Re Engineering The Uptake Of Ict In Schools
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Author | : Frans Van Assche |
Publisher | : Springer |
Total Pages | : 214 |
Release | : 2015-08-11 |
Genre | : Computers |
ISBN | : 331919366X |
This book reports on a novel and comprehensive approach to the uptake of ICT in Schools. It focuses on key questions, pedagogically sound ways of introducing ICT, new technical artifacts supporting the approach, the evaluation in a large-scale validator, and future work. While many innovations in Technology Enhanced Learning (TEL) have emerged over the last two decades, the uptake of these innovations has not always been very successful, particularly in schools. The transition from proof of concept to integration into learning activities has been recognized as a bottleneck for quite some time. This major problem, which is affecting many TEL stakeholders, is the focus of this book which focuses on developing a more effective and efficient approach based on more than 2500 pilots in European classrooms. Teachers, head teachers, and policy makers may benefit from reading how novel learning scenarios can be elaborated, adapted to a local context, and implemented in the classroom; how new technologies can support this process for teachers and their national/regional communities; how teachers and other stakeholders can be educated in such a re-engineering process; how the approach can be scaled up through MOOCs, ambassador schemes, and train-the-trainer programs; how future classroom labs can inspire teachers, head teachers, and policy makers; how teachers and, above all, learners can become more engaged in learning through the adoption of the iTEC approach. Readers with a more technical focus may also be interested in the discussion of recommender systems, the flexible provision of resources and services, the deployment of the cloud in schools, and systems for composing technological support for lesson plans.
Author | : Gulbahar Beckett |
Publisher | : Routledge |
Total Pages | : 263 |
Release | : 2019-10-08 |
Genre | : Language Arts & Disciplines |
ISBN | : 0429786956 |
This volume provides a comprehensive account of project-based language learning (PBLL) which showcases key theoretical approaches, empirical research, technological tools, and research-based frameworks to help further PBLL implementation and research. Taking its cue from the conclusions drawn from project-based learning more broadly, which point to the impact of project-based work on learning and development, discourse socialization, subject engagement, and collaborative skills, the book highlights how these discussions might be extended and enhanced within the context of language learning. The volume begins with discussions of philosophical and theoretical models of PBLL and is followed by case studies from contributors from a range of learning contexts and geographic regions which demonstrate these models in practice, with a focus on the implementation of technology in such instances. The book also introduces resources for aligning projects with government standards in the classroom but also frameworks for researching and assessing PBLL. This comprehensive collection is essential reading for students and researchers in language learning and teaching, language education, curriculum design, and applied linguistics.
Author | : Arthur Tatnall |
Publisher | : Springer |
Total Pages | : 688 |
Release | : 2018-01-25 |
Genre | : Education |
ISBN | : 3319743104 |
This book constitutes the refereed post-conference proceedings of the 11th IFIP TC 3 World Conference on Computers in Education, WCCE 2017, held in Dublin, Ireland, in July 2017. The 57 revised full papers and 10 short papers were carefully reviewed and selected from 116 submissions during two rounds of reviewing and improvement. The papers are organized in the following topical sections: futures of technology for learning and education; innovative practices with learning technologies; and computer science education and its future focus and development. Also included is "The Dublin Declaration" which identifies key aspects of innovation, development successes, concerns and interests in relation to ICT and education.
Author | : Marcelo M. Soares |
Publisher | : Springer Nature |
Total Pages | : 670 |
Release | : 2021-07-03 |
Genre | : Computers |
ISBN | : 3030782212 |
This three volume set LNCS 12779, 12780, and 12781 constitutes the refereed proceedings of the 10th International Conference on Design, User Experience, and Usability, DUXU 2021, held as part of the 23rd International Conference, HCI International 2021, which took place in July 2021. Due to COVID-19 pandemic the conference was held virtually. The total of 1276 papers and 241 posters included in the 39 HCII 2021 proceedings volumes was carefully reviewed and selected from 5222 submissions. The papers of DUXU 2021, Part I, are organized in topical sections named: UX Design Methods and Techniques; Methods and Techniques for UX Research; Visual Languages and Information Visualization; Design Education and Practice.
Author | : Therese Keane |
Publisher | : Springer Nature |
Total Pages | : 711 |
Release | : 2023-09-27 |
Genre | : Education |
ISBN | : 3031433939 |
This book contains the revised selected, refereed papers from the IFIP World Conference on Computers in Education on Towards a Collaborative Society through Creative Learning, WCCE 2022, Hiroshima, Japan, August 20-24, 2022. A total of 61 papers (54 full papers and 7 short papers) were carefully reviewed and selected from 131 submissions. They were organized in topical sections as follows: Digital Education and Computing in Schools, Digital Education and Computing in Higher Education, National Policies and Plans for Digital Competence.
Author | : Óscar Mealha |
Publisher | : Springer |
Total Pages | : 238 |
Release | : 2017-06-21 |
Genre | : Technology & Engineering |
ISBN | : 3319613227 |
This book gathers a selection of the articles accepted for presentation and discussion at the 2nd International Conference on Smart Learning Ecosystems and Regional Developments (SLERD 2017), held 22–23 June What characterizes smart learning ecosystems? What is their role in city and regional development and innovation? How can we promote the engagement of citizens in smart learning ecosystems? These are some of the questions addressed at SLERD 2017 and documented here. The proceedings include scientific papers that endeavor to understand, devise and promote innovative human-centric design and development methods, education/training practices, informal social learning, and citizen-driven policies. The individual papers elaborate on the notion of smart learning ecosystems, study the relation of smart learning ecosystems with As such, they help to foster the social innovation sectors, Information and Communication Technology (ICT) and economic development and deployment strategies, alongside new policies for smarter, proactive citizens – making them a valuable resource for researchers and policymakers alike.
