are related to affective and emotional approaches to computer-supported learning and human-computer interactions. The major topics discussed are emotions, motivation, games and game-experience. The book is divided in three parts, part I, Game-based Learning, reflects upon the two-way interaction between game and student, thus enabling the game to react to the student’s emotional state. Having the possibility to detect and steer the emotional state of the student could have a positive impact on using digital games in education. It is claimed that some commercial computer games increase cognitive skills and may enhance multitasking abilities and the participants’ general ability to learn. Part II, Motivation and Learning, analyses whether the absence or presence of social and personal cues in the communication between a tutor and his or her students influence students’ learning and their satisfaction with the tutor and the course. The research showed that not all types of personal information are equally important and possibly pictorial information is more important than audible information. Part III, Emotions and Emotional Agents, discusses the production of learning environments which enhance the learner’s self esteem, ensure that the learner’s best interests are respected through paying attention to the narrative structures of the learner’s experience, and the ways in which communication can be enhanced through empathy with the learner.