Author: Natasha Shroff
Publisher: GRIN Verlag
ISBN: 3346092194
Category : Business & Economics
Languages : en
Pages : 77
Book Description
Bachelor Thesis from the year 2018 in the subject Didactics - Business economics, Economic Pedagogy, grade: 8,6/10, , language: English, abstract: With the fast-paced change of society, a transformation of education is vital in preparing today’s students for tomorrow’s challenges such as a technology-based labor market. A concept named 21st century learning has been developed by various stakeholders, to frame the new type of skills required to succeed in the changing business environment. In this study, an investigation into primary school teacher engagement with emerging educational technology has been carried out in the case of Minecraft: Education Edition, a game-based emerging educational technology. The game was selected because it facilitates the learning of 21st century skills and hence provided a suitable choice to test various teacher technology engagement factors on a global scale. 21st century skills were found to focus on students’ knowledge adaption and application rather than the traditional teaching, based on knowledge acquisition and assimilation. Concepts are based on a variety of skills such as basic ICT skills, media literacy to support critical thinking in terms of data and conscious decision-making, informational & computational thinking, as well as the social and emotional learning aspect. The latter being a critical component for graduates to thrive and collaborate in a continuously adapting environment. This digital and cultural transformation requires students to take more responsibility, ownership, and agency over their learning. Hence, time and place independent, student-centered, and flexible learning, are encouraged through 21st century education. With the transformation of education, new skill requirements for teachers were found to be essential for a 21st century skill transfer in primary schools. Such requirements include high levels of teacher agency, basic digital skills and pedagogical-technological integration competences to take responsibility for the EdTech integration. To apply technology effectively, teachers are recommended to build their ICT self-efficacy, their own beliefs in their digital skills, on a continuous professional learning journey. To increase the latter engagement component, measures such as sharing expertise and experiences in a (global) teacher community as well as pro-actively seeking increased collaboration with teachers and students are recommended.
Digital and Cultural Transformation in Primary Education. Teacher Engagement with Minecraft Education Edition
Author: Natasha Shroff
Publisher: GRIN Verlag
ISBN: 3346092194
Category : Business & Economics
Languages : en
Pages : 77
Book Description
Bachelor Thesis from the year 2018 in the subject Didactics - Business economics, Economic Pedagogy, grade: 8,6/10, , language: English, abstract: With the fast-paced change of society, a transformation of education is vital in preparing today’s students for tomorrow’s challenges such as a technology-based labor market. A concept named 21st century learning has been developed by various stakeholders, to frame the new type of skills required to succeed in the changing business environment. In this study, an investigation into primary school teacher engagement with emerging educational technology has been carried out in the case of Minecraft: Education Edition, a game-based emerging educational technology. The game was selected because it facilitates the learning of 21st century skills and hence provided a suitable choice to test various teacher technology engagement factors on a global scale. 21st century skills were found to focus on students’ knowledge adaption and application rather than the traditional teaching, based on knowledge acquisition and assimilation. Concepts are based on a variety of skills such as basic ICT skills, media literacy to support critical thinking in terms of data and conscious decision-making, informational & computational thinking, as well as the social and emotional learning aspect. The latter being a critical component for graduates to thrive and collaborate in a continuously adapting environment. This digital and cultural transformation requires students to take more responsibility, ownership, and agency over their learning. Hence, time and place independent, student-centered, and flexible learning, are encouraged through 21st century education. With the transformation of education, new skill requirements for teachers were found to be essential for a 21st century skill transfer in primary schools. Such requirements include high levels of teacher agency, basic digital skills and pedagogical-technological integration competences to take responsibility for the EdTech integration. To apply technology effectively, teachers are recommended to build their ICT self-efficacy, their own beliefs in their digital skills, on a continuous professional learning journey. To increase the latter engagement component, measures such as sharing expertise and experiences in a (global) teacher community as well as pro-actively seeking increased collaboration with teachers and students are recommended.
