Books · Emerging Trends · ICT · Science · Uncategorized

Emerging Technologies in the Classroom

Title: Emerging Technologies in the Classroom

Author: Chrystalla Mouza

November 7, 2012 | English | ISBN-10: 1461446953 | 314 Pages
Emerging Technologies for the Classroom: A Learning Sciences Perspective

This book provides contemporary examples of the ways in which educators can use digital technologies to create effective learning environments that support improved learning and instruction. These examples are guided by multiple conceptual and methodological traditions evolving from the learning sciences and instructional technology communities as well as other communities doing important work on learning technologies. In particular, the book provides examples of technology innovations and the ways in which educators can use them to foster deep understanding, collaboration, creativity, invention, and reflection. Additional examples demonstrate the ways in which emerging mobile and networked technologies can help extend student learning beyond the confines of the classroom wall and support student-directed learning and new media literacies.

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Books · Coding · Educational Philosophy · Emerging Trends · Primary · Routledge · Teaching

Creating a Coding Generation in Primary School

Creating the Coding Generation in Primary Schools

Title: Creating a Coding Generation in Primary School

Author: Steve Humble
Routledge | English | Oct 2017 | ISBN-10: 1138681180 | 238 pages


by Steve Humble (Editor)

Steve Humble sets out the what, why and how of coding. Written by industry innovators and experts, and shows how you can bring the world of coding to your primary school practice.

It is packed with a range of inspirational ideas for the cross-curricular teaching of coding, from demystifying algebra in maths, to teaching music, to designing digital storytelling, as well as an insight into the global movement of free coding clubs for young people such as CoderDojo and Girls Learning Code.

Key topics explored include:

  • what we mean by ‘coding’
  • understanding and teaching computational thinking
  • building pupils’ passion for and confidence with technologies
  • artificial intelligence systems
  • how gender impacts on coding
  • STEM learning and Computer Science
  • using Minecraft to improve pupil engagement
  • fun projects using a Raspberry Pi.
  • Designed to be read from cover to cover or dipped into for ideas and advice, offers
  • all teachers a deeper knowledge and understanding of coding that will help them
  • support and inspire the coding generation. It is cool to code!
Emerging Trends · Springer · STEM · Teaching

What’s Your STEM?

Title: What’s Your STEM

Author: Rihab Sawah
English | 2017 | ISBN: 1507200641 | 256 pages

What's Your STEM?: Activities to Discover Your Child's Potential in Science, Technology, Engineering, and MathSet your child up for a bright future with this new, interactive activity book that helps kids decide which STEM”science, technology, engineering, and math”skills they most enjoy”and where they most excel!

How do batteries work? How exactly does a bridge stay up? How likely is it that someone shares your birthday?

Kids are curios. And parents can help foster that curiosity and channel it into a passion for science, technology, engineering, and math with Whats Your STEM?

This engaging activity book helps children learn about STEM with a variety of activities. Working together with their parents, they can figure out what interests them now”and how it can lead to a career later on.

In addition to the fifty entertaining and educational experiments, this interactive book includes information on potential STEM career paths.

Families can work together to complete the activities, find out what everyone likes, and learn about jobs in those fields. Whats Your STEM? is a fun, family-friendly way to expand kids horizons and choose their own STEM adventure!

Robotics in STEM Education: Redesigning the Learning Experience

Title: Robotics in STEM Education

Author: Myint Swe Khine
English |2017 | 260 Pages | ISBN : 3319577859


This book describes recent approaches in advancing STEM education with the use of robotics, innovative methods in integrating robotics in school subjects, engaging and stimulating students with robotics in classroom-based and out-of-school activities, and new ways of using robotics as an educational tool to provide diverse learning experiences.
It addresses issues and challenges in generating enthusiasm among students and revamping curricula to provide application focused and hands-on approaches in learning . The book also provides effective strategies and emerging trends in using robotics, designing learning activities and how robotics impacts the students’ interests and achievements in STEM related subjects.
The frontiers of education are progressing very rapidly. This volume brought together a collection of projects and ideas which help us keep track of where the frontiers are moving. This book ticks lots of contemporary boxes: STEM, robotics, coding, and computational thinking among them. Most educators interested in the STEM phenomena will find many ideas in this book which challenge, provide evidence and suggest solutions related to both pedagogy and content. Regular reference to 21st Century skills, achieved through active collaborative learning in authentic contexts, ensures the enduring usefulness of this volume.
John Williams
Professor of Education and Director of the STEM Education Research Group
Curtin University, Perth, Australia

