Learning with e's

Learning with e's
Author: Steve Wheeler
Publisher: Crown House Publishing
Total Pages: 283
Release: 2015-01-16
Genre: Education
ISBN: 1845909615

In an age where young people seem to have a natural affinity with smartphones, computer games and social media, teachers and lecturers face a big challenge - or a golden opportunity. How can new technology promote learning, engage students and motivate them to sustain a lifelong career in learning? For educators everywhere, our challenge is to take devices that have the potential for great distraction and boldly appropriate them as tools that can inspire and engage. On the back of Steve's hugely popular blog, also named 'Learning with 'e's', he shows how the world of learning is changing, and how new technology - and you and I - can make a difference. The proliferation of digital technologies and cultures is having a profound impact on learning, prompting questions which need answers. How will technology change our conceptions of learning? How will new ways of learning impact upon our uses of technology? How will teachers and lecturers' roles change; what will they need to know; and what will we see learners doing in the future? Grounded in his research and in pedagogical theory, Steve explores the practical ways in which technology is influencing how we learn, and looks toward emerging trends to examine what the future of learning may look like. Subjects covered include: learning with technology, theories for the digital age, digital literacies, pedagogical theories and practices, new and emerging technologies, new learning architectures, changing education, global educators, a 21st century curriculum. For teachers, lecturers, learning and development professionals and anybody who wants to be inspired by the new ways learning is being revolutionised through the use of new and emerging technologies.

Teaching Machines

Teaching Machines
Author: Audrey Watters
Publisher: MIT Press
Total Pages: 325
Release: 2023-02-07
Genre: Education
ISBN: 026254606X

How ed tech was born: Twentieth-century teaching machines--from Sidney Pressey's mechanized test-giver to B. F. Skinner's behaviorist bell-ringing box. Contrary to popular belief, ed tech did not begin with videos on the internet. The idea of technology that would allow students to "go at their own pace" did not originate in Silicon Valley. In Teaching Machines, education writer Audrey Watters offers a lively history of predigital educational technology, from Sidney Pressey's mechanized positive-reinforcement provider to B. F. Skinner's behaviorist bell-ringing box. Watters shows that these machines and the pedagogy that accompanied them sprang from ideas--bite-sized content, individualized instruction--that had legs and were later picked up by textbook publishers and early advocates for computerized learning. Watters pays particular attention to the role of the media--newspapers, magazines, television, and film--in shaping people's perceptions of teaching machines as well as the psychological theories underpinning them. She considers these machines in the context of education reform, the political reverberations of Sputnik, and the rise of the testing and textbook industries. She chronicles Skinner's attempts to bring his teaching machines to market, culminating in the famous behaviorist's efforts to launch Didak 101, the "pre-verbal" machine that taught spelling. (Alternate names proposed by Skinner include "Autodidak," "Instructomat," and "Autostructor.") Telling these somewhat cautionary tales, Watters challenges what she calls "the teleology of ed tech"--the idea that not only is computerized education inevitable, but technological progress is the sole driver of events.

Learning OpenGL ES for iOS

Learning OpenGL ES for iOS
Author: Erik Buck
Publisher: Addison-Wesley
Total Pages: 698
Release: 2012-07-31
Genre: Computers
ISBN: 0132478927

Get Started Fast with Modern OpenGL ES Graphics Programming for iPhone, iPod touch, and iPad OpenGL ES technology underlies the user interface and graphical capabilities of Apple’s iPhone, iPod touch, and iPad–as well as devices ranging from video-game consoles and aircraft-cockpit displays to non-Apple smartphones. In this friendly, thorough introduction, Erik M. Buck shows how to make the most of Open GL ES in Apple’s iOS environment. This highly anticipated title focuses on modern, efficient approaches that use the newest versions of OpenGL ES, helping you avoid the irrelevant, obsolete, and misleading techniques that litter the Internet. Buck embraces Objective-C and Cocoa Touch, showing how to leverage Apple’s powerful, elegant GLKit framework to maximize your productivity, achieve tight platform integration, and deliver exceptionally polished apps. If you’ve written C or C++ code and know object-oriented programming basics, this title brings together everything you need to fully master OpenGL ES graphics for iOS–including downloadable examples specifically designed to jumpstart your own projects. Coverage includes • Understanding core OpenGL ES computer graphics concepts and iOS graphics architecture • Integrating Cocoa Touch with OpenGL ES to leverage the power of Apple’s platform • Creating textures from start to finish: opacity, blending, multi-texturing, and compression • Simulating ambient, diffuse, and specular light • Using transformations to render 3D geometric objects from any point of view • Animating scenes by controlling time through application logic • Partitioning data to draw expansive outdoor scenes with rolling terrain • Detecting and handling user interaction with 3D geometry • Implementing special effects ranging from skyboxes to particles and billboards • Systematically optimizing graphics performance • Understanding the essential linear algebra concepts used in computer graphics • Designing and constructing a complete simulation that incorporates everything you’ve learned

Learn OpenGL ES

Learn OpenGL ES
Author: Prateek Mehta
Publisher: Apress
Total Pages: 209
Release: 2013-08-29
Genre: Computers
ISBN: 1430250534

