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Designing Meaningful Online Learning with Technology
  • Language: en
  • Pages: 216

Designing Meaningful Online Learning with Technology

  • Type: Book
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  • Published: 2018
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  • Publisher: Unknown

Grounded in constructivist teaching, Meaningful Online Learning is organized around learning processes such as inquiring, experimenting, writing, modeling, community building, communicating, designing, visualizing, and assessing. Numerous examples from teachers in K¿12 classrooms offer a clear understanding of how technology can be used with all students across grade levels. Building on the authors¿ years of synthesized research and experience, this book focuses on achieving balance between learning technologies, instructional strategies, and learning activities, while a companion website provides examples of online learning environments designed to support meaningful learning outcomes.

Studyguide for Meaningful Learning with Technology by Jane L. Howland, ISBN 9780132565585
  • Language: en
  • Pages: 65

Studyguide for Meaningful Learning with Technology by Jane L. Howland, ISBN 9780132565585

  • Type: Book
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  • Published: 2013-01-01
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  • Publisher: Cram101

Never HIGHLIGHT a Book Again! Virtually all of the testable terms, concepts, persons, places, and events from the textbook are included. Cram101 Just the FACTS101 studyguides give all of the outlines, highlights, notes, and quizzes for your textbook with optional online comprehensive practice tests. Only Cram101 is Textbook Specific. Accompanys: 9780132565585 9780132691819 9780132691802 .

Meaningful Learning with Technology
  • Language: en
  • Pages: 296

Meaningful Learning with Technology

  • Type: Book
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  • Published: 2013-11-01
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  • Publisher: Pearson

For Intro Educational Technology courses. Grounded in constructivist teachings, this popular text demonstrates how teachers can use technology to engage and support meaningful learning of their students. Organized around learning processes such as inquiring, experimenting, writing, modeling, community building, communicating, designing, visualizing, and assessing, Meaningful Learning with Technology, Fourth Edition, demonstrates for the reader how learners can use different technologies for meaningful learning. Numerous examples from teachers in K-12 classrooms, give readers a clear understanding of how technology can be used with different types of students, including expanded coverage of e...

Learning to solve problems with technology
  • Language: en

Learning to solve problems with technology

  • Type: Book
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  • Published: 2003
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  • Publisher: Unknown

None

Meaningful Learning with Technology
  • Language: en
  • Pages: 293

Meaningful Learning with Technology

For Intro Educational Technology courses. Grounded in constructivist teachings, this popular text demonstrates how teachers can use technology to engage and support meaningful learning of their students. Organized around learning processes such as inquiring, experimenting, writing, modeling, community building, communicating, designing, visualizing, and assessing, Meaningful Learning with Technology, Fourth Edition, demonstrates for the reader how learners can use different technologies for meaningful learning. Numerous examples from teachers in K-12 classrooms, give readers a clear understanding of how technology can be used with different types of students, including expanded coverage of e...

Meaningful Learning with Technology (Custom Edition)
  • Language: en
  • Pages: 198

Meaningful Learning with Technology (Custom Edition)

  • Type: Book
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  • Published: 2014-02-07
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  • Publisher: Unknown

This custom edition is published for Murdoch University.

Mearningful Learning With Technology
  • Language: en

Mearningful Learning With Technology

None

Meaningful Online Learning
  • Language: en
  • Pages: 216

Meaningful Online Learning

  • Type: Book
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  • Published: 2018-08-15
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  • Publisher: Routledge

Meaningful Online Learning explores the design and facilitation of high-quality online learning experiences and outcomes through the integration of theory-based instructional strategies, learning activities, and proven educational technologies. Building on the authors’ years of synthesized research and expertise, this textbook prepares instructors in training to create, deliver, and evaluate learner-centered online pedagogies. Pre- and in-service K–12 teachers, higher education faculty, and instructional designers in private, corporate, or government settings will find a comprehensive approach and support system for their design efforts.

The New Normal in Education
  • Language: en
  • Pages: 159

The New Normal in Education

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.

Engaging with Videogames: Play, Theory and Practice
  • Language: en
  • Pages: 297

Engaging with Videogames: Play, Theory and Practice

  • Type: Book
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  • Published: 2019-01-04
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  • Publisher: BRILL

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...