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A comprehensive and accessible overview for language educators, researchers, and students, this book examines the relationship between technological innovation and development in the field of computer-assisted language learning, exploring relevant theories and providing practical evidence about the use of computer games in language learning.
This edited book brings together documented evidence and theoretical propositions on the essential mediating role of digital technology in L2 teacher education and professional development. Topics range from technological affordances in teacher education, to challenges and responses to emergency transition from face to face to virtual professional development, to successful practices of online teacher training courses. Bringing together examples from various countries and contexts of how L2 teacher trainers and trainee teachers view these forced changes and react to them, the volume fills a gap in the use of digital technology in contexts where teacher educators and trainee teachers are not technology-literate and not prepared for technology-oriented education. In addition to a Foreword by Mark Warschauer and Introduction and Conclusion chapters by Editors, the volume features 13 full-length chapters by some of the well-known experts from countries such as Australia, Finland, Mexico, the UK, the USA, Spain, Singapore, Turkey and Sweden.
This book analyses technology enhanced learning through the lens of Disruptive Innovation theory. This book will be valuable for scholars of technology enhanced learning in higher education as well as those looking to increase their understanding of and practice with technology enhanced learning.
This book is a critical-cultural evaluation of educational technology adoption in Sub-Saharan Africa, including projects such as the OLPC (One Laptop Per Child). Ezumah defines technology with regards to pedagogy, and seeks to debunk the assumption that educational technology consists only of digital and interactive options.
A collection of content-based chapters and case studies examining the pedagogical potential and realities of digital literacies in education. The book aims to examine a number of foundational aspects of Web 2.0 technologies and social media applications and to understand the implications for teaching, learning, and professional development.
This book illuminates the lived experience of a group of primary school children engaged in virtual world play during a year-long after-school club. It will be of interest and value to researchers of children's play, as well as those who explore visual methods and design multimodal research outputs.
Speaking to very current concerns about the employability of higher education graduates and the skills that university is intended to develop, this book also explores the attitudes to game-based learning as expressed by instructors, students and game developers.
This book broadens the scope and impact of digital storytelling in higher education. It outlines how to teach, research and build communities in tertiary institutions through the particular form of audio-visual communication known as digital storytelling by developing relationships across professions, workplaces and civil society. The book is framed within the context of 'The Four Scholarships' developed by the Carnegie Foundation for the advancement and redefining of teaching, including the scholarships of discovery, integration, application, and teaching and learning. Across four sections, this volume considers the potential of digital storytelling to improve, enhance and expand teaching, learning, research, and interactions with society. Written by an international range of academics, researchers and practitioners, from disciplines spanning medicine, anthropology, education, social work, film and media studies, rhetoric and the humanities, the book demonstrates the variety of ways in which digital storytelling offers solutions to key challenges within higher education for students, academics and citizens. It will be compelling reading for students and researchers working in education and sociology.
This book sets forth a pedagogy for renewing the liberal arts by combining critical thinking, media activism, and design thinking. Using the StudioLab approach, the author seeks to democratize the social and technical practices of digital culture just as nineteenth century education sought to democratize literacy.
Do new technologies mean the end of the university as we know it? Or can they be shaped in a way that balances innovation and tradition? This volume explores these questions through a critical history of online education.
This book examines and illustrates the potential of narrative technology, the integration and synthesis of storytelling and digital media in education.
Drawing on research into autobiographical video production by young learners to present a theory of curatorship and new media, this work explores facets of literacy and identity theory which provided the initial frames for examining the work and shows how 'curatorship' works as a metaphor for new cultural and literacy practices.
An edited collection whose contributors analyze the relationship between writing, learning, and video games/videogaming, these essays consist of academic essays from writing and rhetoric teacher-scholars, who theorize, and contextualize how computer/video games enrich writing practices within and beyond the classroom and the teaching of writing.
This book offers critical readings of issues in education and technology and demonstrates how researchers can use critical perspectives from sociology, digital media, cultural studies, and other fields to broaden the "ed-tech" research imagination, open up new topics, ask new questions, develop theory, and articulate an agenda for informed action.
Web-based school collaboration has attracted the sustained attention of educators, policy-makers, and governmental bodies around the world during the past decade.
This book examines the struggles over technology's use in education, digging into what the purpose of education is, how we should achieve it, who the stakeholders are, and whose voices win out. Drawing on theoretical and empirical work, it lays bare the messy realities of technology use in education and their implications for contemporary society.
The first book to systematically discuss the skills and literacies needed to use digital media, particularly the Internet, van Dijk and van Deursen's clear and accessible work distinguishes digital skills, analyzes their roles and prevalence, and offers solutions from individual, educational, sociological, and policy perspectives.
Presenting school reform grassroots activists - teachers, parents, and organizers alike - in their own words, the editors document the newly emerged role of digital networks of activists in school reform and analyze their efforts as acts of critical literacy.
Packed with critical analysis and real-life examples, this book explores how children's video games can cultivate learning. Lacasa takes several commercial video games and shows how they can be used both in and out of the classroom to teach initiative and problem-solving, encourage creativity, promote literacy, and develop reasoning skills.
This book examines the struggles over technology's use in education, digging into what the purpose of education is, how we should achieve it, who the stakeholders are, and whose voices win out. Drawing on theoretical and empirical work, it lays bare the messy realities of technology use in education and their implications for contemporary society.
This book broadens the scope and impact of digital storytelling in higher education. It outlines how to teach, research and build communities in tertiary institutions through the particular form of audio-visual communication known as digital storytelling by developing relationships across professions, workplaces and civil society. The book is framed within the context of ¿The Four Scholarships¿ developed by the Carnegie Foundation for the advancement and redefining of teaching, including the scholarships of discovery, integration, application, and teaching and learning. Across four sections, this volume considers the potential of digital storytelling to improve, enhance and expand teaching, learning, research, and interactions with society. Written by an international range of academics, researchers and practitioners, from disciplines spanning medicine, anthropology, education, social work, film and media studies, rhetoric and the humanities, the book demonstrates the variety of ways in which digital storytelling offers solutions to key challenges within higher education for students, academics and citizens. It will be compelling reading for students and researchers working in education and sociology.
Including relevant case studies and interviews with practitioners, Augmented Education explores the nature of learning where the 'real world' is augmented by use of the virtual to create new learning possibilities, tools, and environments. and offers insights into the development of a pedagogy that is authentic, inclusive and enjoyable.
An edited collection whose contributors analyze the relationship between writing, learning, and video games/videogaming, these essays consist of academic essays from writing and rhetoric teacher-scholars, who theorize, and contextualize how computer/video games enrich writing practices within and beyond the classroom and the teaching of writing.
Despite the increasing ubiquity of the term, the concept of the digital university remains diffuse and indeterminate. This book examines what the term 'digital university' should encapsulate and the resulting challenges, possibilities and implications that digital technology and practice brings to higher education.
This book is about how technologies are used in practice to support learning and teaching in higher education.
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