e-books in Information Technology in Education category
by Zachary J. McDowell, Matthew A. Vetter - Routledge , 2021
This book is a contemporary examination of what information is represented, how that information is presented, and who gets to participate (and serve as gatekeeper) in the world's largest online repository for information, Wikipedia.
by R. Trebor Scholz (ed.) - Institute for Distributed Creativity , 2011
The simple yet far-reaching ambition of this collection is to discover how to use digital media for learning on campus and off. It offers a rich selection of methodologies, social practices, and hands-on assignments by leading educators ...
by Maria Uther (ed.) - MDPI AG , 2019
Do mobile devices help or hinder learning? How do we evaluate mobilelearning? The evolution of new technologies has certainly influenced the way that we can answerthese questions, and this book provides useful commentary on the current state of play.
by Katie Salen Tekinbas, et al. - The MIT Press , 2010
The designers of Quest to Learn developed an approach to learning that draws from what games do best: drop kids into inquiry-based spaces that are built to help players understand how they are doing, what they need to work on, and where to go next.
by Valerie Shute, Matthew Ventura - The MIT Press , 2013
The authors argue that using well-designed games as vehicles to assess and support learning will help combat students' growing disengagement from school, and offer them opportunities to apply such complex competencies as creativity and collaboration.
by George Veletsianos (ed.) - AU Press , 2016
Contributors to 'Emergence and Innovation in Digital Learning' include individuals who are shaping the future of online learning with their applications and investigations on the impact of issues such as openness, analytics, MOOCs, and social media.
by Diana Perez Marin - De Gruyter Open , 2015
The book is written from the global perspective of a textbook. It is not focused on a specific type of classroom instruction. It provides practical information for an easy start in using computers for education according to pedagogic goals.
by Kristine E. Pytash, et al. - ETC Press , 2013
This books shares instructional approaches from experienced teacher educators in the areas of writing, education and technology. Chapters explore professional development opportunities that effectively integrate technology into the writing classroom.
by Christopher Holden, et al. - ETC Press , 2015
This book is an inspirational message about what is possible and practical in the name of learning through mobile media. We present stories from a diverse set of educators, a microcosm of the landscape of mobile media learning...
by A.W. (Tony) Bates , 2015
The book examines the underlying principles that guide effective teaching in an age when all of us, and in particular the students we are teaching, are using technology. A framework for making decisions about your teaching is provided ...
by Jose P. Zagal - ETC Press , 2010
This book explores ludoliteracy, or the question of what it means to understand games, by looking at the challenges and problems faced by students taking games-related classes. It examines the broader implications for supporting games education.
by Karen Schrier, et al. - ETC Press , 2014
This book is perfect for any educator or designer seeking an introduction to research-driven best practices for using and designing learning games. It provides the latest research and techniques for designing games for a variety of curricular needs.
by Heidi A. McKee, Danielle Nicole DeVoss - Utah State University Press , 2012
The authors of this volume place emphasis on assessment of digital writing -- the methodological, technological, and ethical approaches for and issues involved with assessing multimodal, networked texts (and the student learning they represent).
by Seann Dikkers et al. - ETC Press , 2015
This book shares innovative uses of mobile technology for learning in a variety of settings. From camps to classrooms, parks to playgrounds, libraries to landmarks, the book shows that exciting learning can happen anywhere educators can imagine.
by Jack Dougherty, Tennyson O'Donnell - University of Michigan Press , 2015
The book responds to contemporary debates over the proper role of the Internet in higher education, steering a middle course between polarized attitudes that often dominate the conversation. The authors argue for the wise integration of web tools ...
by Seann Dikkers - unglue.it , 2015
Minecraft is currently the game of choice for millions of youth and also for these seventeen teachers. Its rapid adoption provides a unique window of opportunity to look inside the recent memory of innovative teachers and unpack how they learned.
by Hazel Woodward - Ubiquity Press , 2014
Ebooks are coming of age in education, as this collection demonstrates. The book will provide guidance to institutions as they develop services to support students and researchers and will be of interest to publishers, teachers, lecturers, etc.