Books · Coding · Educational Philosophy · Emerging Trends · STEM · Teaching

Girls Who Code

Title: Girls Who Code

Author: Reshma Saujani

2017 | ISBN: 042528753X | English | 176 pages
Girls Who Code: Learn to Code and Change the World

Part how-to, part girl-empowerment, and all fun, from the leader of the movement championed by Sheryl Sandberg, Malala Yousafzai, and John Legend.

Since 2012, the organization Girls Who Code has taught computing skills to and inspired over 40,000 girls across America. Now its founder, Reshma Saujani, wants to inspire you to be a girl who codes! Bursting with dynamic artwork, down-to-earth explanations of coding principles, and real-life stories of girls and women working at places like Pixar and NASA, this graphically animated book shows what a huge role computer science plays in our lives and how much fun it can be. No matter your interest”sports, the arts, baking, student government, social justice”coding can help you do what you love and make your dreams come true. Whether youre a girl whos never coded before, a girl who codes, or a parent raising one, this entertaining book, printed in bold two-color and featuring art on every page, will have you itching to create your own apps, games, and robots to make the world a better place.

Emerging Trends · Mobile · Online · Smart Education · Teaching

Web-Based Learning

Title: Web-Based Learning

Author: Gail V Davidson-Shivers

English | 2017 (2018 Edition) | 397 Pages | ISBN : 3319678396

Web-Based Learning: Design, Implementation and Evaluation, Second Edition
This second edition is a practical, easy-to-read resource on web-based learning. The book ably and clearly equips readers with strategies for designing effective online courses, creating communities of web-based learners, and implementing and evaluating based on an instructional design framework. Case example, case studies, and discussion questions extend readers skills, inspire discussion, and encourage readers to explore the trends and issues related to online instructional design and delivery.

Blended · Books · Emerging Trends · Smart Education · Teaching

The Design of Learning Experience

Title: The Design of Learning Experience

Author: Brad Hokanson

2015 | pages: 296 | ISBN: 3319165038
The Design of Learning Experience: Creating the Future of Educational Technology

This book delves into two divergent, yet parallel themes; first is an examination of how educators can design the experiences of learning, with a focus on the learner and the end results of education; and second, how educators learn to design educational products, processes and experiences. The book seeks to understand how to design how learning occurs, both in the instructional design studio and as learning occurs throughout the world. This will change the area’s semantics; at a deeper level, it will change its orientation from instructors and information to learners; and it will change how educators take advantage of new and old technologies. This book is the result of a research symposium sponsored by the Association for Educational Communications and Technology [AECT].

Educational Philosophy · Emerging Trends · Smart Education · Teaching

Learning in Virtual Worlds

Title: Learning in Virtual Worlds

English | 2016 | ISBN: 177199133X | 348 Pages | True PDF | 17 MB
Learning in Virtual Worlds : Research and Applications

Three-dimensional (3D) immersive virtual worlds have been touted as being capable of facilitating highly interactive, engaging, multimodal learning experiences. Much of the evidence gathered to support these claims has been anecdotal but the potential that these environments hold to solve traditional problems in online and technology-mediated education—primarily learner isolation and student disengagement—has resulted in considerable investments in virtual world platforms like Second Life, OpenSimulator, and Open Wonderland by both professors and institutions. To justify this ongoing and sustained investment, institutions and proponents of simulated learning environments must assemble a robust body of evidence that illustrates the most effective use of this powerful learning tool.

