With Internet access for every school now a reality, teachers are beginning to explore the use of the Internet in the education of children with special needs.
Internet Environments for Science Education synthesizes 25 years of research to identify effective, technology-enhanced ways to convert students into lifelong science learners--one inquiry project at a time.
This book is about the past and future of research on the effectiveness of learning networks (also known as "e;e-learning"e; or "e;online learning"e; or "e;Web-based learning"e;).
A Guide to Online Course Design offers faculty and professional staff a practical and easy-to-follow model for creating exceptional online courses that focuses on quality standards in instructional design, transparency in learning outcomes, and learner persistence.
The Global Collaboration initiatives related in this book are examples of how educators have experimented with different mechanisms to provide science, technology, engineering and mathematics (STEM) education programmes through information and communication technologies.
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.
Serious Games in Personalized Learning investigates game-based teaching and learning at a time when learning and training systems are increasingly integrating serious games, machine-learning artificial intelligence models, and adaptive technologies.
This book seeks to establish an interdisciplinary, applied social scientific model for researchers and students that advocates a cooperative effort between machines and people.
In the first paragraphs of this volume, the author identifies an "e;authenticity paradox"e;: that the purported real-worldedness of a learning environment, technique, or task is so rhetorically potent that educators frequently call attention to it in pedagogical conversations to legitimize their undertakings, while at the same time, terms such as "e;real-world"e; and "e;authentic"e; do not require (and even resist) precise delineation.
In Issues in Technology, Learning, and Instructional Design, some of the best-known scholars in those fields produce powerful, original dialogues that clarify current issues, provide context and theoretical grounding, and illuminate a framework for future thought.
Educational technology adoption is more widespread than ever in the wake of COVID-19, as corporations have commodified student engagement in makeshift packages marketed as gamification.
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.
Networked by Design brings together work from leading international scholars in the learning sciences that applies social network theory to teachers' social interactions and relationships.
The last twenty years has seen a huge evolution in approaches to language-learning, due to new technology as well changing theories on how to best teach languages.
Meaningful Online Learning explores the design and facilitation of high-quality online learning experiences and outcomes through the integration of theory-based instructional strategies, learning activities, and proven educational technologies.
This book delineates a comprehensive framework designed to ultimately assist organizations as they navigate the critical juncture-often termed the inflection point-in adopting generative Artificial Intelligence (AI).
This book's purpose is to offer various perspectives relating to the development, effectiveness, and implementation of interactive computing technology for health promotion--programs and interventions aimed at improving various health-related outcomes such as involvement in care, quality of life, adherence, disease management, healthy lifestyle, and more.
Research Methods in Learning Design and Technology explores the many forms, both new and established, that research takes within the field of instructional design and technology (IDT).
This edited collection helps those teaching religion in higher education utilize technology to increase student learning both inside and outside of the classroom.
Engaging the Online Learner This updated edition includes an innovative framework the Phases of Engagement that helps learners become more involved as knowledge generators and cofacilitators of a course.
Several key developments challenge the field of educational measurement today: demands for tests at larger scales with higher stakes, an improved understanding of how people develop capabilities, and new technologies for interactive digital assessments.
Curriculum, Plans, and Processes in Instructional Design: International Perspectives presents perspectives on the relationship between curriculum research and instructional design, as well as new developments in the use of information and communication technology.
Robots in Education is an accessible introduction to the use of robotics in formal learning, encompassing pedagogical and psychological theories as well as implementation in curricula.
Challenging the current understandings of equity and social justice in the field of online education, The Hidden Curriculum of Online Learning analyses how cultural hegemony creates unfair learning experiences through cultural differences.
As web-enabled mobile technologies become increasingly integrated into formal learning environments, the fields of education and ICT (information and communication technology) are merging to create a new kind of classroom: CrossActionSpaces.
Based on a major research project funded by the European Commission, Populism, Media and Education studies how discriminatory stereotypes are built online with a particular focus on right-wing populism.
Sponsored by the Association for Educational Communications and Technology (AECT), this book presents a definition of the field of study and practice known as educational technology or instructional technology.
This volume brings together two prominent strands in second language acquisition theory and research: the concept of learner autonomy and computer-assisted language learning (CALL).