by P.B. Childers, E.H. Hobson, J.A. Mullin (eds) - Heinemann , 2013
The book explores the central role that the visual plays in a multimediated, computerized culture. The contributors to this collection and the editors ask how we can exploit the intersections between the visual and the verbal to improve learning.
by Renee Robinson , Julie Reinhart - Bookboon , 2014
This book explores how mobile devices can be incorporated into learning environments to promote a digitally-rich curricula resulting in a framework that identifies a right time, right place and mobile device aimed at maximizing student learning.
by Martin Weller - Bloomsbury Academic , 2011
Every aspect of scholarly practice is seeing changes effected by new technologies. This book will explore these changes, their implications for higher education, the new forms of scholarly practice and what lessons can be drawn from other sectors.
by Gail E. Hawisher, Cynthia L. Selfe - Utah State University Press , 1999
A volume that sets the agenda in the field of computers and composition scholarship for a decade. The technology changes that scholars of composition studies face as the next century opens couldn't be more dramatic or deserving of passionate study.
- Wikibooks , 2011
Table of Contents: Web 2.0 Learning Environments; The Net Generation; Blended Learning; Online Communities; Accessibility and Usability; Games for Learning; Virtual Learning Environments; Moderating Online Discussions For Learning; etc.
by Kathleen Fitzpatrick - NYU Press , 2009
Planned Obsolescence is both a provocation to think more broadly about the academy's future and an argument for reconceiving that future in more communally-oriented ways. Kathleen Fitzpatrick focuses on the technological changes...
by C.N. Davidson, D.T. Goldberg - The MIT Press , 2009
The authors focus on the potential for shared and interactive learning made possible by the Internet. They argue that the most important characteristic of the Internet is its capacity for world-wide community and the limitless exchange of ideas.
by Diana G. Oblinger - EDUCAUSE , 2012
Institutions are finding new ways of achieving higher education's mission without being crippled by constraints or overpowered by greater expectations. Find out who is changing the game and what we can learn from their approaches in this book.
by Jabari Mahiri - University of Michigan Press , 2011
The book demonstrates significant ways in which high school teachers in the complex educational setting of an urban public high school in Northern California extended their own professional learning to revitalize learning in their classrooms.
by Dan Cohen, Tom Scheinfeldt - MPublishing , 2011
This volume explores how the academy might be beneficially reformed using digital media and technology. The book represents a good snapshot of how engaged academics are trying to further its original goals of learning, scholarship, and service.
by David Moursund , 2007
This book explores how Information and Communication Technology aid both your physical capabilities and your mental capabilities. By learning to make effective use of ICT tools, you can improve your problem-solving capabilities.
by Drew Davidson et al. - Lulu.com , 2008
This book focuses on strategies for applying games, simulations and interactive experiences in learning contexts. Throughout, the promises and problems of implementing games and media in learning experiences are explored.
by Frederick Bennett - Faben , 1999
Bennett methodically analyzes current educational Practices with a focus on the enhanced role computers can play in the schools. His review of past educational theory and present-day situations illustrate the frustration of many with our schools.
by J. Herrington, at al. - University of Wollongong , 2009
This e-book explores the use of mobile devices in learning in higher education, and provides examples of good pedagogy. The examples this book will provide the reader with the inspiration to teach their own courses in ways that employ mobile devices.
by Robert E. Cummings, Matt Barton - Digital Culture Books , 2008
A collection of essays that provides an array of perspectives on the many theoretical and practical issues that wikis raise. The book draws on practical classroom experiences with wikis to offer a series concrete suggestions to help educators.
