A Gateway To The Use Of Computers In Education
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Author | : Katie Day Good |
Publisher | : MIT Press |
Total Pages | : 293 |
Release | : 2020-02-11 |
Genre | : Education |
ISBN | : 0262538024 |
How, long before the advent of computers and the internet, educators used technology to help students become media-literate, future-ready, and world-minded citizens. Today, educators, technology leaders, and policy makers promote the importance of “global,” “wired,” and “multimodal” learning; efforts to teach young people to become engaged global citizens and skilled users of media often go hand in hand. But the use of technology to bring students into closer contact with the outside world did not begin with the first computer in a classroom. In this book, Katie Day Good traces the roots of the digital era's “connected learning” and “global classrooms” to the first half of the twentieth century, when educators adopted a range of media and materials—including lantern slides, bulletin boards, radios, and film projectors—as what she terms “technologies of global citizenship.” Good describes how progressive reformers in the early twentieth century made a case for deploying diverse media technologies in the classroom to promote cosmopolitanism and civic-minded learning. To “bring the world to the child,” these reformers praised not only new mechanical media—including stereoscopes, photography, and educational films—but also humbler forms of media, created by teachers and children, including scrapbooks, peace pageants, and pen pal correspondence. The goal was a “mediated cosmopolitanism,” teaching children to look outward onto a fast-changing world—and inward, at their own national greatness. Good argues that the public school system became a fraught site of global media reception, production, and exchange in American life, teaching children to engage with cultural differences while reinforcing hegemonic ideas about race, citizenship, and US-world relations.
Author | : Arthur Tatnall |
Publisher | : Springer |
Total Pages | : 432 |
Release | : 2014-05-05 |
Genre | : Education |
ISBN | : 364255119X |
This book is a collection of refereed invited papers on the history of computing in education from the 1970s to the mid-1990s presenting a social history of the introduction and early use of computers in schools. The 30 papers deal with the introduction of computer in schools in many countries around the world: Norway, South Africa, UK, Canada, Australia, USA, Finland, Chile, The Netherlands, New Zealand, Spain, Ireland, Israel and Poland. The authors are not professional historians but rather people who as teachers, students or researchers were involved in this history and they narrate their experiences from a personal perspective offering fascinating stories.
Author | : |
Publisher | : |
Total Pages | : 356 |
Release | : 1998 |
Genre | : Education |
ISBN | : |
Author | : Gale Zahniser |
Publisher | : |
Total Pages | : 116 |
Release | : 1983 |
Genre | : Computer managed instruction |
ISBN | : |
Author | : Richard E. Mayer |
Publisher | : MIT Press |
Total Pages | : 303 |
Release | : 2014-07-11 |
Genre | : Education |
ISBN | : 0262027577 |
A comprehensive and up-to-date investigation of what research shows about the educational value of computer games for learning. Many strong claims are made for the educational value of computer games, but there is a need for systematic examination of the research evidence that might support such claims. This book fills that need by providing, a comprehensive and up-to-date investigation of what research shows about learning with computer games. Computer Games for Learning describes three genres of game research: the value-added approach, which compares the learning outcomes of students who learn with a base version of a game to those of students who learn with the base version plus an additional feature; the cognitive consequences approach, which compares learning outcomes of students who play an off-the-shelf computer game for extended periods to those of students who do not; and the media comparative approach, which compares the learning outcomes of students who learn material by playing a game to those of students who learn the same material using conventional media. After introductory chapters that describe the rationale and goals of learning game research as well as the relevance of cognitive science to learning with games, the book offers examples of research in all three genres conducted by the author and his colleagues at the University of California, Santa Barbara; meta-analyses of published research; and suggestions for future research in the field. The book is essential reading for researchers and students of educational games, instructional designers, learning-game developers, and anyone who wants to know what the research has to say about the educational effectiveness of computer games.
Author | : Ibrahim Michail Hefzallah |
Publisher | : Charles C Thomas Publisher |
Total Pages | : 379 |
Release | : 2004 |
Genre | : Business & Economics |
ISBN | : 0398074925 |
Ibrahim Michail Hefzallah has been on the faculty of Fairfield University since 1968. At present, he is a professor of educational technology and the chair of the Educational Technology Department of the Graduate School of Education and Allied Professions.
Author | : |
Publisher | : |
Total Pages | : 196 |
Release | : 1987 |
Genre | : Computer-assisted instruction |
ISBN | : |
Author | : |
Publisher | : |
Total Pages | : 536 |
Release | : 1981 |
Genre | : Reading |
ISBN | : |
Author | : Francis E. Masat |
Publisher | : |
Total Pages | : 72 |
Release | : 1981 |
Genre | : Computer literacy |
ISBN | : |
Author | : |
Publisher | : |
Total Pages | : 664 |
Release | : 1990 |
Genre | : Subject headings |
ISBN | : |
4th-7th eds. contain a special chapter on The role and function of the thesaurus in education, by Frederick Goodman.