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Lecturers, why waste time waiting for the post to arrive? Click on the above icon and receive your e-inspection copy today! This new edition updates the successful 2005 edition with the latest research on effective teaching and learning. Appropriate for primary and secondary, the authors continue to provide a broad and comprehensive overview of what is now a large body of knowledge on effective teaching. The authors maintain their user-friendly style and the structure which takes in generic teaching skills; teaching for specific goals; subject specific strategies and other classroom issues. New to this edition: - updated research evidence - a greater cultural breadth including international research - diversity in the classroom; values and beliefs - assessment for learning Points for reflection and further reading have also been included to help encourage readers to become reflective practitioners. This book is essential reading for education students, including all PGCE and BA courses, as well as teachers and educational researchers. Daniel Muijs is Professor of Education at University of Southampton. David Reynolds is Professor of Education at University of Plymouth.
This volume represents both recent research in pedagogical content knowledge (PCK) in science, technology, engineering and math (STEM), as well as emerging innovations in how PCK is applied in practice. The notion of “research to practice” is critical to validating how effectively PCK works within the clinic and how it can be used to improve STEM learning. As the need for more effective educational approaches in STEM grows, the importance of developing, identifying, and validating effective practices and practitioner competencies are needed. This book covers a wide range of topics in PCK in different school levels (middle school, college teacher training, teacher professional developm...
The Handbook of Experiential Learning is a comprehensiveresource that draws together contemporary thought and practice on awide range of experiential learning applications from thebest-known authorities on the topic. In this book, volume editorand leading experiential learning expert, Mel Silberman presents acontemporary review of experiential learning in the workplacecomplete with models, applications, and innovative uses. Thehandbook covers a broad range of experiential learning methodsincluding: Games and simulations Action learning Role-play and Improv Story-telling Adventure activity Reflective practice Creative play It also describes the use of experiential learning in topicssuch as technical skills, leadership, team building, diversity andcross-cultural training, and emotional intelligence.
This book introduces new concepts and mechanisms regarding the usage of both social media interactions and artifacts for peer education in digital educational games. Digital games in general, and digital educational games in particular, represent an area with a high potential for interdisciplinary innovation, not only from an information technology standpoint, but also from social science, psychological and didactic perspectives. This book presents an interdisciplinary approach to educational games, which is centered on information technology and aims at: (1) improving digital management by focusing on the exchange of learning outcomes and solution assessment in a peer-to-peer network of lea...
Educational technology is a creative blending of 'idea' and 'product' technologies with subject-matter content in order to engender and improve teaching and learning processes. Educational technology is often associated with the terms instructional technology or learning technology. 'Product' technologies are tangible; for example, computer hardware or software. 'Idea' technologies are cognitive frameworks or schemes; for example, the Multiple Intelligence Theory proposed by Howard Gardner. When products are thoughtfully blended with subject matter content (such as mathematics or science concepts) for a specific audience in a specific educational context (such as a school), one is using 'educational technology'. The words educational and technology in the term educational technology have the general meaning. Educational technology is not restricted to the education of children, nor to the use of high technology.
Fifteen-year-old Margharita is toiling in her family's meager field when a handsome gentleman rides in with a proposal of marriage. After only a few words with her father,Master Domenico Vasari tears Margharita away from the family she cherishes and the farm boy she loves-and hauls her off to a foreign, violent life, full of strangers and strange customs.
Most chapters begin with "Introduction" and conclude with "Conclusion," "References and Bibliography," and "Summary." Preface. I. GENERAL PRINCIPLES. Introduction. A Short History of Educational Computing. When to Use the Computer to Facilitate Learning. The Process of Instruction. Methodologies for Facilitating Learning. Two Foundations of Interactive Multimedia. Developing Interactive Multimedia. Learning Principles and Approaches. Behavioral Psychology Principles. Cognitive Psychology Principles. Constructivist Psychology Principles. The Constructivist - Objectivist Debate. General Features of Software for Learning. Learner Control of a Program. Presentation of Information. Providing Help...
Paul, a religious teen living in a small conservative town, finds his world turned upside down when he meets Manuel—a young man who says he’s both Christian and gay, two things that Paul didn’t think could coexist in one person. Doesn’t the Bible forbid homosexuality? As Paul struggles with Manuel’s interpretation of the Bible, thoughts that Paul has long tried to bury begin to surface, and he finds himself re-examining his whole life. This is an unforgettable book on an extremely timely topic that strives to open minds on both ends of the spectrum.