Online and Distance Social Work Education: Current Practice and Future Trends provides a comprehensive presentation on the evolution, current status and future direction of distance learning and online education in the social work profession.
Theoretical Foundations of Learning Environments provides students, faculty, and instructional designers with a clear, concise introduction to the major pedagogical and psychological theories and their implications for the design of new learning environments for schools, universities, or corporations.
Originally published in 1994, International Developments in Assuring Quality in Higher Education describes a range of national and international developments which evaluate the quality of education provided by public and private tertiary institutions.
Written for educators seeking to engage students in collaboration and communication about authentic scenarios, The Power of Role-Based e-Learning offers helpful, accessible advice on the practice and research needed to design online role play.
Using Games to Enhance Learning and Teaching provides educators with easy and practical ways of using games to support student engagement and learning.
In the twenty-first century, being able to collaborate effectively is important at all ages, in everyday life, education and work, within and across diverse cultural settings.
Student Engagement in the Digital University challenges mainstream conceptions and assumptions about students' engagement with digital resources in Higher Education.
This collection of first-hand accounts from experienced and accomplished learning technology practitioners highlights issues in using learning technologies for flexible, distance and open learning.
The Learning Engineering Toolkit is a practical guide to the rich and varied applications of learning engineering, a rigorous and fast-emerging discipline that synthesizes the learning sciences, instructional design, engineering design, and other methodologies to support learners.
In recent years, there has been a renewed focus on STEM education in the United States, fueled by evidence that young learners' competencies in science, technology, engineering, and mathematics are falling behind those of their global peers.
Computers have become a topic of concern, debate, argument, dogmatism, and inquiry among a variety of people who are interested in the fate and effectiveness of the educational system.
Digital technologies have transformed cultural perceptions of learning and what it means to be literate, expanding the importance of experience alongside interpretation and reflection.
Online and Social Networking Communities is a professional guide written for educational practitioners and trainers who wish to use online communication tools effectively in their teaching.
Digital Technologies and Change in Education provides professionals and other leaders with a road map of the processes of change for teachers, schools, universities, and educational systems, including extensive case studies and evidence that clarify the benefits and challenges of digital technologies in education.
This volume explores the application of computer simulation technology to measurement issues in education -- especially as it pertains to problem based learning.
Designing Courses with Digital Technologies offers guidance for higher education instructors integrating digital technologies into their teaching, assessment and overall support of students.
A new addition to the I Can Read brand, the I Can Read My Illustrated Bible teaches children about the Bible while helping them grow more confident in their own reading skills as they build their vocabulary.
Using Games and Simulations for Teaching and Assessment: Key Issues comprises a multidisciplinary investigation into the issues that arise when using games and simulations for educational purposes.
If young people are to be adequately prepared for a complex and interdependent global society, educational experiences must consider the broader world in which teachers and their students live.
Gaming the Past is a complete handbook to help pre-service teachers, current teachers, and teacher educators use historical video games in their classes to develop critical thinking skills.
Transformative Teaching Around the World compiles inspiring stories from Fulbright-awarded teachers whose instructional practices have impacted schools and communities globally.
Intended as a resource for psychology educators ranging from teaching assistants to experienced faculty, this book shows readers how to effectively create and manage an online psychology course.
Tools for Teaching in an Educationally Mobile World examines the challenges that undergraduate and postgraduate teachers often encounter when working with students from different national and cultural backgrounds.
Early Childhood Education and Care in a Global Pandemic is a book that highlights how the international early childhood education and care sector responded to the global COVID-19 pandemic.
Formative Assessment, Learning Data Analytics and Gamification: An ICT Education discusses the challenges associated with assessing student progress given the explosion of e-learning environments, such as MOOCs and online courses that incorporate activities such as design and modeling.
Create a more effective system for evaluating online faculty Evaluating Online Teaching is the first comprehensive book to outline strategies for effectively measuring the quality of online teaching, providing the tools and guidance that faculty members and administrators need.
This volume emphasizes the role of effective curriculum design, teaching materials, and pedagogy to foster algebra structure sense at different educational levels.
The ICT Teacher's Handbook is an indispensable guide for all teachers responsible for the teaching and management of ICT in the secondary school, both as a comprehensive introduction for students learning to teach ICT and as a source of ongoing support for busy practising teachers.
Improving Classroom Learning with ICT examines the ways in which ICT can be used in the classroom to enhance teaching and learning in different settings and across different subjects.
Remote learning and distance education burst into the national consciousness with the onset of the COVID-19 pandemic - yet it remains poorly understood in many ways.
Originally published in 1986, The Planning and Management of Distance Education examines the problems faced by those who are setting up and managing distance education systems of various kinds.
Written for Higher Education teaching and learning professionals, Learning with Digital Games provides an accessible, straightforward introduction to the field of computer game-based learning.