Books · Educational Philosophy · Experiential · Research · Teaching

Being Self-study Researchers in a Digital World

Title: Being Self-study Researchers in a digital World

Author: Dawn Garbett

Being Self-Study Researchers in a Digital World

English | 2017 | ISBN: 3319394762 | 181 Pages


This book presents research on the intersection of self-study research, digital technologies, and the development of future-oriented practices in teacher education. It explores the changing teacher education landscape by considering issues that are central to doing self-study: context and location; data access, generation and analysis; social and personal media; forms and transformations of pedagogy; identity; and ethics in an increasingly digital world. Self-study research on, with, and around digital technologies is highly significant in education where the rapid development and ubiquity of such technologies are an integral part of teacher educators’ everyday pedagogical and research practices. Blended and virtual environments are now not only commonplaces in which to teach about teaching but also to research about teaching.

The book highlights how digital technologies can enhance the pedagogies and knowledge base of teacher education research and practice while remaining circumspect of grandiose claims. Each chapter addresses aspects of doing self-study with educational technology, and provides issues for discussion and debate for readers wanting to engage in self-study.

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Books · Experiential · Science · Teaching

Saving Science Class

Title: Saving Science Class

Author: Chris McGowan

English | February 14th, 2017 | ISBN: 1633882179 | 302 pages

Saving Science Class: Why We Need Hands-on Science to Engage Kids, Inspire Curiosity, and Improve Education

Much of what our students are learning about science in school bears little resemblance to real science. That is the main theme of this critique of science education by a veteran scientist and former school teacher. The author charges that today’s teaching mandate has been taken over by educational specialists, people with little or no understanding of science.
They clutter curricula with extraneous material, like engineering and technology, and focus so much attention theorizing over hypotheses and models and categorizing everything, that no time remains for doing science. There is little to entice youngsters to the science classroom today.

McGowan emphasizes that the problem is not the teachers but the materials they are obliged to teach. He is especially critical of the widely influential “Next Generation Science Standards” (NGSS). This is based upon “A Framework for K-12 Science Education,” which has been inordinately influenced by educational specialists. This is evident from the esoteric language, the almost exclusive citation of educational publications, and by glaring errors in science.

The author urges a rethinking of science education to bring the focus back to conducting real hands-on science in the classroom. This approach was pioneered by the Nuffield Science Teaching Project in the UK, where working scientists acted as resource personnel for teachers designing curricula.

Books · Educational Philosophy · Experiential · Teaching

Strategic Play

Strategic Play: The Creative Facilitator's GuideTitle: Strategic Play: The Creative Facilitator’s Guide

Authors: Jacqueline Lloyd Smith, Denise Meyerson
English | July 31, 2015 | ISBN: 1783240253 | 126 pages

Jacqueline Lloyd Smith and Denise Meyerson collectively have over 50 years’ global experience in the design and delivery of incredible learning experiences for clients in the private and public sectors. They have partnered with top tier, medium size, and small corporate clients to produce events that rock. They are now opening their files to other facilitators, and educators—of all levels—to share tools and techniques they have personally tested and used.

They are generously allowing you to benefit from their years of experience in the training, facilitation, and design space so you too are able to prepare, structure, and implement teachable moments, workshops, events, training days, learning experiences, offsites, and seminars that have a strong impact—and are memorable. Dip into this essential guide after you have been briefed by the executive team, managers, or human resource professionals and you are required to deliver a face-to-face session for anything between 1 and 100 hours. Play with these practical, user-friendly techniques to help your participants feel engaged and energized, so they will remember the key messages long after the event. Redesign and restructure the tools to suit your audience and the topic so the session remains vibrant and focused. Create experiences for any topic, whether for technical, personal, or professional development purposes.

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Not only do you have access to great openers and closers to activate thinking, we also provide you with a roadmap and overall layout so you have examples of how to structure your sessions.

Title: Strategic Play: The Creative Facilitator’s Guide #2: What the Duck!

Released Feb 17 2017

Blended · Books · Educational Philosophy · Emerging Trends · Experiential · Uncategorized

Human-Experiential Design

Title: Human-Experiential Design of Presence in Everyday Blended Reality: Living in the Here and Now (Human-Computer Interaction Series)

Author: John Waterworth
English | 18 May 2016 | ISBN: 3319303325 | 120 PagesHuman-Experiential Design of Presence in Everyday Blended Reality

This book explores how our lives and social interactions have become split between two intertwined, but not integrated, realities: the physical and the digital. Our sense of presence in the here and now has become fragmented, and yet earlier design approaches reinforced the problem, rather than leading to improvements. The authors address these issues by laying out a new human computer interaction (HCI) design approach – human-experiential design – rooted in a return to first principles of how people understand the world, both consciously and unconsciously. The application of this approach to the design of blended reality spaces is described in detail. Examples and scenarios of designing them to overcome the problems inherent in a variety of mixed reality settings are provided.

Human-Experiential Design of Presence in Everyday Blended Reality will appeal to undergraduate and graduate students and researchers in interaction design, psychology, HCI and computer application studies, as well as practicing interaction designers and computer professionals. It will also be of interest to communication, media and urban design students, and to all readers with an interest in the technology-mediated future.

Books · Bootcamp · Educational Philosophy · Emerging Trends · Experiential · Gamification · Higher Ed · Teaching

IT Through Experiential Learning

Title: IT Through Experiential Learning: Learn, Deploy and Adopt IT through Gamification

Author: Shreekant Shiralkar
2016 | ISBN-10: 1484224205 | 98 pages

 

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This concise book shows readers how experiential learning can be used to overcome the challenges posed in applying and delivering information technology (IT) to their business needs through innovative, game-based approach.

Technology innovations and evolving business models are part of a rapid change that is forcing corporate and management professionals to learn, deploy, and adopt IT in new ways in order to maintain a competitive advantage. Many are doing this through experiential learning. You’ll begin by reviewing the basics of experiential learning and its relevance to IT, followed by six chapters that apply the hands-on concept through various scenarios.

Make IT Through Experiential Learning one of your valued resources today.
What You’ll Learn:

  • Innovative and proven IT-related application scenarios
  • Generic management and leadership skill development
  • Guidance for applying the learning methods for generating extraordinary results over conventional methods

Who This Book Is For:

IT professionals, higher education students, and those engaged in training and organizational development.