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This book explores teaching, learning, and leadership in higher education following the Covid-19 pandemic. It examines opportunities that currently exist within higher education as they relate to innovative teaching and learning strategies, from instructional modalities to new models of transformative learning to meet students “where they are” in terms of career development and lifelong learning. Emphasis is placed on educational leadership and management skills, faculty and teaching acumen, and students and their quest for knowledge and understanding as we navigate past a global health crisis towards a future of hope and solutions to some of today’s most pressing issues using collaboration, community, and an inquiry-oriented approach. The current state of education is reimagined with emphasis on higher education as a learning organization. A sense of urgency in higher education is underscored to instill knowledge and competency, encourage innovation, and help the next generation of students flourish in an evolving and changing world with resilience, optimism, and creativity that will yield real solutions to some of the world’s most prevalent and challenging issues.
Overall we come away from this project with a renewed sense of the complexity of evaluating the implementation and impact of technology in teacher education. In the post-PT3 period the federal government turned to large-scale experimental and quasi-experimental evaluations of educational technology but these have produced little in the way of understanding what types of technology work in various content areas under various conditions. PT3 and its approach to evaluation can be viewed as the pioneering period of educational technology evaluation in teacher education. It was a time when evaluators were just beginning to develop appropriate standards that could be used as evaluation criteria. I...
This volume was first published by Inter-Disciplinary Press in 2014. Engaging with Videogames focuses on the multiplicity of lenses through which the digital game can be understood, particularly as a cultural artefact, economic product, educational tool, and narrative experience. Game studies remains a highly interdisciplinary field, and as such tends to bring together scholars and researchers from a wide variety of fields and analytical practices. As such, this volume includes explorations of videogames from the fields of literature, visual art, history, classics, film studies, new media studies, phenomenology, education, philosophy, psychology, and the social sciences, as well as game stud...
This book is an annual publication entering its 40th year. The series represents current trend and issues in the field of educational communications and technology, journals and other periodicals associated with the field, and the academic programs that prepare instructional technology professionals. Springer has been the publisher for the series, in cooperation with the Association for Educational Communications and Technology, for the past four years. Volume 39 will feature a section on Information Studies, in addition to updated information about programs and a new ranking of the top academic degree programs in the field of Learning, Design, and Technology.
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The book aims to address one of the main problems of Chinese language teaching: lack of research base. The rapidly growing interest in Chinese language teaching has not resulted in the development of a strong research background. This book attempts to change the current situation. The volume consists of three chapters. Chapter I: Research Base for Practice contains three papers, each of which uses research findings as a basis for solving issues connected with practical language teaching. Chapter II: Integrating Culture and Language is about one of the most intriguing topics of current language-oriented research: how to integrate culture into the process of language teaching. Chapter III: Acq...