Type Ii Uses Of Technology In Education

Author: Cleborne D. Maddux
Editor: Routledge
ISBN: 9780789032560
Size: 11,78 MB
Format: PDF
Read: 342
Download

Explores teaching methods that give students a creative learning experience through the use of technology, illustrating ways to generate classroom interest through case studies, projects, and software applications.

Type Ii Uses Of Technology In Education

Author:
Editor:
ISBN:
Size: 16,66 MB
Format: PDF, ePub, Docs
Read: 205
Download


Unsustainable

Author: Tim R. McDonald
Editor: R&L Education
ISBN: 1607093669
Size: 11,21 MB
Format: PDF, ePub
Read: 978
Download

This book frames the problem of cost and effectiveness in America's public schooling system, and provides a strategy to address it.

Curriculum Studies Handbook The Next Moment

Author: Erik Malewski
Editor: Routledge
ISBN: 1135857660
Size: 13,86 MB
Format: PDF
Read: 901
Download

What comes after the reconceptualization of curriculum studies? What is the contribution of the next wave of curriculum scholars? Comprehensive and on the cutting edge, this Handbook speaks to these questions and extends the conversation on present and future directions in curriculum studies through the work of twenty-four newer scholars who explore, each in their own unique ways, the present moment in curriculum studies. To contextualize the work of this up-and-coming generation, each chapter is paired with a shorter response by a well-known scholar in the field, provoking an intra-/inter-generational exchange that illuminates both historical trajectories and upcoming moments. From theorizing at the crossroads of feminist thought and post-colonialism to new perspectives that include critical race, currere, queer southern studies, Black feminist cultural analysis, post-structural policy studies, spiritual ecology, and East-West international philosophies, present and future directions in the U.S. American field are revealed.

Classroom Integration Of Type Ii Uses Of Technology In Education

Author: Cleborne D. Maddux
Editor: Psychology Press
ISBN: 9780789031112
Size: 14,72 MB
Format: PDF, ePub, Docs
Read: 518
Download

Develop new strategies for using computers in the classroom Educators have talked about using information technology to improve teaching since the beginning of the modern computer movement but true integration remains an elusive goal—for most. Classroom Integration of Type II Uses of Technology in Education finds teachers who have managed to take advantage of the sophistication, power, and affordability of today's technology to develop new and better strategies for learning, despite the absence of an effective institutional infrastructure. This unique book reviews effective Type II teaching applications and software used at all educational levels, including Lego/Logo technologies, idea technologies, graphics software, laptop computers, and handheld computers. Information technology in schools has failed to fulfill its considerable potential because without a widespread instructional support system, computers are generally poorly used and not integrated meaningfully into classroom activities. But some educators have still been able to implement Type II applications of information technology in their educational settings. Classroom Integration of Type II Uses of Technology in Education looks at their innovative methods of using computers to bring about more effective teaching—and learning. Classroom Integration of Type II Uses of Technology in Education examines: computer activities of grade 1-5 students using Lego/Logo technologies using Kid-Pix graphics software for creative activities the Technology Integration Assessment Instrument (TIAI) gender disparity in computer-oriented problem solving a three-tiered, idea-technology classification system pre-service teacher preparation assistive technology definitions, legislation, and implementation issues lesson plans and document techniques for laptop computers an action/instructional model for using handheld wireless computers in the classroom Classroom Integration of Type II Uses of Technology in Education is an invaluable resource for academics working in information technology and education, and for K-12 teachers and administrators at all levels.

Choice

Author:
Editor:
ISBN:
Size: 13,35 MB
Format: PDF
Read: 290
Download


American Book Publishing Record

Author:
Editor:
ISBN:
Size: 20,38 MB
Format: PDF, Kindle
Read: 726
Download


Technology And Education Reform

Author: Barbara Means
Editor: DIANE Publishing
ISBN: 0788126326
Size: 19,24 MB
Format: PDF, Docs
Read: 495
Download

Addresses the question of whether technology can provide significant support for constructivist, project-based teaching and learning approaches and the associated issue of the elements needed for an effective implementation of technology within an educational reform context. Includes case studies of 9 sites that have been using technology in ways that enhance a restructuring of the classroom around students' needs and project-based activities. Sites selected were those that emphasized education reform and provided challenging, authentic activities for students from economically disadvantaged backgrounds. Illustrated.

Design And Use Of Serious Games

Author: Marja Helena Kankaanranta
Editor: Springer Science & Business Media
ISBN: 1402094965
Size: 11,44 MB
Format: PDF, Docs
Read: 818
Download

During the last few years, a new area of creative media industry, namely Serious Games, has started to emerge around the world. The term serious games has become more popular for example in the fields of education, business, welfare and safety. Despite this, there has been no single definition of serious games. A key question, what the concept itself means, has stayed unsolved though most have agreed on a definition that serious games are games or game-like interactive systems developed with game technology and design principles for a primary purpose other than pure entertainment. In this book, serious games are understood as games which aim at providing an engaging, self-reinforcing context in which to motivate and educate the players. Serious games can be of any genre, use any game technology, and be developed for any platform. They can be entertaining, but usually they teach the user something. The central aim of serious games is to raise quality of life and well-being. As part of interactive media industry, the serious games field focuses on designing and using digital games for real-life purposes and for the everyday life of citizens in information societies. The field of serious games focuses on such areas as education, business, welfare, military, traffic, safety, travelling and tourism.

Handbook Of Literacy And Technology

Author: David Reinking
Editor: Routledge
ISBN: 1135684626
Size: 17,51 MB
Format: PDF, Mobi
Read: 418
Download

The major shift going on today in the technologies of reading and writing raises important questions about conventional conceptions of literacy and its role in education, society, and culture. What are the important characteristics of electronic forms of reading and writing distinguishing them from printed forms? To what extent and in what ways is literacy being transformed by new technologies? This central question is addressed in this volume from diverse, multidisciplinary perspectives. The contributing authors focus on a guiding question in one of the following areas, which correspond to the major sections of the book: *Transforming Texts. What are the new differences between printed and electronic texts, and what are the implications of new textual forms for defining literacy, especially in regard to teaching and learning in schools? *Transforming Readers and Writers. How do electronic reading and writing change conceptualizations of literacy development from childhood through adulthood? *Transforming Classrooms and Schools. What are the effects of introducing new reading and writing technologies into schools and classrooms? *Transforming Instruction. How can instruction be adapted in response to the changing literacy landscape, and how can teachers and students exploit forms of reading and writing to enhance teaching and learning? *Transforming Society. What are the broad societal implications of the increasing prevalence of electronic forms of reading and writing? *Transforming Literacy Research. What are the questions that must be addressed as digital reading and writing become more common, and what approaches to research will be most useful in addressing those questions? This volume is the result of an interactive process. The contributors met as a group to discuss drafts of their chapters at a one-day meeting convened and sponsored by the National Reading Research Center, and had read each others' chapters prior to this gathering. That meeting was followed by a two-day conference attended by approximately 180 researchers, educators, and policymakers who responded to an open invitation to present papers and to attend sessions focusing on the six major themes of the book. Contributors then revised their chapters based on interactions with fellow contributors, conference participants, and volume editors. Thus, this work is more than just a compilation of the individual authors' views. Rather, it represents a synthesis of a broad range of current thinking about how literacy is being and may be transformed by technology.