Publisher: GRIN Verlag
ISBN: 3346092194
Category : Business & Economics
Languages : en
Pages : 77
Book Description
Bachelor Thesis from the year 2018 in the subject Didactics - Business economics, Economic Pedagogy, grade: 8,6/10, , language: English, abstract: With the fast-paced change of society, a transformation of education is vital in preparing today’s students for tomorrow’s challenges such as a technology-based labor market. A concept named 21st century learning has been developed by various stakeholders, to frame the new type of skills required to succeed in the changing business environment. In this study, an investigation into primary school teacher engagement with emerging educational technology has been carried out in the case of Minecraft: Education Edition, a game-based emerging educational technology. The game was selected because it facilitates the learning of 21st century skills and hence provided a suitable choice to test various teacher technology engagement factors on a global scale. 21st century skills were found to focus on students’ knowledge adaption and application rather than the traditional teaching, based on knowledge acquisition and assimilation. Concepts are based on a variety of skills such as basic ICT skills, media literacy to support critical thinking in terms of data and conscious decision-making, informational & computational thinking, as well as the social and emotional learning aspect. The latter being a critical component for graduates to thrive and collaborate in a continuously adapting environment. This digital and cultural transformation requires students to take more responsibility, ownership, and agency over their learning. Hence, time and place independent, student-centered, and flexible learning, are encouraged through 21st century education. With the transformation of education, new skill requirements for teachers were found to be essential for a 21st century skill transfer in primary schools. Such requirements include high levels of teacher agency, basic digital skills and pedagogical-technological integration competences to take responsibility for the EdTech integration. To apply technology effectively, teachers are recommended to build their ICT self-efficacy, their own beliefs in their digital skills, on a continuous professional learning journey. To increase the latter engagement component, measures such as sharing expertise and experiences in a (global) teacher community as well as pro-actively seeking increased collaboration with teachers and students are recommended.
Transforming Education. Empowering the Students of Today to Create the World of Tomorrow
Author: Dof Dickinson
Publisher:
ISBN: 9781643165646
Category :
Languages : en
Pages : 300
Book Description
This guide provides an inspiration and a vision for school leaders. It draws on two decades of global research, data, and experiences, taking an unflinching look at what works, and what doesn't in learning transformation. The result is a short-cut to success. Key concepts, red flags, and powerful questions designed to support transformation at systemic and school level. With insights from thought leaders to align school stakeholders with modern educational thinking. You'll also find practical help in the form of roadmaps and checklists, as well as recommendations on using technology to teach the future-ready skills that are so vital to today's young people and the success of nations in a global economy.Every school leader should take time to look through this book before attempting transformational change. It is startling, uncomfortable at times, but it rewards you with a solid foundation on which to move forward.
Publisher:
ISBN: 9781643165646
Category :
Languages : en
Pages : 300
Book Description
This guide provides an inspiration and a vision for school leaders. It draws on two decades of global research, data, and experiences, taking an unflinching look at what works, and what doesn't in learning transformation. The result is a short-cut to success. Key concepts, red flags, and powerful questions designed to support transformation at systemic and school level. With insights from thought leaders to align school stakeholders with modern educational thinking. You'll also find practical help in the form of roadmaps and checklists, as well as recommendations on using technology to teach the future-ready skills that are so vital to today's young people and the success of nations in a global economy.Every school leader should take time to look through this book before attempting transformational change. It is startling, uncomfortable at times, but it rewards you with a solid foundation on which to move forward.
Minecraft in the Classroom
Author: Shane Asselstine
Publisher: Pearson Education
ISBN: 0133858014
Category : Computers
Languages : en
Pages : 289
Book Description
"You'll find essential advice and captivating projects for uing Minecraft to enhance students' learning experiencce from educators using MIne craft in the classroom." - cover.
