How the influential industry that produced such popular games as Oregon Trail and KidPix emerged from experimental efforts to use computers as tools in child-centered learning.OCLC-licensed vendor bibliographic record.
Innovative uses of global and local networks of linked computers make new ways of collaborative working, learning, and acting possible. In Group Cognition Gerry Stahl explores the technological and social reconfigurations that are needed to achieve computer-supported collaborative knowledge building--group cognition that transcends the limits of individual cognition. Computers can provide activ…
"Everything you always wanted to know about MOOCs: an account of massive open online courses and what they might mean for the future of higher education.""The New York Times declared 2012 to be "The Year of the MOOC" as millions of students enrolled in massive open online courses (known as MOOCs), millions of investment dollars flowed to the companies making them, and the media declared MOOCs t…
Originally presented as the author's thesis (doctoral--Harvard University, 1985).What are computers in education being used for? In this book, Cynthia Solomon takes a welcome look at the possibilities and issues of learning with and about computers in schools or in any other learning environment.Solomon focuses on the use of computers within the framework of recent innovative theories of learni…
"A Bradford book.""Reprinted from Artificial intelligence: an international journal, volume 42, number 1, 1990"--Title page verso.New perspectives and techniques are shaping the field of computer-aided instruction. These essays explore cognitively oriented empirical trials that use AI programming as a modeling methodology and that can provide valuable insight into a variety of learning problems…
Behind the lectern stands the professor, deploying course management systems, online quizzes, wireless clickers, PowerPoint slides, podcasts, and plagiarism-detection software. In the seats are the students, armed with smartphones, laptops, tablets, music players, and social networking. Although these two forces seem poised to do battle with each other, they are really both taking part in a war…
A guide to both theory and practice of blended learning offering rigorous research, case studies, and methods for the assessment of educational effectiveness. Blended learning combines traditional in-person learning with technology-enabled education. Its pedagogical aim is to merge the scale, asynchrony, and flexibility of online learning with the benefits of the traditional classroom--content-…
"Squire draws on 15+ years of experience to describe how games are developed and deployed in the classroom"--OCLC-licensed vendor bibliographic record.
"The author develops a model of peer pedagogy by examining the popular genre of Let's Play videos as a source of learning for Minecraft players"--OCLC-licensed vendor bibliographic record.
This book advances an alternative reading of the social, political and cultural issues surrounding schools and technology and develops a comprehensive overview of the interplay between policy, practice and identity in school workplaces. It explores how digital technologies have become an integral element of the politics and socially negotiated practices of school workplaces as school campuses a…