Author | : Jonathan Passmore |
Publisher | : Taylor & Francis |
Total Pages | : 435 |
Release | : 2024-06-28 |
Genre | : Business & Economics |
ISBN | : 1040033377 |
This comprehensive practitioner guide supports coaches in developing their understanding of digital technologies and how to work in ever-changing digital environments, and shows coaches how to craft their own practices to take advantage of working online. The practice of coaching is undergoing significant change, with technology widely embedded and used in professional coaching services today. Coaching practitioners worldwide are adapting to digital environments, and a host of new technological tools have come into play, from the developments in virtual reality to AI-informed coaching, and from coaching bots to workplace apps. Edited by Jonathan Passmore, Sandra J. Diller, Sam Isaacson, and Maximilian Brantl, this third book in the acclaimed Coaches’ Handbook Series brings together internationally respected coaching experts and practitioners to share the most up-to-date know-how. The book takes you through key technical developments, the critical factors in making digital coaching successful, and how to build a coaching business using these technologies. The book also considers the impacts on the wider industry and concludes with a number of case studies of global coaching organisations and their experiences of using digital techniques, including CoachHub and EZRA. Aimed at coach practitioners, their supervisors, trainers, and student coaches on accreditation programmes or undertaking training for a certificate in coaching, this book showcases best practice, new ideas, and the science behind the digital revolution within coaching practice and the coaching industry.
Author | : Lisa Grocott |
Publisher | : Routledge |
Total Pages | : 281 |
Release | : 2022-04-06 |
Genre | : Health & Fitness |
ISBN | : 0429770863 |
The creative strategies in Design for Transformative Learning offer a playful and practical approach to learning from and adapting to a rapidly changing world. Seeing continuous learning as more than the periodic acquisition of new skills this book presents a design-led approach to revising the stories we tell ourselves, unlearning old habits and embracing new practices. This book maps learning opportunities across the contemporary landscape, narrating global case studies from K12, higher education, design consultancies and researchers. It offers narrative context, best practices and emergent strategies for how designers can partner in the important work of advancing a lifetime of learning. Committed to driving sustained transformation this is a playbook of practical moves for designing memory-making, perspective-shifting, hands-on learning encounters. The book braids stories from design practice with theories of change, transformative learning literature, cognitive and social psychology research, affect theory and Indigenous knowing. Positioning the COVID-19 pandemic as a moment to question what was previously normalised, the book proposes playful strategies for seeding transformational change. The relational practice at the core of Design for Transformative Learning argues that if learning is to be transformative the experience must be embodied, cognitive and social. This book is an essential read for design and social innovation researchers, facilitators of community engagement and co-design workshops, design and arts educators and professional learning designers. It is a useful primer for K12 teachers, organisational change practitioners and professional development facilitators curious to explore the intersection of design and learning. The companion website for the book is a practical resource that connects to many of the projects, activities, methods, designers and stories introduced in the book. The site includes links to downloadable colour diagrams, templates for digital learning encounters, and additional reflective narratives on transformative experiences. www.designingtransformativelearning.com
Author | : Davinia Hernández-Leo |
Publisher | : Springer |
Total Pages | : 669 |
Release | : 2013-08-15 |
Genre | : Computers |
ISBN | : 3642408141 |
This book constitutes the refereed proceedings of the 8th European Conference on Technology Enhanced Learning, EC-TEL 2013, held in Paphos, Cyprus, in September 2013. The 31 full papers, 18 short papers, 14 demonstrations and 29 posters presented were carefully reviewed and selected from 194 submissions. The papers are organized in topical sections. The topics addressed include open educational resources (OER), massive open online courses (MOOC), schools of the future, orchestration of learning activities, learning networks, teacher networks, bring your own device (BYOD), social media, learning analytics, personalization, mobile learning, computer-supported collaborative learning, game-based and simulation-based learning, and learning design.
Author | : Minhua Ma |
Publisher | : Springer |
Total Pages | : 694 |
Release | : 2017-03-03 |
Genre | : Computers |
ISBN | : 3319516450 |
With the continued application of gaming for training and education, which has seen exponential growth over the past two decades, this book offers an insightful introduction to the current developments and applications of game technologies within educational settings, with cutting-edge academic research and industry insights, providing a greater understanding into current and future developments and advances within this field. Following on from the success of the first volume in 2011, researchers from around the world presents up-to-date research on a broad range of new and emerging topics such as serious games and emotion, games for music education and games for medical training, to gamification, bespoke serious games, and adaptation of commercial off-the shelf games for education and narrative design, giving readers a thorough understanding of the advances and current issues facing developers and designers regarding games for training and education. This second volume of Serious Games and Edutainment Applications offers further insights for researchers, designers and educators who are interested in using serious games for training and educational purposes, and gives game developers with detailed information on current topics and developments within this growing area.