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In an increasingly scientific and technological world the need for a knowledgeable citizenry, individuals who understand the fundamentals of technological ideas and think critically about these issues, has never been greater. There is growing appreciation across the broader education community that educational three dimensional virtual learning environments are part of the daily lives of citizens, not only regularly occurring in schools and in after-school programs, but also in informal settings like museums, science centers, zoos and aquariums, at home with family, in the workplace, during leisure time when children and adults participate in community-based activities. This blurring of the ...
"This book examines the potential of games and simulations in online learning, and how the future could look as developers learn to use the emerging capabilities of the Semantic Web. It explores how the Semantic Web will impact education and how games and simulations can evolve to become robust teaching resources"--Provided by publisher.
This book is dedicated to the notion of languaging, which has recently gained recognition across many disciplines. From philosophy to linguistics, the foundations of the concept rest on the assumption that language is a way of knowing, making personal sense of the world, becoming conscious of oneself, and a means of creating one's identity. The very notion of languaging is still a fresh and unexplored concept in applied linguistics and deserves careful scrutiny. For this reason, the volume is ...
Although web-based technologies have greatly influenced our society, only recently has its impact affected educational practices. Curriculum, Learning, and Teaching Advancements in Online Education highlights the models and frameworks that have been effective in the development of online education into the classroom. By bringing together knowledge and experience, this book allows educational technologies to be evaluated in a more dynamic context. It is suitable for teachers, researchers, and academic experts interested in rethinking the fundamental processes of teaching and learning.
"This book looks at solutions that provide the best fits of distance learning technologies for the teacher and learner presented by sharing teacher experiences in information technology education"--Provided by publisher.
Successful educational programs are often the result of pragmatic design and development methodologies that take into account all aspects of the educational and instructional experience. Instructional Design: Concepts, Methodologies, Tools and Applications presents a complete overview of historical perspectives, new methods and applications, and models in instructional design research and development. This three-volume work covers all fundamental strategies and theories and encourages continued research in strengthening the consistent design and reliable results of educational programs and models.
Gaming has long been a means for humans to share knowledge, learn new concepts, and escape the constraints of reality. Interdisciplinary Advancements in Gaming, Simulations and Virtual Environments: Emerging Trends investigates the role of games and computer-mediated simulations in a variety of environments, including education, government, and business. Exploring psychological, social, and cultural implications of games and simulations, as well as policies related to their design and development, this reference aims to support the work of researchers in this growing field, as well as bridge the gap between theory and practice in the application of electronic games to everyday situations.
This work occupies a unique place amongst the array of books addressing the inclusion of students with disabilities in general education classrooms. In contrast to the more prescriptive books on the market, Images of Mainstreaming emphasizes the extensive use of case studies and the use of reflection on case studies to change teaching practices. Its goal is to help preservice and practicing teachers and administrators examine the challenging issue of inclusion from the perspective of other teachers.
This volume was first published by Inter-Disciplinary Press in 2013. Virtual Worlds are not “dead and gone” – far from it. If the 3rd Global Conference in Experiential Learning in Virtual Worlds taught its delegates anything, it was that virtual worlds are on the cusp of an exciting, resurging and impending upswing. A large variety of industries are captured within this eBook—architecture, computer programming, ethics, information science, literature, organizational development, and psychology – the editors of this eBook are confident you will find something appealing to you. Join us during this exciting time, and explore some of the fascinating learning experiences that virtual worlds have to offer!