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Technological pedagogical content knowledge (TPCK) reflects a new direction in understanding the complex interactions among content, pedagogy, learners and technology that can result in successful integration of multiple technologies in teaching and learning. The purpose of this edited volume is to introduce TPCK as a conceptual framework for grounding research in the area of teachers’ cognitive understanding of the interactions of technology with content, pedagogy and learner conceptions. Accordingly, the contributions will constitute systematic research efforts that use TPCK to develop lines of educational technology research exemplifying current theoretical conceptions of TPCK and methodological and pedagogical approaches of how to develop and assess TPCK.
The multiple, related fields encompassed by this Major Reference Work represent a convergence of issues and topics germane to the rapidly changing segments of knowledge and practice in educational communications and technology at all levels and around the globe. There is no other comparable work that is designed not only to gather vital, current, and evolving information and understandings in these knowledge segments but also to be updated on a continuing basis in order to keep pace with the rapid changes taking place in the relevant fields. The Handbook is composed of substantive (5,000 to 15,000 words), peer-reviewed entries that examine and explicate seminal facets of learning theory, research, and practice. It provides a broad range of relevant topics, including significant developments as well as innovative uses of technology that promote learning, performance, and instruction. This work is aimed at researchers, designers, developers, instructors, and other professional practitioners.
This book is about practicable learning analytics, that is able to become a successful part of practice, ultimately leading to improved learning and teaching. The aim of the book is to shift our perspective on learning analytics creation and implementation from that of “designing of” technology to that of “designing for” a system of practice. That is, any successful implementation of learning analytics requires a systematic approach, which the book explains through the lens of the Information Systems Artefact, constituting of the three interdependent artefacts: “technical”, “information” and “social”. The contributions of this book go beyond a consideration of particular humans such as teachers and students, and their individual activities to consider the larger systems of activity of which analytics become part of. The chapters included in this book present different cases of learning analytics implementation across countries, and the related opportunities and challenges related to generalizability of the results. The book is written for designers, students and educators of learning analytics who aim to improve learning and teaching through learning analytics.
This book provides an archival forum for researchers, academics, practitioners and industry professionals interested and/or engaged in reforming teaching and learning methods by transforming today’s learning environments into smart learning environments. It will facilitate opportunities for discussions and constructive dialogue between various stakeholders on the limitations of current learning environments, the need for reform, innovative uses of emerging pedagogical approaches and technologies, and sharing and promoting best practices, which will lead to the evolution, design and implementation of smart learning environments. The focus of the contributions is on the interplay and fusion ...
This book constitutes the proceedings of the 13th European Conference on Technology Enhanced Learning, EC-TEL 2018, held in Leeds, UK, in September 2018. The 42 full and short papers, 7 demo papers, and 23 poster papers presented in this volume were carefully reviewed and selected from 142 submissions. This year, the European Conference on Technology-Enhanced Learning (EC-TEL) will engage researchers, practitioners, educational developers, entrepreneurs and policy makers in a joint discussion on how to put science, technology and practice at the service of learning to embrace these challenges on the topic: Lifelong technology enhanced learning: Dealing with the complexity of 21st century challenges. /div Chapter "" is available open access under a Creative Commons Attribution 4.0 International License via link.springer.com.
This book constitutes the proceedings of the 15th European Conference on Technology Enhanced Learning, EC-TEL 2020, held in Heidelberg, Germany, in September 2020. The 24 research papers and 20 demo and 5 poster papers presented in this volume were carefully reviewed and selected from 91 submissions. The European Conference on Technology-Enhance Learning, which celebrates its 15th anniversary this year, is committed to address global challenges and quality education. The papers deal with the Sustainable Development Goals, particularly SDG 4 and SDG 10, to help to reduce the existing gaps and inequalities between countries and regions from around the world in terms of inclusiveness, equity, a...
This book focuses on the interplay between pedagogy and technology, and their fusion for the advancement of smart learning environments. It discusses various components of this interplay, including learning and assessment paradigms, social factors and policies, emerging technologies, innovative application of mature technologies, transformation of curriculum and teaching behavior, transformation of administration, best infusion practices, and piloting of new ideas. The book provides an archival forum for researchers, academics, practitioners and industry professionals interested and/or engaged in reforming teaching and learning methods by promoting smart learning environments. It also facilitates discussions and constructive dialogue among various stakeholders on the limitations of existing learning environments, the need for reform, innovative uses of emerging pedagogical approaches and technologies, and sharing and promoting best practices, leading to the evolution, design and implementation of smart learning environments.
This book gathers papers on interactive and collaborative mobile learning environments, assessment, evaluation and research methods in mobile learning, mobile learning models, theory and pedagogy, open and distance mobile learning, life-long and informal learning using mobile devices, wearables and the Internet of Things, game-based learning, dynamic learning experiences, mobile systems and services for opening up education, mobile healthcare and training, case studies on mobile learning, and 5G network infrastructure. Today, interactive mobile technologies have become the core of many—if not all—fields of society. Not only do the younger generation of students expect a mobile working an...
This book devotes to new approaches in interactive mobile technologies with a focus on learning. Interactive mobile technologies are today the core of many—if not all—fields of society. Not only the younger generation of students expects a mobile working and learning environment. And nearly daily new ideas, technologies and solutions boost this trend. To discuss and assess the trends in the interactive mobile field are the aims connected with the 14th International Conference on Interactive Mobile Communication, Technologies and Learning (IMCL2021), which was held online from 4 to 5 November 2021. Since its beginning in 2006, this conference is devoted to new approaches in interactive mobile technologies with a focus on learning. Nowadays, the IMCL conferences are a forum of the exchange of new research results and relevant trends as well as the exchange of experiences and examples of good practice. Interested readership includes policy makers, academics, educators, researchers in pedagogy and learning theory, school teachers, learning Industry, further education lecturers, etc.
This book constitutes the refereed post-conference proceedings of two conferences: The 7th EAI International Conference on ArtsIT, Interactivity and Game Creation (ArtsIT 2018), and the 3rd EAI International Conference on Design, Learning, and Innovation (DLI 2018). Both conferences were hosed in Braga, Portugal, and took place October 24-26, 2018. The 51 revised full papers presented were carefully selected from 106 submissions. ArtsIT , Interactivity and Game Creation is meant to be a place where people in arts, with a keen interest in modern IT technologies, meet with people in IT, having strong ties to art in their works. The event also reflects the advances seen in the open related topi...