Type II Uses of Technology in Education

Author: Cleborne D. Maddux
Publisher: Routledge
ISBN: 1136447954
Format: PDF, ePub
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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 in Education is the third in a series (Internet Applications of Type II Uses of Technology in Education and Classroom Integration of Type II Uses of Technology in Education, both from Haworth) that provides a clear view of the advantages—and challenges—involved in the use of technology to enhance and actively involve students in the learning process. The applications described and discussed at length here go beyond the mundane educational functions like grading or presenting drill and practice exercises to explore fresh ways of teaching and learning. Students can become involved and actually want to learn, all through the use of creative technology application. The book also includes tables and figures to enhance understanding of the material. Type II Uses of Technology in Education discusses: data collection, analysis, and communication in student research using pocket PCs and laptops the educational effect of using a learning object as a pedagogical model rather than simply being technological in nature examples of integrated Type II activities e-learning courses using interactive video, WebCT, and on-site discussion groups electronic discussion applications in a laptop university teacher education program challenges facing students using computers to enhance and express the extent of their learning information and communication technology (ICT) integration into schools—using three illustrative case studies forward planning needed to make the difficult change to technological application for learning a case study that used problem-based learning software with at-risk students using technology to reinforce visual learning strategies digital portfolio development as a Type II application interactive computer technology in art instruction on-demand help features for effective interactive learning experience Personal Educational Tools (PETs) Type II Uses of Technology in Education: Projects, Case Studies, and Software Applications provides numerous illustrations of technology learning in action and is perfect for educators and students in programs dealing with information technology in education, and for public school personnel with interests and responsibilities in using information technology in the classroom.

UNSUSTAINABLE

Author: Tim R. McDonald
Publisher: R&L Education
ISBN: 1607093669
Format: PDF, Kindle
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This book frames the problem of cost and effectiveness in America's public schooling system, and provides a strategy to address it.

Curriculum Studies Handbook The Next Moment

Author: Erik Malewski
Publisher: Routledge
ISBN: 1135857660
Format: PDF
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What comes after the reconceptualization of curriculum studies? What is the contribution of the next wave of curriculum scholars? Comprehensive and on the cutting edge, this Handbook speaks to these questions and extends the conversation on present and future directions in curriculum studies through the work of twenty-four newer scholars who explore, each in their own unique ways, the present moment in curriculum studies. To contextualize the work of this up-and-coming generation, each chapter is paired with a shorter response by a well-known scholar in the field, provoking an intra-/inter-generational exchange that illuminates both historical trajectories and upcoming moments. From theorizing at the crossroads of feminist thought and post-colonialism to new perspectives that include critical race, currere, queer southern studies, Black feminist cultural analysis, post-structural policy studies, spiritual ecology, and East-West international philosophies, present and future directions in the U.S. American field are revealed.

Classroom Integration of Type II Uses of Technology in Education

Author: Cleborne D. Maddux
Publisher: Psychology Press
ISBN: 9780789031112
Format: PDF
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Develop new strategies for using computers in the classroom Educators have talked about using information technology to improve teaching since the beginning of the modern computer movement but true integration remains an elusive goal—for most. Classroom Integration of Type II Uses of Technology in Education finds teachers who have managed to take advantage of the sophistication, power, and affordability of today's technology to develop new and better strategies for learning, despite the absence of an effective institutional infrastructure. This unique book reviews effective Type II teaching applications and software used at all educational levels, including Lego/Logo technologies, idea technologies, graphics software, laptop computers, and handheld computers. Information technology in schools has failed to fulfill its considerable potential because without a widespread instructional support system, computers are generally poorly used and not integrated meaningfully into classroom activities. But some educators have still been able to implement Type II applications of information technology in their educational settings. Classroom Integration of Type II Uses of Technology in Education looks at their innovative methods of using computers to bring about more effective teaching—and learning. Classroom Integration of Type II Uses of Technology in Education examines: computer activities of grade 1-5 students using Lego/Logo technologies using Kid-Pix graphics software for creative activities the Technology Integration Assessment Instrument (TIAI) gender disparity in computer-oriented problem solving a three-tiered, idea-technology classification system pre-service teacher preparation assistive technology definitions, legislation, and implementation issues lesson plans and document techniques for laptop computers an action/instructional model for using handheld wireless computers in the classroom Classroom Integration of Type II Uses of Technology in Education is an invaluable resource for academics working in information technology and education, and for K-12 teachers and administrators at all levels.

Technology and Education Reform

Author: Barbara Means
Publisher: DIANE Publishing
ISBN: 0788126326
Format: PDF, ePub, Mobi
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Addresses the question of whether technology can provide significant support for constructivist, project-based teaching and learning approaches and the associated issue of the elements needed for an effective implementation of technology within an educational reform context. Includes case studies of 9 sites that have been using technology in ways that enhance a restructuring of the classroom around students' needs and project-based activities. Sites selected were those that emphasized education reform and provided challenging, authentic activities for students from economically disadvantaged backgrounds. Illustrated.

Technology enriched schools

Author: Betty Collis
Publisher: Intl Society for Technology in educ
ISBN:
Format: PDF, ePub
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Technology enriched school projects are initiatives in real school settings that try to reduce or remove problems and constraints that hamper the effective use of computers in the schools. These projects are based, not on technology, but on educational need and vision. They examine the atmosphere and functioning of a school that uses technology for change and stimulation. The following case studies from technology enriched schools are presented: (1) "Mount Newton: A Technology-Enriched Middle School" (Keven Elder); (2) "California Model Technology Schools: The Monterey Perspective" (Kam Matray); (3) "Apple Classroom of Tomorrow: West High School" (Robert Howard and Jane Pratt); (4) "Technology-Enriched Schools in the Netherlands" (Jef Moonen and Jos Beishuizen); (5) "An Information Technology School Project in Romania" (Ion Diamandi); (6) "Computerization of an Israeli School System: Project Comptown" (Elad Peled, Zimra Peled, and Gad Alexander); (7) "School of the Future Project at F. M. Black Middle School" (Richard A. Smith and Anthony Sassi); (8) "The Quinte Lighthouse Project" (Robert Holt); and (9) "Netherhall School: Building for the Future on the Experience of the Past" (Alastair J. Wells). Synthesis and reflections are provided by the editors in "Summarizing the Case Studies of Technology-Enriched Schools" and "Reflections on Technology-Enriched Schools." Five appendixes summarize details about the projects. (Contains 33 references.) (SLD)

Design and Use of Serious Games

Author: Marja Helena Kankaanranta
Publisher: Springer Science & Business Media
ISBN: 1402094965
Format: PDF, Kindle
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During the last few years, a new area of creative media industry, namely Serious Games, has started to emerge around the world. The term serious games has become more popular for example in the fields of education, business, welfare and safety. Despite this, there has been no single definition of serious games. A key question, what the concept itself means, has stayed unsolved though most have agreed on a definition that serious games are games or game-like interactive systems developed with game technology and design principles for a primary purpose other than pure entertainment. In this book, serious games are understood as games which aim at providing an engaging, self-reinforcing context in which to motivate and educate the players. Serious games can be of any genre, use any game technology, and be developed for any platform. They can be entertaining, but usually they teach the user something. The central aim of serious games is to raise quality of life and well-being. As part of interactive media industry, the serious games field focuses on designing and using digital games for real-life purposes and for the everyday life of citizens in information societies. The field of serious games focuses on such areas as education, business, welfare, military, traffic, safety, travelling and tourism.