Publisher: Pearson Education
ISBN: 0133858014
Category : Computers
Languages : en
Pages : 289
Book Description
"You'll find essential advice and captivating projects for uing Minecraft to enhance students' learning experiencce from educators using MIne craft in the classroom." - cover.
Digital Leadership
Author: Eric Sheninger
Publisher: Corwin Press
ISBN: 1544350821
Category : Education
Languages : en
Pages : 227
Book Description
Lead for efficacy in these disruptive times! Just as the digital landscape is constantly evolving, the second edition of Digital Leadership moves past trends and fads to focus on the essence of leading innovative change in education now and in the future. As society and technology evolve at what seems a dizzying pace, the demands on leaders are changing as well. With a greater emphasis on leadership dispositions, this revamped edition also features New structure and organization emphasizing the interconnectivity of the Pillars of Digital Leadership to drive sustainable change Innovative strategies and leadership practices that enhance school culture and drive learning improvement Updated vignettes from digital leaders who have successfully implemented the included strategies New online resources, informative graphics, and end of chapter guiding questions Now is the time to embrace innovation, technology, and flexibility to create a learning culture that provides students with 21st century critical competencies!
Publisher: Corwin Press
ISBN: 1544350821
Category : Education
Languages : en
Pages : 227
Book Description
Lead for efficacy in these disruptive times! Just as the digital landscape is constantly evolving, the second edition of Digital Leadership moves past trends and fads to focus on the essence of leading innovative change in education now and in the future. As society and technology evolve at what seems a dizzying pace, the demands on leaders are changing as well. With a greater emphasis on leadership dispositions, this revamped edition also features New structure and organization emphasizing the interconnectivity of the Pillars of Digital Leadership to drive sustainable change Innovative strategies and leadership practices that enhance school culture and drive learning improvement Updated vignettes from digital leaders who have successfully implemented the included strategies New online resources, informative graphics, and end of chapter guiding questions Now is the time to embrace innovation, technology, and flexibility to create a learning culture that provides students with 21st century critical competencies!
Gamification: Concepts, Methodologies, Tools, and Applications
Author: Management Association, Information Resources
Publisher: IGI Global
ISBN: 1466682019
Category : Computers
Languages : en
Pages : 2250
Book Description
Serious games provide a unique opportunity to engage students more fully than traditional teaching approaches. Understanding the best way to utilize games and play in an educational setting is imperative for effectual learning in the twenty-first century. Gamification: Concepts, Methodologies, Tools, and Applications investigates the use of games in education, both inside and outside of the classroom, and how this field once thought to be detrimental to student learning can be used to augment more formal models. This four-volume reference work is a premier source for educators, administrators, software designers, and all stakeholders in all levels of education.
Publisher: IGI Global
ISBN: 1466682019
Category : Computers
Languages : en
Pages : 2250
Book Description
Serious games provide a unique opportunity to engage students more fully than traditional teaching approaches. Understanding the best way to utilize games and play in an educational setting is imperative for effectual learning in the twenty-first century. Gamification: Concepts, Methodologies, Tools, and Applications investigates the use of games in education, both inside and outside of the classroom, and how this field once thought to be detrimental to student learning can be used to augment more formal models. This four-volume reference work is a premier source for educators, administrators, software designers, and all stakeholders in all levels of education.
Research Anthology on Developments in Gamification and Game-Based Learning
Author: Management Association, Information Resources
Publisher: IGI Global
ISBN: 1668437112
Category : Education
Languages : en
Pages : 1971
Book Description
Technology has increasingly become utilized in classroom settings in order to allow students to enhance their experiences and understanding. Among such technologies that are being implemented into course work are game-based learning programs. Introducing game-based learning into the classroom can help to improve students’ communication and teamwork skills and build more meaningful connections to the subject matter. While this growing field has numerous benefits for education at all levels, it is important to understand and acknowledge the current best practices of gamification and game-based learning and better learn how they are correctly implemented in all areas of education. The Research Anthology on Developments in Gamification and Game-Based Learning is a comprehensive reference source that considers all aspects of gamification and game-based learning in an educational context including the benefits, difficulties, opportunities, and future directions. Covering a wide range of topics including game concepts, mobile learning, educational games, and learning processes, it is an ideal resource for academicians, researchers, curricula developers, instructional designers, technologists, IT specialists, education professionals, administrators, software designers, students, and stakeholders in all levels of education.
