Teaching History With A Computer
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Author | : Kevin Kee |
Publisher | : University of Michigan Press |
Total Pages | : 347 |
Release | : 2014-03-10 |
Genre | : Education |
ISBN | : 0472900234 |
In the field of history, the Web and other technologies have become important tools in research and teaching of the past. Yet the use of these tools is limited—many historians and history educators have resisted adopting them because they fail to see how digital tools supplement and even improve upon conventional tools (such as books). In Pastplay, a collection of essays by leading history and humanities researchers and teachers, editor Kevin Kee works to address these concerns head-on. How should we use technology? Playfully, Kee contends. Why? Because doing so helps us think about the past in new ways; through the act of creating technologies, our understanding of the past is re-imagined and developed. From the insights of numerous scholars and teachers, Pastplay argues that we should play with technology in history because doing so enables us to see the past in new ways by helping us understand how history is created; honoring the roots of research, teaching, and technology development; requiring us to model our thoughts; and then allowing us to build our own understanding.
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.
Author | : T. Mills Kelly |
Publisher | : University of Michigan Press |
Total Pages | : 182 |
Release | : 2013-04-12 |
Genre | : Education |
ISBN | : 0472118781 |
A practical guide on how one professor employs the transformative changes of digital media in the research, writing, and teaching of history
Author | : Joanna Wojdon |
Publisher | : Cambridge Scholars Publishing |
Total Pages | : 220 |
Release | : 2016-02-08 |
Genre | : Education |
ISBN | : 1443888559 |
Incorporating Information and Communication Technology tools into the teaching and learning of history has become a common practice worldwide. It is no longer a question of if, but of how to introduce it in the classroom in order to make history education more effective and enjoyable. This book gathers the experiences and reflections of researchers from three continents, based on their own activities and on empirical studies. The contributions concentrate on videogames related to the past, history e-textbooks, and applications for mobile devices with historical content. Some texts deal explicitly with global phenomena, such as the “Assassin’s Creed” or “Colonization” games, some present materials developed for the international market, such as a European e-textbook or mobile phone applications, while others concentrate on local experiences, such as a Chinese e-schoolbag, a Swiss tablet application, Polish and Estonian e-textbooks, or English teacher training. The book is a result, and a reinforcement, of the belief that history educators can benefit from the lessons learnt in other places of the globalising world.
Author | : A. W Bates |
Publisher | : |
Total Pages | : |
Release | : 2015 |
Genre | : |
ISBN | : 9780995269231 |
Author | : Orit Hazzan |
Publisher | : Springer |
Total Pages | : 306 |
Release | : 2015-01-07 |
Genre | : Education |
ISBN | : 1447166302 |
This textbook presents both a conceptual framework and detailed implementation guidelines for computer science (CS) teaching. Updated with the latest teaching approaches and trends, and expanded with new learning activities, the content of this new edition is clearly written and structured to be applicable to all levels of CS education and for any teaching organization. Features: provides 110 detailed learning activities; reviews curriculum and cross-curriculum topics in CS; explores the benefits of CS education research; describes strategies for cultivating problem-solving skills, for assessing learning processes, and for dealing with pupils’ misunderstandings; proposes active-learning-based classroom teaching methods, including lab-based teaching; discusses various types of questions that a CS instructor or trainer can use for a range of teaching situations; investigates thoroughly issues of lesson planning and course design; examines the first field teaching experiences gained by CS teachers.
Author | : Kevin Kee |
Publisher | : University of Michigan Press |
Total Pages | : 255 |
Release | : 2019-01-24 |
Genre | : Computers |
ISBN | : 0472131117 |
Recent developments in computer technology are providing historians with new ways to see—and seek to hear, touch, or smell—traces of the past. Place-based augmented reality applications are an increasingly common feature at heritage sites and museums, allowing historians to create immersive, multifaceted learning experiences. Now that computer vision can be directed at the past, research involving thousands of images can recreate lost or destroyed objects or environments, and discern patterns in vast datasets that could not be perceived by the naked eye. Seeing the Past with Computers is a collection of twelve thought-pieces on the current and potential uses of augmented reality and computer vision in historical research, teaching, and presentation. The experts gathered here reflect upon their experiences working with new technologies, share their ideas for best practices, and assess the implications of—and imagine future possibilities for—new methods of historical study. Among the experimental topics they explore are the use of augmented reality that empowers students to challenge the presentation of historical material in their textbooks; the application of seeing computers to unlock unusual cultural knowledge, such as the secrets of vaudevillian stage magic; hacking facial recognition technology to reveal victims of racism in a century-old Australian archive; and rebuilding the soundscape of an Iron Age village with aural augmented reality. This volume is a valuable resource for scholars and students of history and the digital humanities more broadly. It will inspire them to apply innovative methods to open new paths for conducting and sharing their own research.
