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"Web 2.0" is a term used to describe an apparent second generation of the World Wide Web that emphasizes collaboration and sharing of knowledge and content among users. With the growing popularity of Web 2.0, there has been a burgeoning interest in education. Tools such as blogs, wikis, RSS, social networking sites, tag-based folksonomies, and peer-to-peer (P2P) media sharing applications have gained a prominence in teaching and learning. With Wired for Learning: An Educators Guide to Web 2.0 there is tremendous potential for addressing the needs student, teachers, researchers, and practitioners to enhance the teaching and learning experiences through customization, personalization, and rich opportunities for networking and collaboration. The purpose of this text is to clarify and present applications and practices of Web 2.0 for teaching and learning to meet the educational challenges of students in diverse learning setting. This text will bring teachers and university education into a bold new reality and cause them to move to think differently about technology’s potential for strengthening students' critical thinking, writing, reflection, and interactive learning.
The representation of abstract data and ideas can be a difficult and tedious task to handle when learning new concepts; however, the advances of emerging technology have allowed for new methods of representing such conceptual data. The Handbook of Research on Maximizing Cognitive Learning through Knowledge Visualization focuses on the use of visualization technologies to assist in the process of better comprehending scientific concepts, data, and applications. Highlighting the utilization of visual power and the roles of sensory perceptions, computer graphics, animation, and digital storytelling, this book is an essential reference source for instructors, engineers, programmers, and software developers interested in the exchange of information through the visual depiction of data.
Spark your students to actually want to learn through the creative application of technology! Type II applications in education make it possible to teach in new and more effective ways. Type II Uses of Technology in Education: Projects, Case Studies, and Software Applications clearly explains methods and strategies presently used by teachers to offer students a creative learning experience through the application of technology. Each chapter presents individual examples of how teachers have applied technology in schools and classrooms, illustrating through case studies, projects, and software applications how to effectively spark students’ interest and learning. Type II Uses of Technology i...
This collection considers how embodiment, mothering, and curriculum theory are related to practices in education that silence, conceal, and limit gendered, raced, and sexual maternal bodies. Advancing a new understanding of the maternal body, it argues for a 'bodied curriculum' a practice that attends to the relational, social, and ethical implications of 'being-with' other bodies differently, and to the different knowledges such bodily encounters produce. Contributors argue that the prevailing silence about the maternal body in educational scholarship reinforces the binary split between domestic and public spaces, family life and work, one's own children and others' children, and women's roles as 'mothers' or 'others.' Providing an interdisciplinary perspective in which postmodern ideas about the body interact with those of learning and teaching, Mothering a Bodied Curriculum brings theory and practice together into an ever-evolving conversation.
This volume considers the challenges and opportunities of online literature classes and suggests instructional strategies that ensure students are engaged in the virtual classroom. The ideas shared here are grounded in research, practice, critical self-reflection, and collaboration. Reflecting a diverse collection of practical tips and experiences from colleagues teaching at a variety of institutions, the essays offer readers the chance to inhabit others' classrooms. Contributors discuss building an interactive and inclusive classroom and using hypertext, video lectures, and other asynchronous and synchronous tools in classes whose subjects include, among others, Shakespeare, the Chinese novel, early American literature, speculative fiction, and contemporary American poetry.
This collection of new essays explores issues of identity, work and play in the virtual world of Second Life (SL). Fourteen women discuss their experiences. Topics include teaching in Second Life, becoming an SL journalist, and using SL as a means to bring human rights to health care; exploring issues of identity and gender such as performing the role of digital geisha, playing with gender crossing, or determining how identity is formed virtually; examining how race is perceived; and investigating creativity such as poetry writing or quilting. The text is unique in that it represents only women and their experiences in a world that is most often viewed as a man's world.
Representing the first extensive volume on the history of art education to be published in 20 years, this book will generate new interpretations of both local and global histories for 21st-century readers. Steppingstones captures pivotal moments in art education history within the United States and globally. Chapters are situated within the broad and active stream of history, identified by the authors as places to pause, step down, and deeply explore these moments and the vibrant terrain that surrounds them. Some steppingstones in the volume are new and fresh reappraisals of familiar and well-recognized landing places in art education history. Other steppingstones contain discussions of prev...
This book offers a multidisciplinary approach to locative media, concentrating on specific authors and practitioners whose works exist in print and digital manifestations. The book shapes the discourse for an extensive theorization of locative media works from a narrative perspective. It investigates how different genres ⸺ print novels, fictional and non-fictional locative narratives, locative games, and audio texts ⸺ are affected by locative media practice. Part I examines print manifestations of locative media in William Gibson’s fiction. Part II discusses e-book and audio book locative narrative experimentations, suggesting ways to create and categorize locative texts. Drawing on hypertext theory, Part III views Niantic locative games as an instantiation of locative media storytelling practice that challenges digital narrativity. This study captures a transition from a print-based textuality to a digital locative textuality and culture, and proposes flexible innovative models of interpreting narrative textual forms emerging from the convergence of locative and narrative media.
The authors present works of art, artmaking skills, and ways of knowing as catalysts for learning across the traditional disciplinary boundaries in high school. Both timely and enduring, this is the book that will inspire and support the work of veteran, new, and pre-service high school art teachers. The book includes issues, theories, and practices related to high school curriculum, advocacy, classroom management, assessment, cultural understanding, idea-based instructional strategies, team-teaching, technology, visual culture, and student-initiated learning. The authors draw upon their own experiences and those of other high school art teachers to create a motivating and provocative text that challenges readers to critically and continually reflect, collaborate, read, and research their own interdisciplinary thinking, teaching, and learning processes. - Publisher.