"Kama ilivyoelezwa katika makala ya ""Mifumo ya Habari katika Elimu"" na Zachary J. McDowell, Matthew A. Vetter, ""Mifumo ya Habari katika Elimu"" na ""Mifumo ya Habari katika Elimu"" na ""Mifumo ya Habari katika Elimu"" na ""Mifumo ya Habari katika Elimu"" na ""Mifumo ya Habari katika Elimu"" na ""Mifumo ya Habari katika Elimu"" na ""Mifumo ya Habari katika Elimu"" na ""Mifumo ya Habari katika Elimu.""" na R. Trebor Scholz (mhariri) Institute for Distributed Creativity (IDC) ni mkusanyiko wa vitabu vya kuvutia na vya kuvutia, ambavyo vimeundwa na kugundua jinsi ya kutumia vyombo vya habari vya dijiti kwa ajili ya kujifunza ndani na nje ya chuo. Inatoa uteuzi tajiri wa mbinu, mazoea ya kijamii, na kazi za mikono na walimu wa kuongoza... na Maria Uther (ed.) MDI AG, 2019 Je, vifaa vya rununu husaidia au huzuia kujifunza? Jinsi gani tunatathmini kujifunza kwa simu? Maendeleo ya teknolojia mpya yamekuwa na athari kwa njia ambayo tunaweza kujibu maswali haya, na kitabu hiki hutoa maoni muhimu juu ya hali ya sasa ya mchezo. Katie Salen Tekinbash "Mwanzo, kwa mfano, ""Mafunzo ya Kujifunza"" ni mchezo wa kuvutia ambao unaonyesha jinsi ya kuanzisha michezo ya kuvutia na kuvutia, na jinsi ya kuanzisha michezo ya kuvutia na kuvutia, na jinsi ya kuanzisha michezo ya kuvutia na kuvutia." "Kutokana na utafiti wa Valerie Schutte na Matthew Ventura, ""Kutumia michezo iliyoundwa vizuri kama vyombo vya kupima na kusaidia kujifunza itasaidia kupambana na kuongezeka kwa wanafunzi kutoka shule na kuwapa fursa za kutumia uwezo kama huo kama ubunifu na ushirikiano.""" na George Veletsianos (mhariri) "Wachangiaji wa ""Ubadilishaji na Ubunifu katika Kujifunza kwa Dijiti"" ni pamoja na watu ambao wanaunda siku zijazo za kujifunza mtandaoni na maombi yao na uchunguzi juu ya athari za masuala kama vile uwazi, uchambuzi, MOOCs, na media ya kijamii." Diana Perez-Marín, De Gruyter Open, 2015 - Kitabu hiki kimeandikwa kutoka kwa mtazamo wa ulimwengu wa kitabu cha masomo. Haikuzingatia aina fulani hususa ya mafundisho ya darasani. Inatoa habari ya vitendo kwa ajili ya kuanza rahisi katika kutumia kompyuta kwa ajili ya elimu kulingana na malengo ya kielimu. Kristine E. Pytash, et al. ETC Press, 2013 - Kitabu hiki kinaelezea mbinu za kufundisha kutoka kwa walimu wenye uzoefu katika maeneo ya uandishi, elimu na teknolojia. Sura kuchunguza fursa za maendeleo ya kitaaluma ambayo kwa ufanisi kuunganisha teknolojia katika darasa kuandika. Christopher Holden na wenzake ETC Press, 2015 Kitabu hiki ni ujumbe wa kuchochea kuhusu nini inawezekana na vitendo katika jina la kujifunza kupitia vyombo vya habari vya rununu. "Tunawasilisha hadithi kutoka kwa seti tofauti ya walimu, ""microcosm ya mazingira ya kujifunza vyombo vya habari vya rununu"" na A.W." "Tony Bates, mwandishi wa kitabu hiki, anasema: ""Kutumia teknolojia ni njia ya kuongoza mafundisho ya ufanisi katika enzi ambayo sisi sote, na hasa wanafunzi tunaofundisha, tunatumia teknolojia." "Kama ilivyoelezwa katika kitabu cha ""Mafunzo ya Ufundi wa Kijapani"" cha Jose P. Zagal, kitabu hiki kinachunguza ""Ludoliteracy"" au swali la nini maana ya kuelewa michezo, kwa kuangalia changamoto na matatizo yanayokabiliwa na wanafunzi