Publisher: IGI Global
ISBN: 1668437112
Category : Education
Languages : en
Pages : 1971
Book Description
Technology has increasingly become utilized in classroom settings in order to allow students to enhance their experiences and understanding. Among such technologies that are being implemented into course work are game-based learning programs. Introducing game-based learning into the classroom can help to improve students’ communication and teamwork skills and build more meaningful connections to the subject matter. While this growing field has numerous benefits for education at all levels, it is important to understand and acknowledge the current best practices of gamification and game-based learning and better learn how they are correctly implemented in all areas of education. The Research Anthology on Developments in Gamification and Game-Based Learning is a comprehensive reference source that considers all aspects of gamification and game-based learning in an educational context including the benefits, difficulties, opportunities, and future directions. Covering a wide range of topics including game concepts, mobile learning, educational games, and learning processes, it is an ideal resource for academicians, researchers, curricula developers, instructional designers, technologists, IT specialists, education professionals, administrators, software designers, students, and stakeholders in all levels of education.
How People Learn II
Author: National Academies of Sciences, Engineering, and Medicine
Publisher: National Academies Press
ISBN: 0309459672
Category : Education
Languages : en
Pages : 347
Book Description
There are many reasons to be curious about the way people learn, and the past several decades have seen an explosion of research that has important implications for individual learning, schooling, workforce training, and policy. In 2000, How People Learn: Brain, Mind, Experience, and School: Expanded Edition was published and its influence has been wide and deep. The report summarized insights on the nature of learning in school-aged children; described principles for the design of effective learning environments; and provided examples of how that could be implemented in the classroom. Since then, researchers have continued to investigate the nature of learning and have generated new findings related to the neurological processes involved in learning, individual and cultural variability related to learning, and educational technologies. In addition to expanding scientific understanding of the mechanisms of learning and how the brain adapts throughout the lifespan, there have been important discoveries about influences on learning, particularly sociocultural factors and the structure of learning environments. How People Learn II: Learners, Contexts, and Cultures provides a much-needed update incorporating insights gained from this research over the past decade. The book expands on the foundation laid out in the 2000 report and takes an in-depth look at the constellation of influences that affect individual learning. How People Learn II will become an indispensable resource to understand learning throughout the lifespan for educators of students and adults.
Publisher: National Academies Press
ISBN: 0309459672
Category : Education
Languages : en
Pages : 347
Book Description
There are many reasons to be curious about the way people learn, and the past several decades have seen an explosion of research that has important implications for individual learning, schooling, workforce training, and policy. In 2000, How People Learn: Brain, Mind, Experience, and School: Expanded Edition was published and its influence has been wide and deep. The report summarized insights on the nature of learning in school-aged children; described principles for the design of effective learning environments; and provided examples of how that could be implemented in the classroom. Since then, researchers have continued to investigate the nature of learning and have generated new findings related to the neurological processes involved in learning, individual and cultural variability related to learning, and educational technologies. In addition to expanding scientific understanding of the mechanisms of learning and how the brain adapts throughout the lifespan, there have been important discoveries about influences on learning, particularly sociocultural factors and the structure of learning environments. How People Learn II: Learners, Contexts, and Cultures provides a much-needed update incorporating insights gained from this research over the past decade. The book expands on the foundation laid out in the 2000 report and takes an in-depth look at the constellation of influences that affect individual learning. How People Learn II will become an indispensable resource to understand learning throughout the lifespan for educators of students and adults.