Author | : Jeremiah McCall |
Publisher | : Routledge |
Total Pages | : 198 |
Release | : 2013-06-17 |
Genre | : Education |
ISBN | : 1136832092 |
Despite the growing number of books designed to radically reconsider the educational value of video games as powerful learning tools, there are very few practical guidelines conveniently available for prospective history and social studies teachers who actually want to use these teaching and learning tools in their classes. As the games and learning field continues to grow in importance, Gaming the Past provides social studies teachers and teacher educators help in implementing this unique and engaging new pedagogy. This book focuses on specific examples to help social studies educators effectively use computer simulation games to teach critical thinking and historical analysis. Chapters cover the core parts of conceiving, planning, designing, and implementing simulation based lessons. Additional topics covered include: Talking to colleagues, administrators, parents, and students about the theoretical and practical educational value of using historical simulation games. Selecting simulation games that are aligned to curricular goals Determining hardware and software requirements, purchasing software, and preparing a learning environment incorporating simulations Planning lessons and implementing instructional strategies Identifying and avoiding common pitfalls Developing activities and assessments for use with simulation games that facilitate the interpretation and creation of established and new media Also included are sample unit and lesson plans and worksheets as well as suggestions for further reading. The book ends with brief profiles of the majority of historical simulation games currently available from commercial vendors and freely on the Internet.
Author | : Sam Wineburg |
Publisher | : University of Chicago Press |
Total Pages | : 250 |
Release | : 2018-09-17 |
Genre | : History |
ISBN | : 022635735X |
A look at how to teach history in the age of easily accessible—but not always reliable—information. Let’s start with two truths about our era that are so inescapable as to have become clichés: We are surrounded by more readily available information than ever before. And a huge percent of it is inaccurate. Some of the bad info is well-meaning but ignorant. Some of it is deliberately deceptive. All of it is pernicious. With the Internet at our fingertips, what’s a teacher of history to do? In Why Learn History (When It’s Already on Your Phone), professor Sam Wineburg has the answers, beginning with this: We can’t stick to the same old read-the-chapter-answer-the-question snoozefest. If we want to educate citizens who can separate fact from fake, we have to equip them with new tools. Historical thinking, Wineburg shows, has nothing to do with the ability to memorize facts. Instead, it’s an orientation to the world that cultivates reasoned skepticism and counters our tendency to confirm our biases. Wineburg lays out a mine-filled landscape, but one that with care, attention, and awareness, we can learn to navigate. The future of the past may rest on our screens. But its fate rests in our hands. Praise for Why Learn History (When It’s Already on Your Phone) “If every K-12 teacher of history and social studies read just three chapters of this book—”Crazy for History,” “Changing History . . . One Classroom at a Time,” and “Why Google Can’t Save Us” —the ensuing transformation of our populace would save our democracy.” —James W. Lowen, author of Lies My Teacher Told Me and Teaching What Really Happened “A sobering and urgent report from the leading expert on how American history is taught in the nation’s schools. . . . A bracing, edifying, and vital book.” —Jill Lepore, New Yorker staff writer and author of These Truths “Wineburg is a true innovator who has thought more deeply about the relevance of history to the Internet—and vice versa—than any other scholar I know. Anyone interested in the uses and abuses of history today has a duty to read this book.” —Niall Ferguson, senior fellow, Hoover Institution, and author of The Ascent of Money and Civilization
Author | : Larry CUBAN |
Publisher | : Harvard University Press |
Total Pages | : 258 |
Release | : 2009-06-30 |
Genre | : Education |
ISBN | : 0674030109 |
Impelled by a demand for increasing American strength in the new global economy, many educators, public officials, business leaders, and parents argue that school computers and Internet access will improve academic learning and prepare students for an information-based workplace. But just how valid is this argument? In Oversold and Underused, one of the most respected voices in American education argues that when teachers are not given a say in how the technology might reshape schools, computers are merely souped-up typewriters and classrooms continue to run much as they did a generation ago. In his studies of early childhood, high school, and university classrooms in Silicon Valley, Larry Cuban found that students and teachers use the new technologies far less in the classroom than they do at home, and that teachers who use computers for instruction do so infrequently and unimaginatively. Cuban points out that historical and organizational economic contexts influence how teachers use technical innovations. Computers can be useful when teachers sufficiently understand the technology themselves, believe it will enhance learning, and have the power to shape their own curricula. But these conditions can't be met without a broader and deeper commitment to public education beyond preparing workers. More attention, Cuban says, needs to be paid to the civic and social goals of schooling, goals that make the question of how many computers are in classrooms trivial.