Want to create sophisticated games and graphics-intensive apps? Learn OpenGL ES gets you started immediately with OpenGL ES. After mastering the basics of OpenGL ES itself, you will quickly find yourself writing and building game apps, without having to learn about object oriented programming techniques. This book demonstrates the use of a powerful open-source modeling tool, Blender. You will be guided, step by step, through the development of Tank Fence, a dynamic, interactive 3D game. Along the way you'll gain skills in building apps with Eclipse and the Android SDK or NDK, rendering graphics using hardware acceleration, and multithreading for performance and responsiveness. iOS developers will also find this book's information invaluable when writing their apps. You'll learn everything you need to know about: Creating simple, efficient game UIs Designing the basic building blocks of an exciting, interactive 3D game Pulling all the elements together with Blender, a powerful open-source tool for modeling, animation, rendering, compositing, video editing, and game creation Taking the next big step using custom and inbuilt functions, texturing, shading, light sources, and more Refining your mobile game app through collision detection, player-room-obstacle classes, and storage classes Doing all this efficiently on mobile devices with limited resources and processing What you’ll learn How to install and use OpenGL ES 2.0 on Android GLSL ES Fundamentals State Management Modeling 3D Objects Using Blender Using the Perl Mesh Parser Vertex Buffer Objects Using Color Masks sampler2D and samplerCube Uniforms Multi-Texturing Lambert Illumination Model Implementing the Lighting Equation Design, write, and build Tank Fence, an interactive 3D game Who this book is for Learn OpenGL ES is ideal for mobile game and interactive app developers who want to know more about the OpenGL ES engine and and use it to build more sophisticated, graphically-rich games and other apps. While the code is developed on Android, iOS developers will also find this book invaluable. Table of Contents1. Why OpenGL ES? 2. UI for games: Keep it simple 3. First Steps: Mobile Game App Development 4. 3D Modeling 5. Functions, Shading, Light Source and Objects 6. Carrying Further: Collision Detection

Dirtmeister's Nitty Gritty Planet Earth

Dirtmeister's Nitty Gritty Planet Earth
Author: Steve Tomecek
Publisher: National Geographic Kids
Total Pages: 132
Release: 2015
Genre: JUVENILE NONFICTION
ISBN: 1426319037

Come and explore the world under your feet with the Dirtmeister and friends! Part graphic novel, part fun guidebook, this very cool, rocky journey introduces both eager and reluctant readers to the basic geologic processes that shape our Earth. Clear and concise explanations of the various geologic processes reveal the comprehensive science behind each fascinating topic. Fun facts and simple DIY experiments reinforce the concepts while short biographies of important scientists inspire future geo-scientists.

Eric & Julieta: Todos enamorados / Everybody in Love (Bilingual)

Eric & Julieta: Todos enamorados / Everybody in Love (Bilingual)
Author: Isabel Muñoz
Publisher: Scholastic Inc.
Total Pages: 28
Release: 2013-01-01
Genre: Juvenile Fiction
ISBN: 0545537738

In the latest Eric & Julieta book, love is everywhere, but Eric thinks he can live without it!It’s Valentine’s Day and Eric can’t stand it. Everyone seems to be in love: His mom and dad, his sister Julieta, even the cat! The thing is, Eric doesn’t believe in love. Until...Es el dia de San Valentin y Eric esta muy molesto. Todos parecen estar enamorados: su mama y su papa, su hermana Julieta y hasta su gato. Lo que sucede es que Eric no cree en el amor, hasta que...

Pacesetters in Innovation

Pacesetters in Innovation
Author: United States. Office of Education
Publisher:
Total Pages: 314
Release: 1968
Genre: Education
ISBN:

Information on Projects to Advance Creativity in Education in the form of a compilation of planning and operational grants.

Computers Helping People with Special Needs

Computers Helping People with Special Needs
Author: Klaus Miesenberger
Publisher: Springer
Total Pages: 669
Release: 2018-07-02
Genre: Computers
ISBN: 3319942778

The two-volume set LNCS 10896 and 10897 constitutes the refereed proceedings of the 16th International Conference on Computers Helping People with Special Needs, ICCHP 2018, held in Linz, Austria, in July2018. The 101 revised full papers and 78 short papers presented were carefully reviewed and selected from 356 submissions. The papers are organized in the following topical sections: Web accessibility in the connected world; accessibility and usability of mobile platforms for people with disabilities and elderly persons: design, development and engineering; accessible system/information/document design; accessible e-learning - e-learning for accessibility/AT; personalized access to TV, film, theatre, and music; digital games accessibility; accessibility and usability of self-service terminals, technologies and systems; universal learning design; motor and mobility disabilities: AT, HCI, care; empowerment of people with cognitive disabilities using digital technologies; augmented and alternative communication (AAC), supported speech; Art Karshmer lectures in access to mathematics, science and engineering; environmental sensing technologies for visual impairment; 3D printing in the domain of assistive technologies (AT) and do it yourselves (DIY) AT; tactile graphics and models for blind people and recognition of shapes by touch; access to artworks and its mediation by and for visually impaired people; digital navigation for people with visual impairments; low vision and blindness: human computer interaction; future perspectives for aging well: AAL tools, products, devices; mobile healthcare and m-health apps for people with disabilities; and service and information provision.