Digital Game-Based Learning
Author: Marc Prensky
Publisher: Paragon House
ISBN: 9781557788634
Category : Education
Languages : en
Pages : 464
Book Description
Today's workforce is quicker, sharper, more visually oriented, and more technology-savvy than ever. To truly benefit from the Digital Natives' learning power and enthusiasm, traditional training methods must adapt to the way people learn today. Written by the founder of Games2train, this innovative book is filled with examples and information to meet the demands of both educators and employers.
Publisher: Paragon House
ISBN: 9781557788634
Category : Education
Languages : en
Pages : 464
Book Description
Today's workforce is quicker, sharper, more visually oriented, and more technology-savvy than ever. To truly benefit from the Digital Natives' learning power and enthusiasm, traditional training methods must adapt to the way people learn today. Written by the founder of Games2train, this innovative book is filled with examples and information to meet the demands of both educators and employers.
From Digital Natives to Digital Wisdom
Author: Marc Prensky
Publisher: Corwin Press
ISBN: 1452230099
Category : Education
Languages : en
Pages : 241
Book Description
An expert perspective on 21st century education What can you learn on a cell phone? Almost anything! How does that concept fit with our traditional system of education? It doesn’t. Best-selling author and futurist Marc Prensky’s book of essays challenges educators to “reboot” and make the changes necessary to prepare students for 21st century careers and living. His “bottom-up” vision includes students’ ideas about what they need from teachers, schools, and education. Also featured are easy-to-do, high-impact classroom strategies that help students acquire “digital wisdom.” This thought-provoking text is organized into two sections that address: Rethinking education (including what and how we teach and measuring learning) 21st century learning and technology in the classroom (including games, YouTube, and more)
Publisher: Corwin Press
ISBN: 1452230099
Category : Education
Languages : en
Pages : 241
Book Description
An expert perspective on 21st century education What can you learn on a cell phone? Almost anything! How does that concept fit with our traditional system of education? It doesn’t. Best-selling author and futurist Marc Prensky’s book of essays challenges educators to “reboot” and make the changes necessary to prepare students for 21st century careers and living. His “bottom-up” vision includes students’ ideas about what they need from teachers, schools, and education. Also featured are easy-to-do, high-impact classroom strategies that help students acquire “digital wisdom.” This thought-provoking text is organized into two sections that address: Rethinking education (including what and how we teach and measuring learning) 21st century learning and technology in the classroom (including games, YouTube, and more)
Game Design and Intelligent Interaction
Author: Ioannis Deliyannis
Publisher: BoD – Books on Demand
ISBN: 1838800093
Category : Computers
Languages : en
Pages : 156
Book Description
The book presents a collection of chapters that focus on the design, use, and evaluation of games and the application of gamification processes in serious learning scenarios. This is clearly the way of the future, as those technologies are currently being used to change the way we explore, learn, and share our knowledge with others. The field will evolve in the near future with the use of new delivery platforms, while various technologies will merge into more concrete media, including wearable multipurpose devices. This book presents a series of design and evaluation case studies enabling the reader to appreciate the complexity of the task in hand, sample different case studies, and appreciate how different requirements can be met using game design and evaluation theory, analysis, and implementation.
Publisher: BoD – Books on Demand
ISBN: 1838800093
Category : Computers
Languages : en
Pages : 156
Book Description
The book presents a collection of chapters that focus on the design, use, and evaluation of games and the application of gamification processes in serious learning scenarios. This is clearly the way of the future, as those technologies are currently being used to change the way we explore, learn, and share our knowledge with others. The field will evolve in the near future with the use of new delivery platforms, while various technologies will merge into more concrete media, including wearable multipurpose devices. This book presents a series of design and evaluation case studies enabling the reader to appreciate the complexity of the task in hand, sample different case studies, and appreciate how different requirements can be met using game design and evaluation theory, analysis, and implementation.