kuchukua madarasa yanayohusiana na michezo." Inachunguza athari pana kwa ajili ya kusaidia michezo ya elimu. Karen Schreyer na wenzake ETC Press, 2014 - Kitabu hiki ni kamili kwa ajili ya mwalimu yeyote au mbuni kutafuta utangulizi wa utafiti-kuendeshwa mazoea bora kwa ajili ya kutumia na kubuni michezo ya kujifunza. Inatoa utafiti wa hivi karibuni na mbinu kwa ajili ya kubuni michezo kwa ajili ya mahitaji mbalimbali ya mtaala. Heidi A. McKee, Danielle Nicole DeVos, Utah State University Press, 2012 - Waandishi wa kitabu hiki wanakazia tathmini ya uandishi wa dijiti - mbinu, teknolojia, na maadili ya mbinu na masuala yanayohusika na tathmini ya maandishi ya multimodal, ya mtandao (na kujifunza kwa wanafunzi wanaowakilisha). na Seann Dikkers et al. ETC Press, 2015 Kitabu hiki inashiriki matumizi ya ubunifu ya teknolojia ya simu kwa ajili ya kujifunza katika mazingira mbalimbali. Kutoka kambi hadi vyumba vya darasa, bustani hadi viwanja vya michezo, maktaba hadi alama za kihistoria, kitabu hiki kinaonyesha kwamba kujifunza kwa kusisimua kunaweza kutokea mahali popote ambapo waalimu wanaweza kufikiria. Jack Dougherty, Tennyson O'Donnell, University of Michigan Press, 2015 Kitabu hiki kinakabiliana na mjadala wa kisasa juu ya jukumu sahihi la mtandao katika elimu ya juu, kuongoza njia ya kati kati kati ya mitazamo ya polarized ambayo mara nyingi kutawala mazungumzo. "Makala ya ""Machapisho ya Kijana"" ya Seann Dickers, ""Machapisho ya Kijana"" ya 2015 ni mchezo wa kuchagua kwa mamilioni ya vijana na pia kwa walimu hawa kumi na saba." Kuanzishwa kwa haraka kunatoa dirisha la kipekee la fursa ya kuangalia ndani ya kumbukumbu ya hivi karibuni ya walimu wa ubunifu na kufungua jinsi walivyojifunza. Hazel Woodward, Ubiquity Press, 2014 Ebooks ni kuja ya umri katika elimu, kama mkusanyiko huu inaonyesha. Kitabu hiki kitatoa mwongozo kwa taasisi zinapofanya huduma za kusaidia wanafunzi na watafiti na itakuwa ya kuvutia kwa wachapishaji, walimu, wahadhiri, nk. na P.B. Childers, E. H. Hobson, J. A. "Mullin (ed) - Heinemann, 2013 Kitabu hicho kinachunguza jukumu kuu ambalo picha hucheza katika utamaduni wa multimedia, wa kompyuta. """ Waandishi wa mkusanyiko huu na wahariri wanauliza jinsi tunaweza kutumia makutano kati ya kuona na maneno ili kuboresha kujifunza. "Kutoka kwa Renee Robinson, Julie Reinhart, ""BookBooks"" inaelezea jinsi vifaa vya rununu vinavyoweza kuingizwa katika mazingira ya kujifunza ili kukuza mtaala wa dijiti, na kusababisha mfumo ambao unatambua wakati sahihi, mahali sahihi na kifaa cha rununu kinacholenga kuongeza kujifunza kwa wanafunzi." Martin Weller, Bloomsbury Academic, 2011: Kila kipengele cha mazoezi ya kitaaluma ni kuona mabadiliko kufanyika na teknolojia mpya. Kitabu hiki kitachunguza mabadiliko haya, athari zake kwa elimu ya juu, aina mpya za mazoezi ya kitaaluma na nini masomo yanaweza kuchukuliwa kutoka kwa sekta nyingine. Gail E. Hawisher, Cynthia L. Selfe, Utah State University Press, 1999 - Kitabu ambacho kinaweka ajenda katika uwanja wa kompyuta na masomo ya uundaji kwa muongo mmoja. Mabadiliko ya teknolojia ambayo wasomi wa masomo ya uundaji wanakabiliwa nayo wakati karne ijayo inapoanza hayawezi kuwa ya kuvutia zaidi