In this authoritative collection, a team of international experts outline the emerging trends and developments in the use of 3D virtual worlds for teaching and learning. They explore aspects of learner interaction with virtual worlds, such as user wayfinding in Second Life, communication modes and perceived presence, and accessibility issues for elderly or disabled learners. They also examine advanced technologies that hold potential for the enhancement of learner immersion and discuss best practices in the design and implementation of virtual world-based learning interventions and tasks. By evaluating and documenting different methods, approaches, and strategies, the contributors to Learning in Virtual Worlds offer important information and insight to both scholars and practitioners in the field.

Blended · Emerging Trends · Gamification · Mobile · Smart Education · Teaching

Deploying iPads in the Classroom

Title: Deploying iPads in the Classroom

Author: Guy Hart-Davis

English |  2017 | 569 Pages | ISBN : 1484229274

 Deploying iPads in the Classroom: Planning, Installing, and Managing iPads in Schools and Colleges


Master the skills and knowledge to plan and execute a deployment of iPads that will suit your school and your classroom. This book helps you evaluate your various options for deploying iPads—from configuring the tablets manually, through using Apple Configurator for imaging tablets, to subscribing to the heavy-duty Apple School Manager web service—and then shows you how to put your chosen approach into practice. Step-by-step instructions and practical examples walk you through the key questions you need to answer to get the most from your IT investment and then show you how to turn your decisions into deeds.
The iPad is a wonderful device for helping students to study more comfortably and learn more quickly. Apple’s popular tablet enables you to put in each student’s hands a full-power computer that enables her to access resources both on the school’s network and on the Internet; communicate via email, instant messaging, and video chat; and create digital content that she can submit effortlessly to your online marking system. Students love using the iPad—perhaps even more than teachers do!
What You’ll Learn
Plan your iPad deployment and choose the right iPad models, accessories, and apps
Image, configure, and deploy iPads in your classroom
Review tips, tricks, and techniques for managing iPads and keeping your digital classroom running smoothly

Who This Book Is For
Teachers and IT administrators at schools or colleges, and administrators and organizers in other bodies that need to deploy iPads en masse to conference attendees or hotel visitors

Educational Philosophy · Emerging Trends · Smart Education · Teaching

Integration of Cloud Technologies

Title: Integration of Cloud Technologies in Digitally Networked Classrooms and Learning Communities

English | 2017 | ISBN: 1522516506 | 354 Pages

 

Integration of Cloud Technologies in Digitally Networked Classrooms and Learning Communities

The application of emerging technology in educational settings has proven to significantly enhance students’experiences. These tools provide better learning opportunities and engagement between students and instructors.

Integration of Cloud Technologies in Digitally Networked Classrooms and Learning Communities is a pivotal reference source for the latest scholarly research on the implementation of cloud pedagogies and innovations in classroom environments. Highlighting concepts related to learning engagement, curriculum design, and theoretical perspectives, this book is ideally designed for researchers, practitioners, professionals, and students interested in the use of cloud technology in digital classrooms.

Books · Emerging Trends · Gamification · Teaching

Gaming Trends in P-12 Education

Title: Gaming Trends in P-12 Education

Author: Donna Russell

English | 2016 | ISBN: 146669629X | 699 Pages
Handbook of Research on Gaming Trends in P-12 Education

Gaming applications are rapidly expanding into the realm of education. Game-based education creates an active and enjoyable learning environment, especially for children and young adults who regularly use gaming for recreational purposes. Due to the evolving nature of education, gaming provides a transformative learning experience for diverse students.

The Handbook of Research on Gaming Trends in P-12 Education provides current research intended to aid educators, school administrators, and game developers in teaching today’s youth in a technology-immersive society. This publication melds together gaming for entertainment purposes as well as gaming applied within educational settings with an emphasis on P-12 classrooms. Featuring exhaustive coverage on topics relating to virtual reality, game design, immersive learning, distance learning through 3D environments as well as best practices for gaming implementation in real-world settings, this handbook of research is an essential addition to the reference collection of international academic libraries.