au yanayostahili utafiti wa shauku. "WikiBooks, 2011: ""Mazingira ya Kujifunza ya Mtandao 2.0: Kizazi cha Mtandao: Mafunzo ya Mchanganyiko: Jumuiya za Mtandao: Upatikanaji na Ufanisi: Michezo ya Kujifunza: Mazingira ya Kujifunza ya Virtual: Kuongoza Majadiliano ya Mtandao kwa Mafunzo.""" "Kathlyn Fitzpatrick, mwandishi wa ""Planed Obsolescence"" anasema: ""Kutoka kwa utafiti huu, ni muhimu sana kugundua kwamba kuna uwezekano mkubwa wa kuwa na mabadiliko makubwa katika elimu ya kitaaluma." Kathleen Fitzpatrick anajishughulisha na mabadiliko ya kiteknolojia... na C.N. Davidson, D.T. Goldberg, Mkurugenzi wa MIT Press, 2009: Utafiti wa utafiti wa utafiti wa utafiti wa utafiti wa utafiti wa utafiti wa utafiti wa utafiti wa utafiti wa utafiti wa utafiti wa utafiti wa utafiti wa utafiti wa utafiti wa utafiti wa utafiti wa utafiti wa utafiti. "Wanasema kwamba sifa muhimu zaidi ya mtandao ni uwezo wake wa jamii ya ulimwengu na kubadilishana bila kikomo ya mawazo. """ Diana G. Oblinger, Mwalimu wa Elimu, 2012 Taasisi zinapata njia mpya za kufikia ujumbe wa elimu ya juu bila kuharibika na vizuizi au kuzidiwa na matarajio makubwa. Tafuta ni nani anayebadilisha mchezo na tunaweza kujifunza nini kutoka kwa mbinu zao katika kitabu hiki. Kitabu hiki kinaonyesha njia muhimu ambazo walimu wa shule ya sekondari katika mazingira magumu ya elimu ya shule ya sekondari ya umma ya mijini kaskazini mwa California walipanua kujifunza kwao wenyewe ili kuamsha kujifunza katika madarasa yao. Dan Cohen, Tom Scheinfeldt, M.P. Publishing, 2011 - Kitabu hiki kinachunguza jinsi chuo kikuu kinaweza kubadilishwa kwa faida kwa kutumia vyombo vya habari vya dijiti na teknolojia. Kitabu hicho kinawakilisha picha nzuri ya jinsi wasomi wanaojitolea wanavyojaribu kuendeleza malengo yake ya awali ya kujifunza, udhamini, na huduma. David Mursund, Mkurugenzi wa Utafiti wa Teknolojia ya Habari na Mawasiliano, anaelezea jinsi teknolojia ya habari na mawasiliano inasaidia uwezo wako wa kimwili na akili. Kwa kujifunza kutumia zana za ICT kwa ufanisi, unaweza kuboresha uwezo wako wa kutatua matatizo. Drew Davidson na wenzake Lulu.com, 2008 Kitabu hiki inazingatia mikakati ya kutumia michezo, simulations na uzoefu wa maingiliano katika mazingira ya kujifunza. Katika sehemu zote, ahadi na matatizo ya kutekeleza michezo na vyombo vya habari katika uzoefu wa kujifunza ni kuchunguzwa. "Bennett anaelezea jinsi ""mazoea ya sasa ya elimu"" yanavyoweza kuendelezwa na kompyuta katika shule." Mapitio yake ya nadharia ya zamani ya elimu na hali za leo huonyesha kukata tamaa kwa wengi juu ya shule zetu. na J. Herrington, at al. Chuo Kikuu cha Wollongong, 2009 - Kitabu hiki cha elektroniki kinachunguza matumizi ya vifaa vya rununu katika kujifunza katika elimu ya juu, na hutoa mifano ya ufundishaji mzuri. Mifano hii itatoa msomaji na msukumo wa kufundisha kozi zao wenyewe kwa njia ambazo zinatumia vifaa vya rununu. Robert E. Cummings, Matt Barton, Digital Culture Books, 2008 - Mkusanyiko wa insha ambazo hutoa safu ya mtazamo juu ya masuala mengi ya nadharia na vitendo ambayo wikis huinua. Kitabu hicho kinategemea uzoefu wa kawaida wa darasani na wikis kutoa mfululizo wa mapendekezo halisi kusaidia walimu.